1. Specifically this is a question more aimed at @Wulf. I am considering releasing my plugin/game mode publicly and as Open Source, however due to the complexity of the game mode to setup it would probably be better for me to upload a zip file with all my scripts and save files.

    Would that be possible to upload to Oxide? Or should I use something like GitHub and link to it from Oxide?

    Does anyone have any suggestions on the best way to do this? Has anyone ever done this before?
     
  2. Wulf

    Wulf Community Admin

    Why does it need to have multiple files?

    You can have multiple plugins, but we do not support zips for submissions of plugins. Most of the time when a plugin is modular, it'd be separate listings with each feature like how the Arena plugin does or potentially Human NPC. For plugins to be released on the site, they'd need to be submitted through the Plugins section though.
     
  3. @Wulf Mostly because the things required to make my game mode run smoothly and make it easier for others to setup would require save files, at least two or more plugins, and some shell scripts to ensure things work properly. The functionality required is outside of a single CS file :/ The easiest way to have people fire up their own servers would be to have a zip file of my exact setup and extract it on their own linux server.

    Otherwise if I just release my two CS files server administrators that don't have any real Linux/Windows server configuration will have a hard time firing up a server with this mod. That could also potentially make the mod get a bad reputation since not all servers would work properly.

    I'm not sure you have heard of it, but I'm the developer of Embankment which is a Rust Team vs Team Game mode.
     
  4. Wulf

    Wulf Community Admin

    Why is there are need for custom shell scripts? Most server owners that rent from a shared host won't be able to use it. That also rules out Windows users unless you make .bat scripts for them. What functionality does it use that makes it have to have multiple .cs plugins?
     
  5. The shells scripts are used update Rust, oxide, and the plugin every time the server restarts. It is also used to remove the "save" directory and pull a map backup. One of the reasons I created two CS files is to take non-critical functions out of the main "Game Mod" files and move them into a "helper plugin". This helps (at least for me) organize the code since the main game CS file is over 3K lines of code. I could have it all in one file.

    The other reason I have multiple plugins is because I am also using some other plugins (QuickSmelt for example) instead of re-writing/copying the code into my CS file. It's not required, but useful for game configuration.

    And yes, you are correct server owners that rent from a shared host won't be able to use this plugin. In the future it may be possible, but it isn't high on my to-do list. This is also another reason I am tempted to open this up as Open Source so that others can contribute and help make it better.
     
  6. Wulf

    Wulf Community Admin

    If you are serious about actually NEEDING the script handling and the save directory mess, then I'd suggest developing an extension instead, and integrating the plugins into that. That will allow more people to use it, but keep in mind that some may not be allow to on some shared hosts still. I'd push for it being a single plugin, else split it up into optional plugins for one main plugin.
     
  7. From what you're describing your shell scripts aren't crucial for the game mode.
    Merging both CS files is possible (it's trivial to develop using multiple files as well, but merging them into one when releasing as well).
    Dependencies can be noted on the plugin page and do not need to be included in the plugin.
    If there's anything else you're using those shell scripts for, that might be doable with an extension.