Re: [Josh] Monday, December 4, 2017
Posted: Tue Dec 05, 2017 8:21 pm
Lovely log Josh! Glad everything is looking up.
Where's Adam been? I really enjoyed his logs..
Where's Adam been? I really enjoyed his logs..
JoshParnell wrote: ↑Mon Dec 04, 2017 6:45 pmAll the 'bigger picture' elements that dictate when, where, and how a particular function runs are specified in the data section ... Hence, much of the need for a modder to 'worry about' the internal mechanisms used to make LT performant (you know, the ones I talk about in pretty much every devlog ever?) is alleviated. Granted, they still exist and may still be interacted with at the code level, but for the majority of gameplay functionality, doing so should be unnecessary.
Why Tal?! Why couldn't you have just been WRONG about this?!LindseyReid wrote: ↑Tue Dec 05, 2017 4:54 pmYou are correct that the Lua will be released, and the engine and C++ will be secret; however, +1 to Tal's response: only Procedural Reality developers (ie me, Adam, and Josh) will contribute to 1.0 release code.
The community can use whatever tools y'all want for collaborating on mods with each other. ^^
... how would you prevent people from sharing code..?MyNameWuzTaken wrote: ↑Wed Dec 06, 2017 11:47 amRelease version 0.9 and let people start sandboxing it, but not making changes beyond their own machine?
I just meant not adding it to the initial codebase. There isn't really a way from preventing people sharing code, but you don't have to incorporate changes into the 1.0 source, or make any kind of conviences for it. Basically, people are free to mod to their hearts content, but if any changes prior to 1.0 break that mod for them or anyone else, then tough luck.Cornflakes_91 wrote: ↑Wed Dec 06, 2017 12:49 pm... how would you prevent people from sharing code..?MyNameWuzTaken wrote: ↑Wed Dec 06, 2017 11:47 amRelease version 0.9 and let people start sandboxing it, but not making changes beyond their own machine?
if i can write code that runs in it, i can share that code
Still working hard daily in the Procedural Reality offices, just not posting regularly ^^
[Edited] Beta will be moddable.MyNameWuzTaken wrote: ↑Wed Dec 06, 2017 1:10 pmI just meant not adding it to the initial codebase. There isn't really a way from preventing people sharing code, but you don't have to incorporate changes into the 1.0 source, or make any kind of conviences for it. Basically, people are free to mod to their hearts content, but if any changes prior to 1.0 break that mod for them or anyone else, then tough luck.Cornflakes_91 wrote: ↑Wed Dec 06, 2017 12:49 pm... how would you prevent people from sharing code..?MyNameWuzTaken wrote: ↑Wed Dec 06, 2017 11:47 amRelease version 0.9 and let people start sandboxing it, but not making changes beyond their own machine?
if i can write code that runs in it, i can share that code
The problem isn't the sharing of the Lua code, its the dev team having to work around the contributions of non dev members when building the 1.0 version. So what I meant was people wouldn't be contributing to source, where source is 1.0 Lua code.
Edit:
Am I correct in that what we are basically getting in an engine is a Lua compiler based almost entirely on a previous C++ Compiler. The main loop will be in C++ and will be inaccessible, but we will have an API so we can mod in LUA. So its safe to release said compiler as long as we can't look in the box, and we can code, compile and run.
1.0 is this and a bunch of LUA script that works with the original vision. But for the adventurous types, you don't technically need a completed Lua script. You just need the API to play with.
Am I way wrong?
Thats understandable, but that makes me curious just what the Closed Beta will be like, if youre going to be shipping out the whole game as 1.0... Presumably there would be a time frame where beta is released to the KS backers before it goes on sale, right?We can't release any runnable LT code without essentially releasing the whole game, which is... what 1.0 release is for. When the 1.0 version of the game is done :p And as Cornflakes pointed out, if we did that even for only a small portion of people, we couldn't prevent people from sharing the game.
Again, to be extremely clear: there will be no code released to the public before 1.0 is released. Not to backers or anybody else. This is not going to change.
[Edited] Beta will be moddable.Hyperion wrote: ↑Wed Dec 06, 2017 3:25 pmThats understandable, but that makes me curious just what the Closed Beta will be like, if youre going to be shipping out the whole game as 1.0... Presumably there would be a time frame where beta is released to the KS backers before it goes on sale, right?We can't release any runnable LT code without essentially releasing the whole game, which is... what 1.0 release is for. When the 1.0 version of the game is done :p And as Cornflakes pointed out, if we did that even for only a small portion of people, we couldn't prevent people from sharing the game.
Again, to be extremely clear: there will be no code released to the public before 1.0 is released. Not to backers or anybody else. This is not going to change.
...are you sure? Josh always told me differently.LindseyReid wrote: ↑Wed Dec 06, 2017 3:29 pmYes, good point. I believe we are planning on doing a closed beta. It won't be in moddable form, however.
im wondering how you want to do that when the majority of the actual gameplay is in LUA....
Integrating user mods into LT 2.0 Confirmed!LindseyReid wrote: ↑Wed Dec 06, 2017 3:35 pmSorry guys, miscommunication. Tal is always right :p Beta will be moddable, but we will not integrate user mods into 1.0. MyNameWuzTaken & Cornflakes, please forgive me X0
You did not. Thank you for being chill about my slip-up XDMyNameWuzTaken wrote: ↑Wed Dec 06, 2017 3:54 pmIntegrating user mods into LT 2.0 Confirmed!LindseyReid wrote: ↑Wed Dec 06, 2017 3:35 pmSorry guys, miscommunication. Tal is always right :p Beta will be moddable, but we will not integrate user mods into 1.0. MyNameWuzTaken & Cornflakes, please forgive me X0
Haha sorry if I caused a problem Lindsey.