<div class="IPBDescription">was the GLDsource engine the problem ?</div>Hey I would like to know why LUA wasn't integrated into ns1 ? Maybe the engine wasnt capable of handling that ? or why ?^^
I'm not sure Lua was ever considered for NS1. But if it were, I would imagine it would run into the same problems that caused the team to abandon the Source engine and write their own for NS2. After all, Source comes from Gold Source, right?
Yea you are right... Source is made out of GLDsource.
It is mentioned in the nstr files or in 1.0 or 1.04 , not sure ;D
"Don't ever use: --------------- mp_bulletcam - Setting to 1 will give "bulletcam" effect when using the grenade launcher. Unpredictable and untested mp_testing - Setting this to 1 will spit out animation error messages, don't use mp_trainingmode - Mostly unused mp_deathmatchmode - Don't touch, unpredictable results mp_serverscripts - Not fully implemented. When set to 1, this will (in the future) allow servers to run their own LUA scripts"
LUA was never considered for NS. LUA wasn't really extended in to games even though it as been around since the early 90s's. I'm not sure it would be worth the while trying to work it in to the HL engine if that's possible.
And? LUA was only an idea to be implemented in 2000., by the time the modification was released in 2002 do you really think LUA would have been a great advantage to try and implement and get across? From a game development point of view it is interesting but I'd assume extremely difficult and not time worthy.
LUA can be much more easily implemented in to newer game technologies and clearly Charlie and the team had the idea of using LUA in games, their game with NS however it didn't materialise. In fact what they did was implement it in to NS2 on a much more powerful foundation, their own engine, Decoda, financial investment.
LUA was never dropped, it was simply a nice idea. It's all well and done saying 7-9 years looking back on it, however if you played around with the Half-life engine 7-9 years ago LUA wasn't the first thing on your mind.
I don't have the final say on this... but from what I remember in one form or another I believe LUA (or a scripting language like it) was being looked at for NS1, but I think the limitations of time and having it function the way they wanted it too was outside their scope and ambitions.
Comments
It is mentioned in the nstr files or in 1.0 or 1.04 , not sure ;D
"Don't ever use:
---------------
mp_bulletcam - Setting to 1 will give "bulletcam" effect when using the grenade launcher. Unpredictable and untested
mp_testing - Setting this to 1 will spit out animation error messages, don't use
mp_trainingmode - Mostly unused
mp_deathmatchmode - Don't touch, unpredictable results
mp_serverscripts - Not fully implemented. When set to 1, this will (in the future) allow servers to run their own LUA scripts"
from 1.0 or 1.04 files...
LUA can be much more easily implemented in to newer game technologies and clearly Charlie and the team had the idea of using LUA in games, their game with NS however it didn't materialise. In fact what they did was implement it in to NS2 on a much more powerful foundation, their own engine, Decoda, financial investment.
LUA was never dropped, it was simply a nice idea. It's all well and done saying 7-9 years looking back on it, however if you played around with the Half-life engine 7-9 years ago LUA wasn't the first thing on your mind.
it didn't work and gave you a third person view from chest level ='(
it could have been cool though