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December 30th 2013, 03:49 PM
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Beuc
Peasant He/Him France
 
Hi,

Adding Lua support sounds like a good idea.
(@DaVince ... but supporting several new languages sounds like a maintenance nightmare!)

When Phoenix told me about his experiment, I said it could be a nice addition to FreeDink, but it requires a lot of automated tests on the code.
Currently any tiny change in the DinkC engine may cause a D-Mod to mysteriously fail, so we need to detect these regressions more efficiently. All the more if the DinkC engine is modified/isolated when adding Lua support.

Also it would be nice to have versioning statement in the D-Mods, so that FreeDink would automatically know what version of the Dink engine or script engine the D-Mod was made for (as opposed to: having the user guess whether the D-Mod should be played with 1.07 or 1.08 or ...).

Btw, I don't like conditionally compiling with/without DinkC/Lua/etc. It's already a hassle to make sure people get the right Dink engine, so let avoid *variants* of the engine (imagine: - "I've got FreeDink already, shouldn't it work??" - "Oh, but your version of FreeDink is compiled with feature X enabled and feature Y disabled, while my D-Mod works with the opposite config!" - "Arrrrghhhh!!").
I made a conscious effort to make every FreeDink feature available 100% of the time, or never. This is particularly vital for GNU/Linux where every distribution tend to compile things their own way.

I'm currently dealing with several changes in my personal life, so I don't have much time on my hands right now, but I'll try and keep an eye on the thread