The most important rule if someone use Blender to create game assets.
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Projects Stranded III Dev. Blog - CommentsThe most important rule if someone use Blender to create game assets.
http://wiki.garrysmod.com/page/Player/IsAdmin
http://wiki.garrysmod.com/page/Player/IsSuperAdmin
http://wiki.garrysmod.com/page/Player/IsUserGroup
http://wiki.garrysmod.com/page/Entity/GetOwner
http://wiki.garrysmod.com/page/Entity/SetOwner
This was just an example, maybe you could create some empty functions that do nothing but that could be replaced with Lua scripts.
If you use moonsharp the people will barely be able to run external modules because most of them were intended for the original Lua 5.1 or higher versions.
Using a dynamic library will let you choose a different version of Lua depending on what you want to do (Lua 5.1/Lua 5.2/Lua 5.3/LuaJIT). Plus it will be easy to change to newer engines since you just need to replace the old dynamic library with the new one.
UniLua supported a standard FFI library (which is why I never complained about it). But MoonSharp has no FFI library from what I know and this won't help you to replace the libraries you won't be able to run.
MoonSharp has a Lua documentation that is WIP. I couldn't find anything on their site. There's nothing very official that details every little change.
I just wanted to point these things out, it's up to you whatever you want to do now.
If you still don't want to use the default Lua library for Unity because there aren't lua dynamic libraries for other platforms then you can get them all from here.
http://luabinaries.sourceforge.net/download.html
Note: I'm not trying to convince you to use it, I'm just saying that there are benefits over MoonScript/UniLua which haven't been seen.
edited 3×, last 27.07.15 04:35:17 am
Starkkz has written
Never ever ever promote sourceforce. They distribute malware. Tons of it.If you still don't want to use the default Lua library for Unity because there aren't lua dynamic libraries for other platforms then you can get them all from here.
http://luabinaries.sourceforge.net/download.html
http://luabinaries.sourceforge.net/download.html
@Blog Entry: I really like the new UI! Already feels like good old S2 to me
FFI is only required for very special things and the majority of people will never use it. Also there's a higher overhead when using linked libraries and passing objects between the C# code and the library all the time.
I might do performance tests with linked libraries later though (when I run into performance problems). I now know that I can switch the underlying Lua library in one weekend (it's not much fun though).
edited 2×, last 27.07.15 06:41:24 pm
ZxC has written
I know, by having this feature there will be also kids who spam with their mic, shouting, trolling, etc. but of course there will be a Mute system too.
Kids do that in every single game that has voice chat but it's not THAT bad. You don't have to not feature voice chat in your game just because you think "some kids will abuse it". In my opinion, there should definitely be voice chat in S3. Even the majority of indie games have that nowadays, I don't see a reason why not.
W3:TFT Battle.net servers still have enough players enjoying custom maps. I've only once or twice played vanilla W3 online (competetively). Yes, quite a personal preference... with surely over 250hrs play time.
I don't think CS2D would still exist without Lua scripting. The majority (of scripters) are happy to have what they have. But there're a couple encouraged people who are pushing the limits by exploring the full potential and beyond (I was amazed by Tibia back in teh days). S3 has greater potential than CS2D and you should handle the modding community accordingly, the opposite of what Minecraft modders have to endure (tl;dr: decompiling, deobfuscating and building an own modding API from ground up)
Not to annoy Starkkz, but client-side mods are a greater thing than all ffi combined. Best example: Minecraft mods ("Sweet irony") going as far as patching the byte code. You're not responsible for what mods do. The users install them on their own (Minecraft, Arma, Skyrim). A faulty mod is a typical user's least problem when he already has at least 3 internet and PC optimizers installed.
PS: When I already mentioned ARMA then I should explicitly say that Bohemia Interactive should kiss DayZ mod author's ass (Dan Rocket if I remember correctly) for making ARMA such a popular game.
For example, I wouldn't be able to make a script that updates your installed scripts from a github repository because I wouldn't have the API to do so. There is no lua lanes/luasocket/luafilesystem/anything else because it was never created for MoonScript, UniLua didn't have these either but at least it could complete what it missed with it's own FFI library.
Also I'm not intending to keep pushing for this to be changed because I know it will never be changed, but I'm just stating that scripters won't go over the limits of this game easily.
The modding/scripting support in Stranded III will be better than in CS2D and better than in SII.
But for FFI: I already said that I might re-evaluate the stuff again later but at the moment it's too irrelevant. You must understand that it is more important to progress in development than caring about features that a low amount of people (probably less than 1%) might want to use SOME day. A game which is never finished but which has FFI is worthless while a finished game without FFI can be worth a lot (and FFI or specific Lua features can be added later if required).
So let's stop the discussion about FFI at this point please.