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 Lua 
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Joined: Sun Apr 08, 2007 2:40 pm
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Location: A parallel universe lodged between the final recluses of time and space
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Post Re: Lua
Xera wrote:
MaximDude wrote:
Lua in CC is fail
Nuff said
If you want it, go do it yourself Mr. Im so good with Lua

No need to be so hostile. :|


It would appear that you have just had your first encounter with maximdude pwner of n00bs and caster of flames...


Sun Jul 15, 2007 8:28 pm
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Joined: Sun Dec 03, 2006 4:00 am
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Location: America
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Post Re: Lua
CC code is easier than Lua because it tells you what each defining thing is in the code. Also, CC code is built SPECIFICALLY for CC. It's custom tailored to it.

Oh, and that special olympics thing made me lol.


Sun Jul 15, 2007 8:57 pm
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Post Re: Lua
Xera wrote:
Here, have a read :) http://lua-users.org/wiki/TutorialDirectory
Lua is pretty much the simplest scripting language besides HTML, just about anybody can pick it up in a few hours.


Hmm.. Thanks... Maybe I can use this for Gmod... But not CC.


Mon Jul 16, 2007 5:30 am
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Joined: Fri Jun 15, 2007 7:19 am
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Post Re: Lua
Isn't HTML just a Markup language?


Mon Jul 16, 2007 7:29 am
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Post Re: Lua
LUA will not be put into CC for many, many reasons. Mostly because the game is pretty much built from scratch with it's own unique language, and also because Data isn't going to convert all this work just so that you don't have to learn a new language. LUA is built for 3D games anyways.


Thu Jul 19, 2007 4:53 am
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Post Re: Lua
Lord Tim wrote:
LUA will not be put into CC for many, many reasons. Mostly because the game is pretty much built from scratch with it's own unique language, and also because Data isn't going to convert all this work just so that you don't have to learn a new language. LUA is built for 3D games anyways.

Agree.


Thu Jul 19, 2007 9:51 pm
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Joined: Tue Jul 27, 2004 8:02 pm
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Post Re: Lua
We have seriously considered LUA support, and it's still not off the table. It could be integrated with the current system and wouldn't replace it. It would, however, make it possible to affect behavior a lot more powerfully than now.

Perhaps we'll rewrite the AI system to take make use of it, and expand from there...


Tue Jul 24, 2007 3:47 pm
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Post Re: Lua
But that will delay Cortex Command even more... :eyeloss:


Tue Jul 24, 2007 4:05 pm
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Post Re: Lua
ChJees wrote:
But that will delay Cortex Command even more... :eyeloss:


I would call that progress rather than delay :) It at least should allow for a lot more dynamic stuff. Conditions, and the like. Versatility. And on the downside, complexity. But my opinion also is that the current system is easier to read than Lua code. It's a bit hard to compare them since Lua is scripting/programming language and the current system is almost only a list of variables in .ini file.

Data wrote:
We have seriously considered LUA support, and it's still not off the table. It could be integrated with the current system and wouldn't replace it. It would, however, make it possible to affect behavior a lot more powerfully than now.

Perhaps we'll rewrite the AI system to take make use of it, and expand from there...


That's a good idea integrating it with the current system, no need to remake stuff. But how would that work out in case of mods? Would we have Lua code mixed in these current files? :D (That would be strange :)) Or would we decide which one to use when starting out?


Thu Jul 26, 2007 8:49 pm
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Post Re: Lua
ScifiSpirit wrote:
I would call that progress rather than delay :) It at least should allow for a lot more dynamic stuff. Conditions, and the like. Versatility. And on the downside, complexity. But my opinion also is that the current system is easier to read than Lua code. It's a bit hard to compare them since Lua is scripting/programming language and the current system is almost only a list of variables in .ini file.


That's not the real code. That's just a list of variables the real code looks at to make stuff. The real code is all in the .exe, and that's where everything is told what to do.


Thu Jul 26, 2007 9:33 pm
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Post Re: Lua
The AI system, and probably the victory-condition system as well, would be good choices.
That would put you on a short track towards custom game modes... And possibly campaigns.


Thu Jul 26, 2007 9:35 pm
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Post Re: Lua
While I have no opinion either here or there regarding Lua, I do have to say this:

Lua and the DataModule system of Cortex Command are apples and oranges. You cannot compare them. Lua is a fairly well-developed scripting language, whereas the DataModule system is just interpreted text.

You would never, in my experience, pick between the two.


Thu Jul 26, 2007 10:28 pm
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Post Re: Lua
Bottom Line.

I already had the hassle of learning this custom script Data has made.
I don't want to learn another.


Thu Jul 26, 2007 10:34 pm
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Post Re: Lua
Yes, and everything revolves around you couchy. Just because you lack the intelligence to learn lua doesn't mean everyone else does.


Thu Jul 26, 2007 10:36 pm
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Joined: Sun May 13, 2007 7:51 pm
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Post Re: Lua
also get that ♥♥♥♥ out of your signature thanks


Thu Jul 26, 2007 10:39 pm
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