• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Gonna start learning SDX modding

Sounds good! Database stuff isn't really necessary at this point, although an understand of Linq is really good. Not exactly a database level of thing, but sometimes those are merged together.

When doing the Unity course, keep in mind that not all features of Unity are supported or work when applied to the game. Sometimes the coolest stuff eludes us when we apply it into the game, even if it worked in Unity.

 
Sounds good! Database stuff isn't really necessary at this point, although an understand of Linq is really good. Not exactly a database level of thing, but sometimes those are merged together.
When doing the Unity course, keep in mind that not all features of Unity are supported or work when applied to the game. Sometimes the coolest stuff eludes us when we apply it into the game, even if it worked in Unity.
1) course 1 mentioned Linq as being some kind of great tool but he didn't really go beyond saying that because it was for a different video course.

is it useful for 7 days?

2) I think i know what you're talking about, but the unity course happens to be for Unity 5.1 so it should be very close.

 
1) course 1 mentioned Linq as being some kind of great tool but he didn't really go beyond saying that because it was for a different video course.
is it useful for 7 days?

2) I think i know what you're talking about, but the unity course happens to be for Unity 5.1 so it should be very close.
LINQ is very useful to understand if you are doing some SDX PatchMods. It's an isolated use case, but very valuable.

2) Some things may look fine in the Unity editor, whereas in game they don't always look or work the best. Some features, like loading Scripts, are poorly understood, and most don't work. Legacy Animations are the only ones we know that work; Mechanim and Humanoid animations not so much.

Lots of "gotchas" in Unity work. It's fine as long as we have realistic expectations that some features of the Unity aren't applicable or work in the game.

 
Some features, like loading Scripts, are poorly understood, and most don't work. Legacy Animations are the only ones we know that work; Mechanim and Humanoid animations not so much.
woa woa woa...loading scripts? do you mean when i attach a script to a gameobject or something that the custom c# code i write won't work? like how does that even work then?

 
woa woa woa...loading scripts? do you mean when i attach a script to a gameobject or something that the custom c# code i write won't work? like how does that even work then?
Attaching a script onto an object works great in unity. It wont be read though by 7d2d. The logic of that script needs to be rewritten into a new script, and then added to the scripts folder in your sdx mode. This is still voodoo to me, but I learned this after my Unity scripts didn't work, and Morte and Sphereii's SDX scripts did.

 
Update 4:

Took a long break for awhile. Picked up Japanese and now I can sound out and write their Hiragana script from memory. Basically means I can almost read what their kids can read.

Now i'm taking an extended break from that and came back to learning c#. I was a little worried that I forgotten too much and would have to drag myself through tedious stuff again...but that doesn't seem to be the case. I've read extra material on the things I already knew from different vantage points, learned more tidbits, and I think gained a deeper understanding of alot of things.

Then i also broke into more of the "advanced" stuff, as the book called it...and basically I'm coming along nicely.

To describe it, i'd say the only "core" things I still need to bone up on is Generics, IEnumerables, maybe take just one more look at when to use Structs, touch what reflection and defensive programming is, and then go full boar with the bigger things.

At this very moment, i'm plowing through a playlist on Lambda expressions, Events, Closures, Delegates, and the mini topic of Func and Action which help with delegates.

The sources i'm using are a) a youtube channel called "Jamie King" ... he's got some truly great stuff. He breaks down all the sugar, and shows you the magic behind the scenes. Really helps me think i'll make educated decisions. b) "The C# Programming Yellow Book", which doesn't really break down the sugar, but provides his experience and thought-process so that you can still make smart choices, and unlike the other materials he takes a more abstract and less "language specific" approach. Basically he teaches about principles outside the language. c) other stuffs like "The C# Players Guide" which also provides valuable insight, and goes a bit deeper than most of the other noob books.

...

oh ya, and I've learned a sizable amount of Regular Expressions both in C# and outside of it, like in EditPadPro 7. Also made real applications with it that I use for a game called Neo Scavenger and organizing it's XML files. Shortly after creating the c# version of the same RegEx code I learned of a XML utility in C#, and when I round up all the stuff i need to learn above, i'll come back to this XML topic and see how i can use it to improve my c# RegEx program. Essentially, if you're curious, i needed RegEx to go through the games XML and change a bunch of ID numbers into something more search friendly.

So lots of stuff happened when it seems like i dropped off the face of the planet. all of it worth bragging about in the "what did you do this year?" department.

...20 minutes later...

oh ya, and I learned a bit about using IL Spy to deobfuscate 7 days to die...still a ways from wanting to really dip my toes into the real thing yet as I still need to learn more about Unity itself. Still a ways away, but building a firm foundation on C# seems to be the right thing to do. Hopefully, one day the fun pimps will give us more tools for modding.

 
Last edited by a moderator:
Back
Top