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Oblivionburn

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  1. Nevermind, apparently the Lua only runs client-side when you're logged in and near the control element it's attached to, like one-time scripts that only do their thing when an event triggers the script. Oh well. Hopefully we'll get word about there being any way to read/write data with Lua in one of the dev blogs, but it's starting to seem unlikely.
  2. Ah, I must've missed that. Thanks for the clarification!
  3. Does it? They've talked about industry machines using Lua that continue to run even when you're not logged in and nobody's around, which makes me think it's being handled server-side. It would make sense for it to be a client-side thing, but for stuff to continue to happen in the world for objects that are utilizing Lua scripts... I dunno, man. It's all very interesting to me.
  4. There's a lot of games that use embedded Lua to do stuff in-game, despite the game being written in like C/C++ or something. Easy example: ComputerCraft mod for Minecraft. Minecraft was written in Java, but the mod allows in-game Lua execution... and I'm guessing some framework behind the scenes to translate particular Lua methods to Java for the events to occur in the game. However, in the example of that mod for Minecraft, the Lua variables only get allocated memory during execution of the Lua... as soon as execution is complete, the variables are empty and that memory is flushed. It basically functions as a one-time run script, as opposed to a native part of the game's engine that would be held in RAM so long as the game is running. Lua's been discussed in multiple Dev Blogs (else we wouldn't know about it), so should be fair game to discuss.
  5. Yeah, but it would stay in RAM so long as the server remained running, wouldn't it? I would imagine it'd be the same as any other program that allocates memory to a particular variable and holds that memory slot so long as the program is running, else there would be a memory violation exception... but I've never dealt with server/client architecture, so I'm not entirely certain if that would be true for this mmo or if there would be garbage collection methods in place for Lua variables?
  6. Shouldn't this fall outside the scope of NDA, since it's a general question of how Lua functions within the framework of a persistent mmo? Or can Lua be limited/controlled by a game's engine, and thus it being a proprietary thing specific to Dual Universe's engine that would mean it falls under NDA?
  7. An idea just occurred to me, which I also made a post about in general discussion: with this being a persistent universe, variables in Lua should never lose their value once assigned, so would be possible to create a database of sorts by adding/removing values in arrays. The logical next question would then be: is there a way to send a value from one script to another? Or is using "require" to utilize a script within another script allowed? Could maybe have one script act as a central database with functions to add/remove values, and then just "require" it in other scripts to utilize it.
  8. Is there a lifespan to how long a variable in Lua will retain its value in memory, or with this being a 'persistent universe' do variables never lose their value once assigned?
  9. My apologies if this is already a thing, but I would like to propose there being a finite limit to the amount of currency in circulation and not an unlimited amount that can be created from player sold items/vehicles/etc. The reason: what breaks most mmo economies is the ability for players to amass wealth without limit, which ultimately causes the currency to be essentially worthless. You can look on the market of nearly any current mmo and see items priced in the millions+ because the majority of players have more currency than they could ever possibly spend. Most mmo's have attempted to compensate for this inevitability by having 'money sinks' or regularly introducing new currencies to keep the market from flooding and prices skyrocketing to absurd levels. However, money sinks and new currencies always fail since they underestimate the speed at which players can amass currency (especially when working together in large numbers). I would like to see a mmo do the right thing and learn from the mistakes of the thousands of mmo's that have failed at this in the past, and the solution is simple: cap the currency.
  10. I would also like to know if it's possible (or will be) to read/write data, since actually useful programs require being able to do that.
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