Quote:
Originally Posted by xXziroXx
I thought Tig has had full access for quite some time now? Doesn't really matter though, since half of GK's core systems are embedded in the actual NPC-Server (and/or client), so it can't just be edited by script - since there is no script for it.
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Yes, I have full NPC-Control on GK and GK debug, however, much of GK is still coded in the NPC-Server/MUDLIB, as you mentioned. I am not able to code this, but very slowly I am asking Stefan to convert the things in the MUDLIB over to things controlled by GScript2, and I am helping him with this process as well. He has given me snippets of the MUDLIB (C++) to convert over to GScript2, and I have been doing that, but it is also a complicated process, because due to the MUDLIB's lack of capabilities, even more capabilities must be added in order to convert certain things (for example, converting EAs over to GScript2 requires some way to change the item's weight by the script, which is not currently possible). Eventually, I hope GK will be mostly GScript2 or at least way more flexible than it is now.
Since I have been manager, GK is way more flexible on the scripting side of things than it was a few years ago. The progress on GK's mudlib is slow but steady, and hopefully with the updates we will be able to expand on GK's system even further.
People should understand that Stefan
is pretty cooperative. He is just a very busy man and doesn't have a lot of time to spread around, so GK gets it's turn, then other things get their own turn of Stefan's attention. It's a constant cycle because Stefan has so many responsibilities.