Official Lua Thread?

Discussion in 'General Discussion' started by Astirian, Oct 20, 2019.

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  1. DavidDC

    DavidDC Programmer Moderator SOTA Developer

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    Allowing stats to go out of the game to lua is easy too, its just parsing data really. Phase 2 will be long, creating windows and adding ui, resize cause of diff screen size, being able to move a ui, and all that kind of thing need to also be coded on the client. Not counting displaying text, hyperlink, image, etc. So yeah phase 2 could take a long time before we see it.
     
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  2. DavidDC

    DavidDC Programmer Moderator SOTA Developer

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    Id like to see a thread with wishlist from players tought. So yeah new forum category is important! :p
     
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  3. Daxxe Diggler

    Daxxe Diggler Avatar

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    @Tiina Onir - Yes, that is for certain. Usually, that would be done by typing "/load DefaultUI" into the chat box to load the standard UI that comes with the game.
     
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  4. Ravalox

    Ravalox Chief Cook and Bottle Washer Moderator SOTA Developer

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    In conversations I had with Chris at SotAcon; he said they do not plan on using LUA internally/rewiting the UI in LUA. (could always change I suppose, but so far it does not sound like they will not be converting anything to LUA in existing/vanilla game code. Which will add the benefit of limiting the confusion when a LUA exception occurs.

    Typically when LUA runs into trouble (whether it is an addon, or core game code, a traceback will be output giving module names and line numbers involved (granted these can be misleading if not familiar with the code). This will greatly assist in debugging, but (of course) not prevent players from not understanding if it is player created modules or the game itself causing issues.

    With reference to what @Tiina Onir mentioned, there typically would be a menu in configuration where the addons/mods would be "activated" by the player. A check box to disable all addons/mods would certainly be easy and a good idea! :D
     
  5. Alleine Dragonfyre

    Alleine Dragonfyre Avatar

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    just came in to say that these are exciting times!

    @Daxxe Diggler and @Spoon usually the developers of mod-enabled games give no warranty to the mods and only support the vanilla or mod-less version of the game.

    Essentially you're on your own using mods except for requesting direct support from the mod developers themselves. Most do not even have mod forums on their official sites.

    The Sims, for example, has had a huge modding community since the Sims 1 back in 2000 or so. Maxis, now EA only supported vanilla from the start. They have support in-game by means of seeing a list of active mods and a means to turn all off in the case of malfunction. An online example would definitely be World of Warcraft as another already mentioned.

    As a user, this means a controlled install of mods is essential. Install a mod, run the game and see if it works. Install another mod, run the game and so on. If something breaks unexpectedly, the reverse is true. Uninstall a mod, check the game. Still broken? Uninstall another mod, rinse repeat.

    It's not easy to mod games even with robust support from the modding community and developers. This means that @Chris' team will not be able to publish updates nearly as often as they do now as this makes things difficult for both modders and their users because a game update often breaks mods.

    What I'm hoping is some kind of tool will be developed that makes end-user mod installs easier by automating install/uninstalls. Otherwise, we're hand-placing files and folders in our game directories.
     
    Last edited: Oct 22, 2019
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