#server-plugins-read-only

1 messages · Page 14 of 1

sudden heart
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I was hoping to experiment with it, if I get a copy of the game itself.

compact crypt
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They mentioned that client code is not going to be released though, so you might get some limitations with it

sudden heart
#

Already know the client is closed source, but I would think the packets themselves would be open-source since I read that the server itself is supposed to be open-source anyway.

modest burrow
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Sick so we’re gonna have to dig our through src of client to actually make a good anticheat

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Cuz ik Hytale ain’t making one lmao

hearty iris
sudden heart
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Client is going to be closed from what I read.

modest burrow
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Yea just means

compact crypt
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Minecraft has a serious problem with cheats that every server has to manage so i'm not mad at hytale for not doing an invasive kernel-level anticheat

obsidian creek
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So this game gonna be Serverable? Like Minecraft Server? with Bukkit and spigot?

compact crypt
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"Question 48 ]:

You said we will always be forced to the newest version of the game, no version selecting. What about the servers, will they be able to run custom versions?

Slikey (Tech Director): We are releasing the server as shared source - you will have the source code with no obfuscation and all our comments in it. You can run very heavily modified versions of the server. If you really want to and you have the technical skills, you can make your own Hytale server software. I know some Rust programmers are already warming up the keyboard. You have to make sure you keep the protocol compatible with the latest version of the client though."

hearty iris
obsidian creek
compact crypt
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As a lua fan I'm planning to make the java code work with LuaJ to make my own lua script plugin

obsidian creek
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And also they use blockbench, Hope they also have a system to import my model there.

compact crypt
obsidian creek
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They also have Hytale Online Server List lol, the game is not released yet and they have server list.

compact crypt
# modest burrow Learn java atp bro

Well my objective is to make an "open source" contribution for anyone, so other people that don't know java but know Lua can actually do their own lua plugins

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We'll see how it turns out though

hearty iris
compact crypt
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But oh well maybe it's unneccessary, i just want to do it to test myself and my skills to do some contribution

edgy kernel
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granted, more ways to mod are always welcome & i’m excited to see what all methods of modding everyone creates

compact crypt
formal burrow
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people are 100% going to find dupes within the first week

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people are going to have to invisible spectate suspected cheaters like the old days for a bit

edgy kernel
edgy kernel
formal burrow
viscid wren
formal burrow
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Cloudflare Spectrum REFUSES to give an actual detailed price... You don't need it. Just use TCPShield when it's ready within a month or so of launch. They cover unlimited bandwidth at $250/mo

compact crypt
viscid wren
storm glen
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Its a custom engine and it wasn't ready so the lack of anti cheat isnt exactly odd.

compact crypt
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Yup that's what i'm talking about, totally understandable

edgy kernel
storm glen
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Grok plugin when.

edgy kernel
storm glen
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🤓 Hypixel_Sketchy

worthy cliff
storm glen
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Lua is a very non strict language. Its similar to Python

compact crypt
storm glen
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Ive been coding it in Lua for 16 years.

edgy kernel
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i’m curious if we’ll have an attributes system similarly to minecraft

a curios / charms mod would go crazy

worthy cliff
storm glen
edgy kernel
compact crypt
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Yes, because of valid reasons:
Simple, fast and powerful if you expose the right functions

storm glen
edgy kernel
storm glen
edgy kernel
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curious what all this NoesisUI thing is

compact crypt
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UI will need a rework in the future

storm glen
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Its just a UI framework. However we won't be getting direct access. Instead we have to use their abstraction layer.

edgy kernel
compact crypt
storm glen
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The framework has a UI builder. Im just hoping we can use it and import.

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If it doesn't Im just going to code a UI building tool.

edgy kernel
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I’d be interested in seeing FancyMenu level customization

spent hours playing with FancyMenu my first time loll

storm glen
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Ive worked with code built UI and its the worst experience.

compact crypt
edgy kernel
compact crypt
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The game on launch will be running at life support though
They mentioned that there are possible data-losing crashes, no good documentation for server, limited features
So UI doesn't seem to be top priority for now

edgy kernel
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i can’t wait to combust my pc with everything i’ma attempt

storm glen
compact crypt
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Yup we'll see once we get a taste of dem server files

storm glen
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I'm more interested right now in the feature and bug bounty. Hence why I'm thinking about tools to create.

compact crypt
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This hype is a bit worthless for now though, it seems like this game won't release until q1 2026

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Or is there some info on a possible release date?

storm glen
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Release date announcement is next weekend

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Or the week after

compact crypt
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Ohh glad to remember what was going to hppen next week, i wasn't able to remember

worthy cliff
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with their emphasis on fast release, polish later i doubt itll be a long wait

storm glen
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My POV is its gonna be a bit silly for everyone to immediately create mods when with an unfinished and changing foundation.

If people just focus on making tools and assisting with the bounty the game can get to a stable point faster to where nobodies custom work breaks as much.

worthy cliff
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thats a good mindset

storm glen
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Everyone wants this to be another Minecraft boom and get in early to do well financially. This is... not gonna be that. Yet.

formal ridge
storm glen
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Can you link?

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The bounty is the only thing Im aware of.

compact crypt
hoary pebble
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I was also thinking of doing something based in UI, and waiting to see how the Infastructure is. But also the current devs open sourcing their server / mods id want to scrap that truthfully cause they've been able to use the tools for years vs months

storm glen
formal ridge
# storm glen Can you link?

He's mentioned it a few times now but he re-iterated it with his most recent spoken interview.

A time before that it was in a post on x over the possibility of someone making a great mod for something that would be the redstone system equivalent within Hytale.

worthy cliff
hoary pebble
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Yeah but being made in code doesnt mean much to me isnt most tech made in code?

storm glen
worthy cliff
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ah good point

formal ridge
compact crypt
formal ridge
# storm glen The bounty is the only thing Im aware of.

I would also point out that it was mentioned that folks that get other people to purchase Hytale with an account associated phrase (sorta like buy 'xxx' with this discount code) will be able to make a small percentage off of every game purchase used with that code.

brittle estuary
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Does anyone know what the Tebex pricing structure is? They don't say on their website without creating an account

compact crypt
storm glen
# compact crypt Do you have info on how feature/bug hunting is going to work? (Maybe sending ema...

No, but most bounties are simply based on payouts based on the severity of the change and you report it.

The actual bounty may not happen until the source is released 2 months after release, at that point, any pull request will be reviewed and that may come with requirements for how our code needs to be setup.

They will definitely have code requirements for stuff like naming conventions and so on if they want to not create more problems.

brittle estuary
compact crypt
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I am guessing it's free but they take a portion of what you earn
There seems to be a "Tebex starter" plan and a "Tebex plus" plan

storm glen
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Im looking for the one employee who posted an image on his twitter showing code. He was making the mod viewer. Having a tough time.

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Kweebec Corner doesn't cite his image sources which makes it harder to find who it was I saw.

brittle estuary
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Would much prefer that money going back into the game and development

compact crypt
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Though i can agree with your point of supporting the game

brittle estuary
compact crypt
brittle estuary
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Even thought it's an extra task, I feel like the massive influx of people setting up servers even in the early access days is the time to capture users of a system like that

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Rather than let them use something else and try to get them to switch later. Doesn't work well

brittle estuary
compact crypt
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Ohh i see

compact crypt
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It would be a great way to get indirect financial support

brittle estuary
compact crypt
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It has been difficult to communicate with them from my perspective, try mentioning it when a director is in a chat (game-discussion, or possibly the next QnA)

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Maybe a tweet can work too

brittle estuary
# compact crypt It would be a great way to get indirect financial support

It would be massive financial support. If the base game only costs $20 - $80 once. If they get 1,000,000 users in the first year let's say, that's an average of $45 so $45,000,000 once. Which I'm guessing is close to what they spent on reacquiring the game, so roughly breaking even in a year.

If a million users, let's conservatively estimate spend on average $1 per month on Hytale servers and Hytale got a 5% cut of that. That would be $50,000 per month going straight to the company and their developers every month rather than $0 if they don't have a recurring revenue stream.

I'm also guessing they would eventually have significantly more users and a higher average spend than $1 per month per user

compact crypt
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That makes 100% sense to me, it would be a great secondary income for them, i wonder if they are actively choosing to not get that cut of servers (for whatever reason) or if they haven't thought about it

storm glen
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Go check out that link to see the UI code I was talking about. @hoary pebble @compact crypt

storm glen
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Is it not showing?

blissful citrus
hoary pebble
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I would like to though thank you!

compact crypt
storm glen
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On "x" (twitter)

/Ktar5/status/1991664868131500049

brittle estuary
compact crypt
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Ohh so they actually mentioned it

brittle estuary
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Yeah

compact crypt
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Did they mention why exactly?

teal vector
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IMO an official payments system would be a good thing to do when the game hits a 1.0 release, not early access

compact crypt
storm glen
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You found it?

compact crypt
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Yup

storm glen
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I find it interesting we need to use Java and this custom language setup like CSS

compact crypt
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Wait this is actually a bit crazy for me

storm glen
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But you know what's more insane.

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This is actual production code we're seeing.

worthy cliff
brittle estuary
# compact crypt Did they mention why exactly?

This was his exact post: "Hytale will take 0% from modders and server owners for at least the first 2 years.

We will trust that they bring us players; that is all.

We will not have any exclusivity clauses.

By the players, for the players."

compact crypt
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Ohh i see now

#

Maybe they were thinking that each server can have their own website with payments so they take 100% out of it

brittle estuary
compact crypt
hoary pebble
storm glen
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Yeah, but it's always nice to see.

compact crypt
storm glen
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I'm converting it to a text document right now to paste here for anyone who can't be bothered to go view the link.

compact crypt
#

Client code is not going to be released though, so the only code being released will be the server's

compact crypt
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Dat horizontal scrollbar haunts me a bit, hopefully it isn't the case for most of the code base

storm glen
#

Java File

public class PrefabEditorLoadSettingsPage extends InteractiveCustomUIPage<PrefabEditorLoadSettingsPage.PageData> { // 6 usages & Carter Gale +5
    private final List<DropdownEntryInfo> savedConfigsDropdown = new ArrayList<>(); // 5 usages

    public PrefabEditorLoadSettingsPage(@Nonnull final PlayerRef playerRef) { super(playerRef, CustomPageLifetime.CanDismissOrCloseThroughIntero

    @Override & Carter Gale +3
    public void build(@Nonnull Ref<EntityStore> ref, @Nonnull Store<EntityStore> store, @Nonnull UICommandBuilder commandBuilder, @Nonnull UIEve
        commandBuilder.append("Pages/PrefabEditorSettings.ui");

        // We iterate through all the files in the PrefabEditorCreationSettings asset folder to find all our dropdown entries
        savedConfigsDropdown.add(new DropdownEntryInfo(LocalizableString.fromMessageId("commands.editprefab.ui.savedConfigs.noneSelected"), valu
        for (var assetId : PrefabEditorCreationSettings.getAssetStore().getAssetMap().getAssetMap().keySet()) {
            savedConfigsDropdown.add(new DropdownEntryInfo(LocalizableString.fromString(assetId), assetId));
        }

        commandBuilder.set("#SavedConfigs #Input.Entries", savedConfigsDropdown);
        commandBuilder.set("#SavedConfigs #Input.Value", "");

        var rootDirectoryDropdown = new ArrayList<DropdownEntryInfo>();
        for (var value : PrefabRootDirectory.values()) {
            rootDirectoryDropdown.add(new DropdownEntryInfo(LocalizableString.fromMessageId(value.getLocalizationString()), value.name()));
        }
        commandBuilder.set("#MainPage #RootDir #Input.Entries", rootDirectoryDropdown);
        commandBuilder.set("#MainPage #RootDir #Input.Value", PrefabEditLoadCommand.DEFAULT_PREFAB_ROOT_DIRECTORY.name());

        var worldGenTypeDropdown = new ArrayList<DropdownEntryInfo>();
        for (var value : WorldGenType.values()) {
            worldGenTypeDropdown.add(new DropdownEntryInfo(LocalizableString.fromMessageId(value.getLocalizationString()), value.name()));
        }
        commandBuilder.set("#MainPage #WorldGenType #Input.Entries", worldGenTypeDropdown);
        commandBuilder.set("#MainPage #WorldGenType #Input.Value", PrefabEditLoadCommand.DEFAULT_WORLD_GEN_TYPE.name());

        var axisToPassOnDropdown = new ArrayList<DropdownEntryInfo>();
        for (var value : PrefabStackingAxis.values()) {
            axisToPassOnDropdown.add(new DropdownEntryInfo(LocalizableString.fromString(value.name()), value.name()));
        }
        commandBuilder.set("#MainPage #PasteAxis #Input.Entries", axisToPassOnDropdown);
        commandBuilder.set("#MainPage #PasteAxis #Input.Value", PrefabEditLoadCommand.DEFAULT_PREFAB_STACKING_AXIS.name());
#

.ui file

Common > UI > Custom > Pages > PrefabEditorSettings.ui
    $C = "../Common.ui";
    $Sounds = "../Sounds.ui";

    @InputLabel = Label {
        Anchor: (Left: 6, Right: 16, Width: 250);
        Style: (...$C.@DefaultLabelStyle, VerticalAlignment: Center, Wrap: true);
    };

    @NumberInput = Group {
        @Visible = false;
        @Left = 32;
        LayoutMode: Left;
        Anchor: (Left: @Left, Top: 6);
        Visible: @Visible;

        @InputLabel {
            Text: @Label;
        }

        $C.@NumberField #Input {
            @Anchor = (Width: 60, Left: 0, Right: 16);

            Format: {
                MaxDecimalPlaces: 0,
                Step: 1
            };
        };
    };

    @MultilineTextField = MultilineTextField {
        Style: $C.@DefaultInputFieldStyle;
        PlaceholderStyle: $C.@DefaultInputFieldPlaceholderStyle;
        Background: $C.@InputBoxBackground;
        AutoGrow: false;
        Padding: (Horizontal: 10, Vertical: 8);
    };

    $C.@PageOverlay #MainPage {
        LayoutMode: Middle;
        Anchor: (Width: 70);

        $C.@DecoratedContainer {
            Anchor: (Width: 700);

            #Title {
                $C.@Title {
                    @Text = %customUI.prefabEditorSettings.title;
                }
            }

            #Content {
                LayoutMode: Top;
                Padding: (Full: 16);

                Group #SavedConfigs {
                    LayoutMode: Left;
                    Anchor: (Bottom: 16);

                    @InputLabel {
                        Text: %customUI.prefabEditorSettings.savedConfigs;
                    }

                    $C.@DropdownBox #Input {
compact crypt
#

The .ui file looks good to me

storm glen
compact crypt
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The java file... i'm a bit worried about the state of the rest of the code base

storm glen
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It looks like we have to build out our UI elements in .ui and use java to tell it where to go and what to be filled with.

#

Unless according the .ui you see how the InputLabels work, it becomes a listener of that property.

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I'm going to see of this is supposed to be how Noesis works or this is their abstraction.

hoary pebble
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did you guys scroll to gerolds question from the x post does it mean anything with the confirmation that they guy gave or nah (the one you posted before)

storm glen
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With X post?

compact crypt
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The same you sent

hoary pebble
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I HATE SLOWMODE

storm glen
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Wait...

compact crypt
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What i got from the comment+confirmation is that the content is passed from the server to the client

storm glen
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I just realized what might be going on now.

compact crypt
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Like, a settings folder comes from the server and the client gets it

#

Yup this is more crazier than what i thought

hoary pebble
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its like gmod

storm glen
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The .ui file is a "markup asset" so pretty much like .css like I thought.

compact crypt
#

Wait no

storm glen
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That doesnt look like xaml

compact crypt
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I messed it up, what it really was said:
@midnight vapor5
"The XAML markup language with Noesis comes later/soon. This is a temporary legacy custom markup language that we're working on transitioning to Noesis."

#

Whoops i tagged him accidentally, i'm sorry ktar

storm glen
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Well maybe he can reply back to us for specifics, but this is cool to know.

compact crypt
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"Legacy custom markup language"

storm glen
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It's just a shame it's a hidden detail in a reply.

compact crypt
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This will be definitively one of the things that will be broken in the future

storm glen
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Hence why I was saying we should REALLY all avoid jumping the gun thinking this is gonna be a business boom.

compact crypt
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Like, doing any ui mod right now will have to be rewritten for noesis later on

hoary pebble
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Right now, our UI situation is messy:

We are using three UI frameworks at the same time.
We are in the process of ripping out two of them and consolidating on NoesisGUI.
Noesis Technologies has been extremely helpful to us, and we want to acknowledge their role in helping make Hytale happen. 

(from the hytale modding strategy and status

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its only neosisgui i believe in the future

#

we pray

compact crypt
storm glen
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So it's likely we'll see the java part stick, but the .ui part will just be redone as xaml with Noesis later.

hoary pebble
compact crypt
storm glen
#

New post from Simon.

worthy cliff
compact crypt
#

If i'm not mistaken, They were rewriting the entire game from scratch when riot took over

rose atlas
#

[XXXX] is a multiplayer Hytale server game mode where teams of heroes work together to save the Hytale universe from a mysterious force known as The Fracture. Players explore dynamic worlds (Alterverses), complete missions, fight enemies, and restore balance to the universe.

here's the beginning of my idea 👀

compact crypt
#

Now it's just the legacy engine that was being developed before riot

worthy cliff
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i see, do you know if the engine will be available for modders?

storm glen
#

The current one they are using (legacy) written in Java.

compact crypt
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If you know java you can make server plugins

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And even modify the entire server code at your wish

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"[ Question 40 ]

How much depth are we speaking with mods? Can we re-write the whole game in some sort of way (obvs we would have engine limitations)

Slikey (Tech Director): I think that is simply something we have to wait to see. Most of our core game is changeable. You can make your own version of orbis with custom world generation, custom NPCs, custom weapons, custom blocks. If you really wanted you could toss out all our content and start from scratch by making your very own adventure mode / map that is using none of our game."

storm glen
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And the Java SDK for building will be version 25.

compact crypt
#

Gotta learn java to do dem juicy server plugins on release

dark cape
#

sooo juicy 😍

storm glen
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I been doing Lua for 16 years, C++ for 3 years, JavaScript for about 5 years.

Java is gonna be pretty simple, I'm just learning to code a web REST application with Spring Boot to learn how to use it cause I'll want to support an external database with PostgresSQL

compact crypt
storm glen
#

I used Roblox, and it's now how I make my living working for a studio, but I also teach how to use game design in Unreal Engine 5 at a college.

compact crypt
#

Ohh that's amazing

worthy cliff
storm glen
compact crypt
storm glen
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I liked that Hytale wants to support a visual language since I'm already used to Unreal Engines C++ and Blueprint interoperability.

compact crypt
storm glen
dark cape
worthy cliff
#

what are you working with now?

storm glen
#

My advice is to learn to make an obstacle course. @dark cape

Learn basic programming fundamentals like addition, functions, and events.

#

There is a great course I can link you on Youtube.

dark cape
#

I think the only thing I haven't messed with is events

compact crypt
storm glen
#

The problem is learning is easiest when you are programming stuff you want to make.

dark cape
storm glen
#

But you won't be as good as you could be if you learned fundamentals first.

worthy cliff
#

jst dont get stuck in tutorial hell

compact crypt
dark cape
storm glen
#

If you want the tl;dr of Roblox.

Server scripts go in ServerScriptService.

Client scripts typically go in StarterPlayerScripts or ReplicatedStorage @dark cape

If you want things to communicate between server and client, look up "RemoteFunction" and "RemoteEvent"

dark cape
#

thanks 🙂

hoary pebble
#

youre a pretty good teacher have you considered picking it up?

storm glen
#

I teach for a living at a college.

#

For Game Development, I cover Game Design and Game Programming in Unreal Engine 5.

hoary pebble
#

sorry i ran away but i reread the chat i was making that the my the joke but it was also a nice joke

storm glen
#

I'm actually looking forward to when Hytale releases cause, I'm wanting to make tutorials on how to code and design in it.

worthy cliff
#

you have a channel?

storm glen
#

I mostly just post WIP stuff on it and demo reels, under DevTechSpectrum

bold salmon
storm glen
#

I've yet to try it, I really want to, heard nothing but great things about it.

bold salmon
hoary pebble
#

comes in expedition 33 gone with the wind

#

welcome to the big 25

eternal rune
eternal rune
rough widget
#

Hope they make it really open-source tho. Maybe not rn but in the future

eternal rune
formal burrow
rough widget
eternal rune
# rough widget I wondered about that. Yeah IG if we can fork and contribute everything's good. ...

There's a slim chance we won't be allowed to fork it to run servers given the exact details released.. but judging by everything else I read it seems extraordinarily unlikely. I think I remember it specifically saying so we could see how stuff works when writing plugins... But since they plan on accepting contributions in the forms of bounties, it seems dumb you wouldn't be allowed to run it modified in production, but could just be my tired brain full of fear atm

scarlet spoke
#

We'll get access to the server files, which wraps the core methods.
So you can fork without problems but you probably can't add new core methods.

tired arrow
#

The real question is if mcmmo is going to have a release ASAP

formal burrow
tired arrow
#

Key word, “ASAP” means as soon as possible.

#

He’s typing heaps, his autism is about to spurt out

formal burrow
#

We literally have AI. One of the only things AI is efficient at is converting one thing that's already good to another. We'll likely see some vibe coded plugins (not entirely saying that's a good thing) when it comes out, however, people with a brain will still be required to use AI as none of the AI models are trained on Hytale's API. Anyone who actually can make anything working with AI without having the pretraining these models need is either going to be a genius, lucky, or reckless

tired arrow
#

You don’t know many people then

formal burrow
#

Hopefully Hytale will have an n8n API lol

tired arrow
#

Mate simon with his huge meat will know what the community needs

bold salmon
tired arrow
#

He’d have a small little pecker but it’s his girth that makes up for it

formal burrow
#

Technoblade is the closest to Minecraft's Gol D Roger. He was the only person likely allowed to actually play Hytale due to his status and condition but he was here too early, so he couldn't play it with anyone, which was the whole point of the game. Technoblade's life literally mirrors Gol D Roger's. A man who took over the whole Minecraft community, had an insane amount of influence, didn't need to use cheap tactics/clickbait (the devil fruits) to take over the platform and take on anyone else. He was just here to have a good time.

lilac prawn
#

will there be an Anticheat?

#

I'd be down to code a serversided one like NCP in Minecraft

karmic cloud
fierce fulcrum
# lilac prawn will there be an Anticheat?

Making an anticheat for a game that is not in a stable version is a strange endeavor no ?

We know there won't be any kernel level anticheat, server side i don't belive they spend time on this issue but we might be surprised

remote garnet
# lilac prawn will there be an Anticheat?

with a game like this, you'd probably also want to define what you consider cheating - as Minecraft (which this is heavily influenced by) was just a creative game to do just about anything, and eventually evolved from there

so what you consider cheating, might not be something I consider cheating for my own server

lilac prawn
fierce fulcrum
remote garnet
# lilac prawn just basically like NoCheatPlus. If you run a community / gaming / build server ...

ah, we'll just have to see if there are built in flags and detections for this type of things in the server

if not, we'll probably need to create something to prevent this

then there is the argument whether it makes sense or not considering it'll be in early access; there is no correct answer to this though, other than server owners needing to do what they see fit for their own server (it might break often for example, so might be a huge task to create something like this and maintain it)

lilac prawn
#

Especially in early access games it would be good to have a decent Anticheat to begin with if you want to build something that isn't infested with hackers

fierce fulcrum
lilac prawn
#

ye probbaly

#

but better to start early on local host

fierce fulcrum
misty field
#

its very likely basic stuff is already built in

fierce fulcrum
remote garnet
#

first on my to-do list is something like CoreProtect and mcMMO, but before sinking too much time into it, I will need to see what the server provides out of the box first

fierce fulcrum
#

It's just that i belive it's not a great use of your time and skills

lilac prawn
#

I'm specialized in Cheating and Anticheat, I just do it for fun and I see it as a great way to analyze the workings of the game / server / client

fierce fulcrum
#

I believe it's better to try do mods that tries to add strange things to the game to test out their architecture and report issues
An anticheat for example is """"""""""""easy"""""""""""" (on the principle) to implement because you don't actually need to interact weirdly with the client

lilac prawn
#

I understand ye

remote garnet
lilac prawn
#

But with the publicity of the game I think there are enough people working on those kind of mods already, so I'd rather use my skillset on something that I know

fierce fulcrum
fierce fulcrum
shell oasis
remote garnet
fierce fulcrum
manic pine
lilac prawn
#

currently I can't at all. there is no api, no source, no dump, noting. I'll wait like everyone else for the release of more modding insights

shell oasis
fierce fulcrum
misty field
# remote garnet it's in the game

im not very knowledgable but isnt that also a security thing, being able to upload anything thats gonna be distributed across all players without rly asking

fierce fulcrum
misty field
#

fair

remote garnet
# shell oasis The thing im wondering is if we creater a server and for example you made some s...

to elaborate a little bit; their vision is that there should only need to be 1 client, which originally was the Minecraft-way too, but modders have made modding frameworks that makes the client and server incompatible, unless the same version/mods are present on both ends

this is very annoying, and with the right toolset, we can probably do 95% (or more) of the custom content we want just with the client's core functionality, though this of course remains to see when they actually release the game and we get to do hands-on stuff with the game and servers for it

fierce fulcrum
#

A lot of people forgot that at the beginning the first few mods on minecraft were actual new versions of the game ^^ x)
That's what motivated the creation of modloader (if i remember it was the first project on this) to create a "mod" files to drag and drop mods into

In the beginning you could not really play with two mods at the same time

#

So yeah they've done some huge things to solve this but it's true that it's still a problem to force player to have to modify their client instance to access the server

misty field
#

we just got used to it

shell oasis
remote garnet
# misty field im not very knowledgable but isnt that also a security thing, being able to uplo...

presumably it'll ask you if you want to download custom content, and since it's not code itself, but rather text-based representations of things that is interpreted by the game's engine, it shouldn't be a security risk

this is something all developers of games that allow custom content worry about, and they probably have devs on staff that are knowledgable in this

I remember back in the CSSource days, it downloaded mods automatically when you joined a server, there were some incidents of malicious stuff going on there with some vulnerabilities (no idea of the details though)

worst of the worst was back in Java in the browser days though, with "Java drive by", where a Java app would run as soon as you visited a website and then execute code on your local machine, installing some malicious program 😅

fierce fulcrum
#

*The world if no hackers existed : ❤️ *

misty field
#

i think cs1.6 still does that 💀

remote garnet
misty field
#

thats so interesting

remote garnet
hollow solstice
#

Java will be used to code plugins? To same extent like minecraft?

#

I'm looking into making minigames and selling them

shell oasis
remote garnet
hollow solstice
#

I'm curious what server software will be used? Built in one from hytale or will there be some equivalent to spigot/paper?

fierce fulcrum
fierce fulcrum
remote garnet
shell oasis
hollow solstice
fierce fulcrum
misty field
remote garnet
hollow solstice
misty field
#

i can feel the adrenalin and excitement thru every tweet and discord msg of the devs

shell oasis
remote garnet
fierce fulcrum
hollow solstice
remote garnet
hollow solstice
shell oasis
fierce fulcrum
#

Of course there are stills some limitations, but a lot of the time you can find a weird way to make it work

hollow solstice
fierce fulcrum
fierce fulcrum
hollow solstice
remote garnet
# fierce fulcrum Limited is not the right word, it's just that a lot of the time you fight with t...

there are 2 main problems that I'd consider "limited"

  1. you can't alter the way the client works, so you're limited to the assets (less so these days maybe?) and mechanics provided by the client itself, which isn't that many

  2. the server is obfuscated, so we depend on Bukkit/Spigot/Paper to reverse engineer and provide ways to interact with the client in their plugin APIs

this results in some things being really difficult to do, and some things are a bit "limited" in how the server itself is designed, regardless of what the client does as well

but this is the result of somebody taking something that was meant for A and using it for B instead 😛

fierce fulcrum
remote garnet
fierce fulcrum
fierce fulcrum
hollow solstice
remote garnet
# hollow solstice I suppose we have to wait and see. Maybe they will make it better. Who knows

not really possible to do it different, end of the day, you will need the assets you're going to display in the client

I'm not familiar with how it works in Minecraft, but in games like Garrys Mod/CS Source, it automatically downloaded assets (and scripts etc), perhaps that's more along the lines of what you were hoping for being different here with Hytale compared to Minecraft?

misty field
#

is it possible to categorize stuff under each game graphic setting like low mid high etc? so someone who would lag only gets assets that fit their selected game graphics so they dont lag but still get the server experience

fierce fulcrum
#

We also have to remember that minecraft is 15 years old, thing changed since them in the game industry

hollow solstice
fierce fulcrum
fierce fulcrum
misty field
#

ig you kinda still have to trust the plugin dev to have tested the plugin properly too

fierce fulcrum
manic pine
remote garnet
# fierce fulcrum _Again_ It's not C**#** >>>>> Jave, it's mainly a question of how well the code ...

yeah, absolutely, but it's a well established fact that a lower level language will perform better than a higher level language

C# would have similar (or same) problems as Java, since they both depend on a "virtual machine" sort of layer (CLR and JVM) that then converts the compiled code to instructions for the hardware to execute

this is getting a bit further out in the dev field than I'm personally particularly knowledgeable about though, I just understand some of the principles and basics 😛

misty field
#

it doesnt need to send me all of it right? altho what about if i change settings.. hm ur right

fierce fulcrum
remote garnet
# hollow solstice I'm aware of that. I'm just saying whenever u go download assets from some serve...

well, if you play a server regularly, that screen should only appear first time you play it? never really played Minecraft servers with resource packs, as I've only really played my own Minecraft servers where I've never used this new feature thus far 😛

but end of the day, early access will be what Hytale is gonna use to nail the details around how players interact with the game, and make it as good as possible for every involved party (which 100% of the time does come with compromises; some more significant than others)

remote garnet
lost shadow
#

Will player ids be uuids, numeric ids, or something else?

remote garnet
#

Bedrock edition might be better, never played it though

misty field
#

bugrock 🗿

remote garnet
remote garnet
# dark cape java

for the server, yes, at least from what I could understand from their blogpost, but the client didn't seem to be Java (also from what I could understand from their blogpost)

fierce fulcrum
remote garnet
woeful depot
#

yep, it should be UUID

woeful depot
remote garnet
vast dawn
#

I'm wondering if there will be a good way to write non-java code then use that. Either by writing something to compile for JVM bytecode or maybe FFI called into a thin-wrapper in java

lost shadow
lost shadow
#

I was just asking it isn’t the end of the world

fierce fulcrum
remote garnet
lost shadow
#

Didn’t they drop the c++ engine

woeful depot
fierce fulcrum
lost shadow
#

pretty sure the client is c# and the server java

dark cape
#

I like to think they're keeping some things minecraft-like, so UUID would make sense

remote garnet
#

if the server is Java, then UUID makes most sense from what I can tell at least

fierce fulcrum
woeful depot
#

I believe server code is inspired from the minecraft so expect things to be similiar

lost shadow
#

I thought so too so I’ll just use uuids

remote garnet
#

inb4 they use Twitter Snowflakes 😂 (the same thing Discord uses for IDs)

gaunt tendon
#

Working on a Hytale Network Server, if anyone wants to be a part of history lmk!

fierce fulcrum
#

They could a different "type" of uuid (iirc they are multiple configuration)

woeful depot
#

this is my id guys save it to your database 00000000-0000-0000-0000-000000000000

lost shadow
#

lmaoo

remote garnet
# vast dawn please no 😭

wouldn't be the end of the world; could just rip the Snowflake implementation out of a Discord bot library haha

it's actually not that bad of a format either tbh, but perhaps doesn't make as much sense for something like Hytale 😛

dark cape
fierce fulcrum
remote garnet
#

who will be doing plugins in Kotlin btw?

woeful depot
#

I searched the google and kotlin is not fully supported for java 22-25 and they've told they are using java 25

dark cape
dry trellis
#

I’ll personally be coding in LOLCAT

fierce fulcrum
lost shadow
#

willem you are everywhere aren’t you

dry trellis
#

Yes

lost shadow
#

I know you from minetopia btw XD

dry trellis
#

That’s crazy lmao

west elk
woeful depot
#

I hope so

vast dawn
#

guess I'll learn kotlin!

remote garnet
vast dawn
#

it's one thing to make my mods, but to do the server would be a whole other beast

#

also obligatory #DaysSinceLastRustMinecraftServer (can't post a link (it's been 194 days as of now (there are 11 entires)))

fierce fulcrum
#

You said we will always be forced to the newest version of the game, no version selecting. What about the servers, will they be able to run custom versions?
We are releasing the server as shared source - you will have the source code with no obfuscation and all our comments in it. You can run very heavily modified versions of the server. If you really want to and you have the technical skills, you can make your own Hytale server software. I know some Rust programmers are already warming up the keyboard. You have to make sure you keep the protocol compatible with the latest version of the client though.

From slikey in qna

remote garnet
fierce fulcrum
vast dawn
#

*hides my ferris plushie*

fierce fulcrum
vast dawn
woeful depot
#

rust modding?

low compass
dark cape
woeful depot
#

you can do whatever on the server but all you can do is send packets to the client. you can't make them install client mods. client will only use assets hytale has provided. you can only modify them as a server

vast dawn
low compass
#

interesting

#

This is is a very good sign

vast dawn
#

I'll have to take another look at the post then to confirm that

low compass
#

I'm calling it now - if this is handled correctly, It'll be able to adopt a roblox like presence in the market

woeful depot
#

I don't know what you mean by that. what I'm trying to say is server is in full control of modding but it's limited with hytale client

#

like, if they didn't add walkPlayer() method then you can't make it walk

vast dawn
#

my interpretation of how modding will work is that we have full control over the game, since they said that the modding tools are the exact same tools as what they use to actually build the game.

woeful depot
#

that's right. we are just restricted by limits of these tools

vast dawn
#

but at the same time, they made it seem like these tools will give full control over every aspect of the game? like you can make an RTS or an MMO, make whatever assets in blockbench and the asset tool, etc...

low compass
#

And if hypixel know how to make one thing, it's tools

woeful depot
#

I believe so. anyways, they will add whatever is needed by the modders so I have no doubt on that.

#

they just want to make client immutable because of security concerns

bitter nacelle
#

A lot of their design seems to be central to Unreal Engine, and mentioned it by name

vast dawn
#

I do agree with immutable client, it's a hassle in minecraft. I recently played a quick game of modded factorio with my friend and I was amazed that I didn't need to do anything for the mods, the server managed that for me instead

woeful depot
#

hmm I'll check how does that work in factorio

woeful depot
vast dawn
#

oh but since the server source code isn't being released for a couple months till after the game does, it will take time to get into modding with rust :P

#

day 1 modding will have to be standard server

#

and even when it does drop, it will take a while before a custom server will get to 1:1 parity with the official server

woeful depot
#

If you are good with network protocols and understand their implementation of QUIC you can make your server in rust

vast dawn
#

that will be a LOT of work to make a whole entire game server from reverse engineering, and then to just have the "forward" engineering given soon after.
I would rather just wait for the source code to be released

woeful depot
#

yup

#

you may need to implement game logic too I guess. so sending packets are not enough

storm glen
kindred ember
#

do i smell rustaceans preparing to remaking the server software or am i wrong

bitter nacelle
mild plinth
#

will java be the only supported programming language for modding? or is the plan to extend it to other languages

woeful depot
pseudo magnet
eternal rune
woeful depot
#

java is the only go

eternal rune
woeful depot
pseudo magnet
#

meh

woeful depot
#

this doesn't change anything tho. we are able to build anything with tools they provide

eternal rune
#

That said, nothing is stopping unsupported language adaptors, you'll see scala and kotlin API wrappers pop up quick

topaz walrus
woeful depot
topaz walrus
#

Nope

woeful depot
#

🙂

topaz walrus
#

You are wrong, feel free to research

woeful depot
#

Have fun with lua scripting then

pseudo magnet
icy hollow
#

Didn't the mod blogspot state theyre not doing lua scripting

woeful depot
topaz walrus
#

Not lua, but eventually server will be able to send visual scripts to client

woeful depot
#

what are you even talking about

eternal rune
pseudo magnet
#

it was example, I ment it would be nice if there will be option so mods can access computer devices like microphone / gamepad / VR google / camera / etc since it opens many possibilites for fun mods but also sadly for hackers

topaz walrus
#

If server sends visual scripts, you can make lua to vs transpiler

woeful depot
eternal rune
woeful depot
topaz walrus
#

IMO would be harder with java but yes

woeful depot
tidal bane
#

Have they revealed which language the Hytale server will run in? I want to get Docker ready for Pterodactyl.

topaz walrus
#

I mean they cant stop that even if they wanted to

tidal bane
remote garnet
remote garnet
woeful depot
#

true

eternal rune
woeful depot
remote garnet
eternal rune
remote garnet
remote garnet
eternal rune
#

Yeah, I've contributed mappings to YARN, it's possible but a pain

eternal rune
remote garnet
#

nice! I wonder why they didn't do that much sooner 😂 nobody serious hosts a server with their own server JAR anyway

eternal rune
remote garnet
#

I think Hytale will push Minecraft to do more meaningful things, especially if Hytale is successfull

#

which in turn might mean Hytale also will do meaningful things longterm, and there will be a healthy competition between the two

hearty iris
remote garnet
#

yeah

eternal rune
#

The "deobfucated names" have been available (publicly) for nearly 3 years though, just needed work to be applied.

remote garnet
#

ahh okay, that has probably helped Spigot/Paper devs to push new servers for new MC versions at least ^^

eternal rune
remote garnet
#

wouldn't doubt that tbh

#

but from what I can gather, Hytale seems to be everything I wish Minecraft would've been by now, so I hope they live up to that hope ^^

eternal rune
#

What I'm actually really interested in is to see all the little ad-hoc API people make early on to fill the gaps

#

Like Vault, placeholders, permissions,

remote garnet
#

yeah, there are a lot of things about Hytale that should be interesting to see, but I'm also curious to see what they have in Hytale out of the box in that regard, considering their experience working with Minecraft servers over at Hypixel

eternal rune
#

I suspect there will be a lot, just a decent amount of it substantially awkward

fierce fulcrum
#

Because one of the problem of minecraft is that people relie to heavily on plugins exported apis so when you want to use them with an other plugins it breaks easily (hard to explain sorry)

eternal rune
#

Yeah, I'd like to see some standardized UI plugins, that have hooks for others.

Just so you can do like significant UI changes, but still have 5-10 plugins not try and compete for screen real estate.

Even if it's like a generic, render some EULA or welcome text at first

fierce fulcrum
viscid wren
#

I think im going to start prototyping my plugins in minecraft, like creating my sql tables and stuff like that

fierce fulcrum
#

It would be sooo cool because then when the visual scripting is added to the game we could have only one addition to the visual editor which manage everything and then you don't need every economy plugins to add their own visual node

#

Maybe i'm the only one hyped by this kind of thing :p but i still believe it would be cool
And that actually can be designed and thought about before the game is even released

(if some people want to work on this i'm really interested :3)

eternal rune
fierce fulcrum
#

And this is in essence not incompatible, in this case the set and get you defined using the inventory but then all other plugins can use your coins

eternal rune
#

Having an emergency place to store items saves so many headaches

fierce fulcrum
remote garnet
# eternal rune Personally, with custom everything's available, I'm kinda more interested in coi...

one of the things I hated when I was into RuneScape Private servers, everything always relied on commands to do everything, and no auto completion or anything either

and in this case we had the option to create custom UIs if we wanted to, since we used reverse engineered versions of the client anyway (besides, the UIs themselves could be altered or new ones created without changing the client code itself)

eternal rune
#

Similar to "mobile first" development

fierce fulcrum
eternal rune
remote garnet
fierce fulcrum
eternal rune
#

Yeah, it's just a very deep rabbit hole of optional improvements

fierce fulcrum
#

But rabbit holes are good 👉 👈

eternal rune
#

It's going to be so good though just to have big invisible colliders to trigger things instead of polling constantly though

remote garnet
eternal rune
#

"oh you collided with a player house, time to whip out the exact coordinate checks for the welcome messages"

remote garnet
#

that would certainly be nice, saves on checking if inside some bounds every time somebody moves 😂

eternal rune
#

Kinda want to make a Magicka conversion

gleaming pecan
#

Good morning

rose atlas
gleaming pecan
dark cape
rose atlas
#

👍 its very niche still

eternal rune
#

What do you think the chances are of prox audio chat?, mod or otherwise

fierce fulcrum
#

at it could only be done client side it needs to be done by them

gleaming pecan
#

But tbh even linux is a higher priority than vr for sure, i doubt we'll see it for a while

dark cape
#

omg I just love Simon and hytale

fierce fulcrum
#

Might have vr at the same time it's going to ship on other platforms

gleaming pecan
dark cape
#

bros making what I've dreamed of making, possible

viscid wren
fierce fulcrum
gleaming pecan
fierce fulcrum
#

I'm playing star citizen so i already have a windows partition :3

gleaming pecan
native prairie
#

sa beyler Türk warmii

gleaming pecan
#

I dont like my ears getting blasted by people in the lobby when joining a server

viscid wren
fierce fulcrum
viscid wren
#

😭

#

I have a gaming laptop with an nvidia gpu and it works fine on arch

fierce fulcrum
#

🤷 i had it working at some time, then it does not work
then i got no sound

viscid wren
#

that sucks 🙁

fierce fulcrum
#

then i just accepted my fate of playing on windows

eternal rune
viscid wren
#

If all the mod stuff is server side would you even be able to do that on your client

hollow solstice
eternal rune
abstract barn
#

Hey everyone! im really interested in learning how to make plugins for hytale or getting involved in a server project once the game is released. Is there any group or team I could join to learn more, collaborate, or help out with plugin development and server creation in the future? any recommendations would be greatly appreciated thanks!

viscid wren
fierce fulcrum
# rose atlas Just learn java

@abstract barn you can even follow minecraft plugin tutorial to see globally how it works to do java plugins for a game (it will be obviously different but the ideas will be the same)

viscid wren
#

yeah learn Java, start messing around with minecraft spigot plugins

eternal rune
fierce fulcrum
#

We really need a "community sharing" forum channel, or renaming the community fan art thing

abstract barn
rose atlas
#

🤷‍♂️ builtbybit

fierce fulcrum
#

To be fair there are people posting there from time to time

#

example

golden socket
long nimbus
#

Will it be tcp or udp? Will be possible to make dns records for different ports?

fierce fulcrum
fierce fulcrum
viscid wren
fierce fulcrum
compact crypt
long nimbus
compact crypt
#

Yes it's a udp+tcp hybrid

#

(In terms of speed and security)

#

Question 2 of the QnA answers about the protocol used

spice sluice
#

something like raknet minecraft bedrock uses I guess

abstract barn
fierce fulcrum
# abstract barn Exactly ^^

Well now you've got two people to try to reach out to ^^
but don't forget to tell them you're a novice guy, some people don't like working with new devs and other don't mind
it also enable people to not ask you things that obviously outside of your skill range for now

(I don't know how much you're novice in java but eh just a reminded to be clear when talking with people)

gleaming pecan
gleaming pecan
#

Also gotta ask what is the difference between text based scripting and everything else?

woeful depot
#

text based is outdated I guess

#

or it's better to invest on visual scripting so people who don't understand coding terms are comfortable

long nimbus
#

The server will be runnable on linux based systems or just windows as base game at launch? Do you know

woeful depot
gleaming pecan
woeful depot
#

you can check unreal's blueprints maybe

fierce fulcrum
woeful depot
#

imagine 4D visual scripting 💀

gleaming pecan
fierce fulcrum
long nimbus
fierce fulcrum
# gleaming pecan I mean 4d miner exists

displaying a binary input in 4d is ok tier
but displaying things you can interact richly with uhhhh you loose the whole feature of making it simpler for people

woeful depot
#

@gleaming pecan you should check unreal's "introduction to blueprints" it's really cool

gleaming pecan
bitter nacelle
#

Learning node-based editors like Unreal or Blender’s Geometry Nodes will def prepare you for how to interact with node editor in Hytale. Esp seeing the value in iteration and non-destructive workflows.programming will be king of making cool stuff, but node will most likely become the pillar of server design.

woeful depot
#

true

violet sorrel
#

I don’t understand the Java choice I expected that they will use c# or at least Kotlin as it could be called from Java.

fierce fulcrum
# gleaming pecan Yeah, im just making a joke, i really gotta learn the differences before i can c...

My answer outside of troll is actually a right one

From a technical aspect it's really a dimension difference

From a usage point of view it enables better view of the context to people. As animals we are much more stronger as seeing "pictures" (node in visual scripting) and reacting to the schema we see than text editing
It also prevent syntax error which is a big problem for newcomers
It also push people designing them to have meaningful error message

Overall i would say "visual scripting" is not much more better than text based scripting but the question you need to answer to make it work push you do to something much better than if you were simply doing a code/text based editor.

Actually it's ""still"" an open research question to how to evaluate "how good' is a visual script, there are some frameworks but they don't always work.

tender merlin
#

kotlin is just syntax sugar on top of java

fierce fulcrum
violet sorrel
#

No all all Java code runs in Kotlin but not all Kotlin code in Java.

fierce fulcrum
fierce fulcrum
tender merlin
storm glen
tender merlin
woeful depot
bitter nacelle
#

For anyone who actually programs usually it’ll be more performant than node-compiled logic. That’s why High level design is usually mode-based while the actual logic is still programming exposed as a node.

storm glen
#

The issue really should be - do you really want to code in Kotlin if everyone already can start working when hired if they know Java.

violet sorrel
#

Well people learned programming for Minecraft. I don’t think that Kotlin or even c# would be too far away. That they don’t use rust or c# is clear. C# would have a been a more generic game development language.

vast dawn
#

I appreciate lua for what it was made to do: provide an easy way for astronauts to code when needed...
but please for the love of simon stop using it for games 😭

fierce fulcrum
tender merlin
#

i mean all those points are well explained on their blog post, they mention why they took those decisions.

storm glen
vast dawn
#

I loved computercraft but not the lua part, I will forever despise languages that index by 1 >:(

storm glen
#

So you make custom nodes in C++

tender merlin
#

why force the poor developer to learn 2 languages, they just picked one and stick with it.

fierce fulcrum
storm glen
#

They've written in the post they were inspired and want to support interop

vast dawn
fierce fulcrum
storm glen
tender merlin
#

you can even write code on JS if you want with Java, with Nashborn etc..

storm glen
#

I am not talking about Hytale atm

fierce fulcrum
fierce fulcrum
bitter nacelle
#

^

storm glen
#

The significance of visual scripting and interop with Java means you can code systems in Java and expose the functionality to the visual language for designers to tweak the experience.

Basically. You would code a quest system in Java and script in quest with Visual

hollow flicker
fierce fulcrum
#

A part of me want to try to do a visual code plugin before them mainly for trolling purpose

tender merlin
vast dawn
#

the well-maintained mods are aboslutely going to do so which should set a precident for everyone to do so, especially since a lot of non-technical people would prefer Scratch over Visual Studio

bitter nacelle
#

Exposing logic to designers will be what programmers can do best for the whole community. Let your resources be modifiable in the editor, link values from other resources, etc etc.

fierce fulcrum
vast dawn
#

the problem is the middle pack, technical people that can't be bothered to include nodes

storm glen
#

It could create cyclic dependencies

pine hornet
#

Do we know the maximum amount of players that will be able to play on a single world/server?

bitter nacelle
#

No

vast dawn
fierce fulcrum
# storm glen That would be a bad idea.

no ? it would actually be good to be able to create constants functions in visual code and use them in java, that would mean any plugins can use any other plugins

pine hornet
compact crypt
fierce fulcrum
hollow flicker
#

Is it known what default quic port hytale will use? E.g. for Minecraft it's 25565 tcp

bitter nacelle
#

Hardware tests are being ran this week, we should know soon-ish but there’s no concrete answers

pine hornet
#

And do we know if we will be able to fully customize the world generation? Let’s say I want to generate a flat world without biomes.

compact crypt
storm glen
#

The problem is that most likely the Visual will just inherit from the Java source. Not even unreal allows you to extend C++ with Blueprint

vast dawn
#

I'm just glad it's HTTP3 instead of HTTP2 :)

hollow flicker
#

I don't think it's http3, which is http + quic. It's only quic

vast dawn
#

even better then

fierce fulcrum
#

they exist some "dynamicly defined" visual scripting language and they work

vast dawn
#

I don't think I would like cyclic dependencies but ultimately it depends on how they actually implement visual coding

#

who knows, maybe a visual node is exactly the java code and it's just a visual window into the .java

fierce fulcrum
#

Best guess is you create a protocol for what a connection means, which use a typed json object on edge then you can consider each node as a json reducer on it's entry
and you have effect nodes which take json object which reprsent some actions and do the corresponding effect

vast dawn
#

or it could be a visual file mirroring the .java

storm glen
#

Just from a architecture perspective it's not the best idea to allow what will essentially turn into cyclic dependency hell and not keep the two defined. Its scripting for a reason.

fierce fulcrum
bitter nacelle
#

I don’t foresee a system where visual replaces programming. Visual systems are almost entirely designer centric

storm glen
#

Which part of?

fierce fulcrum
#

it just boils down to what you want it to be used for

vast dawn
#

I'm not familiar with how unreal and unity's plugin does visual scripting but how I view it is that the root authority is the programmer's code while the designer's nodes are just an abstractive layer rather than an authority on its own

bitter nacelle
#

Yep. I’d like to be able to do system design in node, but it’ll be plugins that build the nodes we need. Like modifying a spawner and providing it a location/mob/timer of some kind.

fierce fulcrum
#

it's not a technical limitation of visual scripting

bitter nacelle
pine hornet
fierce fulcrum
bitter nacelle
#

Ya my team already knows we’re exposing functions as nodes and designing and configuring in nodes.

white crest
#

Even if it's called "visual scripting", it will compile to a mod, it's not a live scripting

fierce fulcrum
#

again this is a design choice

pine hornet
#

Do we know if we will be able to fully customize the world generation? Let’s say I want to generate a flat world without biomes.

white crest
#

A tool worldgen already exists

#

don't need a mod for that.

bitter nacelle
#

Like Skript almost

vast dawn
#

the modding strategy post specified Jar files for server modding

bitter nacelle
#

Yes but visual editing is not an IDE

fierce fulcrum
storm glen
#

Unreal uses C++ as the root and uses a reflection API to expose itself to Blueprint. And it gets interpreted into machine readable code.

Blueprint cannot extend C++ but you can make all the custom nodes you want.

It definitely is a design choice but the reason I say its not a great idea is to require visual code in the programmed one is how you then need to change the scripted language to be compiled instead of interpreted.

Basically defeating the point of the scripting language.

bitter nacelle
#

Not really

fierce fulcrum
white crest
#

Blueprint require you to rebuild your project, I talk about "live scripting" not same.
Live scripting means, you don't need to build/compile something, it's modify in live the content.
My point is, visual scripting will not be "live scripting" (like Blueprint and other solution).

storm glen
#

If you can make it work, awesome, I'm still on the side of - keep the two languages responsible for their own roles and dont intermingle them.

It wouldn't be fun to debug Java by jumping between another language and figure out the dependency loop around you created.

bitter nacelle
#

The purpose of Node editors is to provide non-destructive workflows and abstract low level concepts. This is how it’s more accessible.

At no point will the visual editor be a replacement for programming plugins. It’s just not feasible. Even in Unreal you can nativize BPs to C++ but it’s often still not as efficient as actually programming. It’s a trade off for design and iteration vs performance and precision.

white crest
#

You will got a "run" button to start your visual scripting, under the hood, it will build !

fierce fulcrum
#

and in this case you don't need to actually "run it"

storm glen
#

Speaking of which, there's also dealing with merge conflicts with visual languages. Hypixel_Sketchy

fierce fulcrum
#

If i've got time after the game release i'll work on that and we'll be able to discuss with a prototype
(would love some help)

bitter nacelle
#

DM me

white crest
#

Make something "run on live", it's very hard, you must resolve a lot of problems :

  1. How to handle if the modder use a destructive action
  2. Java under the hood, don't allow live scripting, so you must create your own interpreter
  3. Lag compensation, syncing changes between players
  4. Run in sandboxed mode to check error before run it on live
  5. Send the visual script on the server to run it
  6. Permissions, how did you handle if the modder try to use visual scripting to make he can't do (kill, teleport, give, etc)
fierce fulcrum
hidden glade
#

Having most of the stuff data oriented certainly helps

white crest
#

Yes but when you tried to change the default behavior of something or add new things, it's show limitation.
Imagine your want to change behavior of the jump pad, to teleport you instead.
You can't with JSON data only. So a mod is required ...
Or launch with super speed at a location, but you get it 🙃

fierce fulcrum
#

You seem really sure of what you're saying but i really don't get why ?
"change the default behavior of something" => can you be more precise ? we don't want something which enables everything, we want something which enables basic modification (so it needs to be supported)

"imagine you want to change the behaviour of the jumb pad ..." => a good plugin would create and distribute an event before doing that and you could cancel it, start your own event, then do the result

You need a mod to transform the visual scripting into actual effect yes but apart from that the rest is just implementation choice

hidden glade
#

Obviously, you will always have more freedom by directly modding the game, but there's no way to quantify how much it will be needed just yet

viscid wren
willow acorn
#

visual editing is pretty much the same as scripting just another presentation

white crest
#

it's an IGE (Integrated Game Environnement)

fierce fulcrum
fierce fulcrum
willow acorn
#

yeah but you can do pretty much the same I would say it will be comparable to the Skript plugin in minecraft

fierce fulcrum
willow acorn
#

Is the server thing java too?

#

wouldn't that be hard to scale

fierce fulcrum
#

yes

woeful depot
fleet plover
#

Do you think servers will have access to creator codes too ?

woeful depot
#

simon mentioned youtubers and modders. I hope so

hidden glade
#

Minecraft is hard to scale, not because of java tho

fleet plover
#

^

rose atlas
#

Whats gang?

onyx token
# hidden glade Minecraft is hard to scale, not because of java tho

sadly it already got confirmed that in terms of multithreading it will be more like vanilla minecraft with one main thread and less like folia as an example

so i would assume we get the same performance bottleneck with hytale, minigame-esque servers will be scaleable via horizontal scaling tho

and anarchy/smp like server will be bottlenecked until we get improvements maybe community driven ones. But even with the current infos we dont know how many players a single server can support atleast for now

hollow tapir
rose atlas
#

They said the engine will use all cpu cores

onyx token
jolly leaf
lean lichen
onyx token
willow acorn
#

do we know anything about is world generation? like is it cubic?

compact crypt
willow acorn
#

huh

rose atlas
#

i take that as a no

coarse flax
#

where we can get server plugins

exotic maple
#

Hi! What will be the programming language for Hytale server plugins?

coarse flax
#

i think the same as minecraft

river spruce
round mauve
#

so is it possible to mod with just coding in java? or do we need to your their built in node graph editor thing, and are we limited only by what theyg ive us

woeful depot
#

Yes, we are limited by that. So the idea is you use them to generate assets and use Java to make them live.

compact crypt
carmine hinge
compact crypt
woeful depot
compact crypt
#

I'm wondering if the server code will support java plugins out of the box or if anyone trying to do a java server plugin will be tasked with decompiling the server code

pliant cradle
woeful depot
#

There's no possiblity minecraft plugins will work out of the box. You have to implement Hytale's API to them. But still you can use them without game interaction by just introducing your plugin to Hytale server.

Server code will be shared source and they will publish a gitbook for it.

compact crypt
compact crypt
woeful depot
#

I don't understand which java plugin you mentioned

hidden glade
glacial helm
#

hystom

viscid wren
#

How much ram yall think I will need? More than like 12gb?

#

For running a server, not the game

west elk
#

entirely depends on how heavily you'll mod the server, how many players you will have at the same time, and how the players will interact with the world

chilly python
#

Probably same considerations necessary for hosting an MC server

viscid wren
#

I wish I had the money to build an actual server best I got is running my spare gaming laptop as a home lab 😭

west elk
#

a survival type server with 50 people spread out in all corners of the world will use way more ram than a minigame server with 50 people all together on a prepared map

chilly python
#

Unless you use a plugin which separates regions into specific instances which spreads the load and allows each region to run much smoother.

viscid wren
#

Its Joever

#

well maybe I can get some players to donate so I can build a better server 😂

west elk
chilly python
#

I know minecraft is horrible at it from an efficiency standpoint

west elk
#

Only that they build with that use case in mind from the very start

chilly python
#

Guess we'll find out lol

feral oak
azure crest
compact crypt
#

So i was actually right then, interesting

viscid wren
west elk
#

there will be documentation, but it will be pretty lacking to start off

viscid wren
#

Got it

#

As long as I know what events to listen to and can create a sqlite database file 😅

compact crypt
west elk
#

Yeah we won't have to direclty modify the server to add custom functionality. The server will have a native plugin loader that takes in bundled .jar files

pine hornet
#

Do we know if we will be able to fully customize the world generation? Let’s say I want to generate a flat world without biomes.

west elk
#

There are currently two world generators implemented. One using json files and one using a visual graph editor. It's unclear (to me) how they interact with each other right now but the end goal is to move everything over to the graph editor. A simple flat world will certainly possible in either case but the graph editor sounds like it will be more powerful in the long run.

#

And since worldgen is done soley on the server, you will also be able to rip it out and implement your own world generator if you want to do some very custom stuff

pine hornet
#

The graph editor is a big W in my opinion

west elk
#

For sure. I was ripping my hair out with the json files Minecraft uses ^^

viscid wren
pine hornet
#

I wonder if we also are able to make world generation dynamic

#

So load a new world at runtime

placid stirrup
#

will hytale have an api like spigot at launch?

west elk
#

yes, but the documentation will be lacking

viscid wren
#

Sounds like I should start working on some plugins with non-specific API related stuff done so it will be easier to get that stuff implemented

compact crypt
viscid wren
compact crypt
#

Interesting

rocky spire
#

Economy systems should be relatively easy to create right now as a majority of the system is data handling outside of a specific API.

viscid wren
gleaming pecan
#

thinking about how most minecraft asset models could probably just have a new coat of paint and look like they belong

#

oh and i mean external assets not base mc

leaden zephyr
#

Did anyone else notice this? Inside the patcher preview video, it shows 'Downloading Java 24.'
I bet it will even be upgraded to LTS 25 in the near future Hypixel_HeartEyes

rocky spire
#

You mean I can use a codebase that hasn’t been deprecated for 5 years!?!?!

leaden zephyr
karmic night
fringe ore
#

Someone needs to allow people to connect to a server via mobile lmao

#

-someone ports/recreates minecraft in hytale

compact crypt
fringe ore
compact crypt
#

For now all of the codebase is in java, minecraft cpp corresponds to bedrock (which is minecraft literally rewritten from scratch) which doesn't let people connect to java pc servers

west elk
#

The client is in C#, not Java

compact crypt
#

Interesting fact, didn't knew that

fringe ore
west elk
#

yeah it's not really relevant since we won't be able to mod it

fringe ore
#

Awhh

west elk
#

we will only be able to write plugins for the Java server

compact crypt
#

All i know is that they're really aiming for supporting more platforms

fringe ore
#

Dang

compact crypt
#

So at some point there should be a mobile version

fringe ore
#

Wait isnt it just their server software in java then?

compact crypt
#

The server codebase is in java yes

fringe ore
#

If c# client that means someone could technically rewrite server software for other platforms

#

Right?

compact crypt
#

Server software for other platforms aren't needed, the servers should always be going to be hosted in a PC platform

fringe ore
#

Oh true lol

compact crypt
#

Unless we are talking about how is a mobile device going to open a server, there the things gets complicated

fringe ore
#

Yeah, so just connection is what im thinking, so would that mean it would be simialr to geyserMC in a way?

#

Then someone would have to create an app.. idk

compact crypt
#

There shouldn't be a need of a crossplatform communication

#

Client is written in c#, it should be able to be compiled to x86 and arm processors

fringe ore
#

Awh ok

compact crypt
#

Unlike minecraft java/bedrock, which both of them uses completely different code for their clients

fringe ore
#

I see alot more potential

west elk
#

they're using ahead-of-time compilation to compile the C# down to machine code

#

they didn't talk about if arm is supported

#

but it's not the default intermediary .net runtime

halcyon mica
graceful cobalt
#

Are they planning on supporting macOS at launch? If so, ARM would definitely have to be supported

west elk
fringe ore
#

I heard not at launch

graceful cobalt
#

Gotcha, makes sense!

halcyon mica
#

I wonder what's stopping them from supporting Linux/Mac at launch

graceful cobalt
#

Probably just bandwidth to deal with all the other things they need to get going before launch

#

Hopefully they can get those up and running relatively quickly after though!

compact crypt
#

I'm hoping that release for windows is before the end of the year 🥲

graceful cobalt
#

Same lol. Though the way they've been talking about releasing, I'd say that's a decent likelihood. At the very least I'd wager January

halcyon mica
dawn spire
halcyon mica
dawn spire
#

time?

halcyon mica
dawn spire
# halcyon mica what?

it takes time to port the game to different os, and they dont have that time before the release of the game

eternal crag
undone creek
eternal crag
undone creek
#

(i just cant link the message link lmao) but yea that too

halcyon mica
#

perhaps renderer is written in DirectX /shrug

dawn spire
#

its not fully written in c#

#

they use a c++ engine for ui rendering iirc

eternal crag
#

That shouldn’t be the biggest headache, it’s mostly rendering things, they use OpenGL iirc for rendering

#

But yeah, I also think time is one of the factors

#

I don’t think a mac and Linux versions are that far away after release

undone creek
eternal crag
#

Yeah duh, that was known from the start, it’s just how long after release and how long would that take

#

Though I hope they’ll still attempt to get it working for release 🤞

graceful cobalt
#

It sounds like they have a good stack to be able to port it to Linux/Mac, but there's always quirks that come with porting to another OS so it makes sense that wouldn't be in scope for day 1. And unfortunately I imagine that's fairly low priority compared to getting the game running stable on Windows and gameplay loops more ironed out though. So we'll probably not see a port for a little while I'd bet.

sour ore
#

while it was stated that it hytale is not yet built for linux but do you guys think there might be ways to get around playing it in linux like via wine/lutris?

graceful cobalt
#

I'd bet it'll be doable

bitter nacelle
#

Proton makes the most sense since its gonna get the Steam updates with the new Steam hardware

sterile dove
undone creek
sterile dove
eternal crag
sterile dove
#

And ye not sure what ui system they currently use, i still suspect noesis

undone creek
eternal crag
#

Can’t post links, think it was mentioned in the blog post about modding, and Simon said it was almost ready

cold wigeon
#

modding post said they were using 3 ui libraries

sterile dove
#

But java bindings for noesis will be ready on ea?

#

Oh lol:D

undone creek
#

this is a quote from simon in another discord ```we are using noesis ui in hytale fyi

eternal crag
sterile dove
#

Probably will otherwise we couldnt do uis

eternal crag
#

I hope so, cuz noesis is nice

sterile dove
eternal crag
#

We could, just not with noesis I think

eternal crag
#

But we’ll have to see how we far we can utilise it

sterile dove
#

Currently its pretty hard and and a lot of crashes and corruption

odd mica
#

Hello! Does anyone know when we can expect the server API so we can start programming the first things? And maybe if there will be something like BungeeCord/Velocity? Thanks in advance!

undone creek
odd mica
#

thank you both <3

vast belfry
#

hello

sterile dove
#

Hi

lost fable
manic totem
#

And for scalability reasons, kubernetes is a big one, and having to expose every single container to the internet just for transfer packets is a bit extra

undone creek
manic totem
#

I know what they said, and I agree with them. Transfer packets will be a very helpful tool. However, there's still security benefits to a proxy, and it's a bit of a hassle with Kubernetes & orchestration shenanigans

#

I doubt they'll make a proxy, they have no need to, which is fine. But doesn't make a proxy irrelevant

undone creek
manic totem
#

Fair, I'll have to pick Jos' brain about this eventually

undone creek
manic totem
#

oki

manic pine
#

do we know whether hytale uses gradle or maven?

fierce fulcrum
#

there are civilized persons so they'll use gradle :p

jolly leaf
manic totem
#

That's definitely an option, yeah

vast belfry
#

i want to make a hypixel minigame like bedwars when hytale drops bro

jolly leaf
#

I would be interested if the payload is signed in some sort or whether the server needs to pack signature in the payload/pass the data somehow differently. We can't trust the client with it's inventory probably haha

nimble crow
#

Do we know if there is going to be redstone-style interactivity on launch? That was a pretty big part of why I liked Minecraft.

fringe ore
#

If not im sure it will be added by a plugin

blissful egret
jolly leaf
nimble crow
#

Fair enough. I would be surprised if there wasn't already a group forming

vast belfry
vast belfry
viscid wren
#

just realized there's no default support for JSON in Java

How do y'all live like this 😭

sterile dove
#

What u mean

near raptor
#

Jackson or Gson

solemn brook
#

They are adding it soon

viscid wren
# sterile dove What u mean

Like in javascript if you want some quickly structured data you can just be like

const user = {
name: "Flawda",
money: 1000,
friends: [someId, anotherId]
}

I think you have to create a map of maps or something 💀

solemn brook
#

JSON api not serialization

#

Because json was made for JavaScript

viscid wren
near raptor
#

In Java, you represent stuff in objects, not in arbitrary dictionaries or maps. Java is strongly typed, JavaScript is not :p

vast belfry
near raptor
#

So you don't need a way to represent JSON in Java, only a way to serialize / deserialize it

solemn brook
#

JavaScript object notation iirc

viscid wren
solemn brook
#

No you make a friends list inside of the user object

sterile dove
vast belfry
solemn brook
#

If you want it typed like that you need to use serielization and deserialuzafion but if you just want to read JSON google has a JSON api

sterile dove
#

user.getFriends().get(0).getId();

solemn brook
#

Look at records it’s easiest

viscid wren
#

I guess im too javascript brained

ancient bluff
#

Ayo,
Is there any information on whether entity models will be able to be procedurally generated/altered via coding?
Talking about gradually changing the transforms (and textures) of a models individual "blocks", kind of like shapekeys on a traditional model

vast belfry
viscid wren
vast belfry
viscid wren
#

I have found the type system in Java to be a lot better than the jangled mess typescript is

pulsar obsidian
#

.

rich solar
#

Time for the good ol

public User(String hytaleId, String username, long xp, int level, long firstJoinDate, long lastJoinDate) {
        this.hytaleId= hytaleId;
        this.username = username;
        this.xp = xp;
        this.level = level;
        this.firstJoinDate = firstJoinDate;
        this.lastJoinDate = lastJoinDate;
    }
near raptor
#
data class User(val hytaleId: String, val username: String, val xp: Long, val evel: Int, val firstJoinDate: Long, val lastJoinDate: Long)

Ain't nobody got time for boilerplate

gloomy ore
#

what is this?

rich solar
fringe ore
vast belfry
fringe ore
clear lodge
vast belfry
viscid wren
mossy maple
viscid wren
fringe ore
#

Lol

rich solar
fallow egret
#

Hi everyone!

I’m very interested in creating or contributing to a project that would recreate a SAO-style server in Hytale — an MMO-RPG where players can explore, progress, craft, trade, and interact freely, while also having AI-driven “player-like” characters to make the world feel alive.

If a similar project already exists, I’d love to learn more about it and potentially get involved!

Thanks!

viscid wren
fallow egret
#

( i'm french )

vast belfry
fallow egret
rich solar
#

The real question is do I integrate a staff ticket system for support with my discord bot/server or keep an internal one separate in Hytale. Hypixel_Think

viscid wren