blaah wrote:scripting functionality in ring however is idiotic file management by nel that makes it possible. no idea what they were thinking when they (devs) added that feature for a networked game. nice when you testing the game, but in live ? just idiotic.
Ehm, no, scripting in ring was originally an intended feature, but due to time limits it was never documented properly. They didn't add the user directory, and more importantily the r2_features_loaded.lua file, by accident.
Basically, the .r2 files your client has, and the data sent to the server when uploading is completely different. The .r2 file contains properties which are parsed by your local lua components into the format required by the server. You can therefore only use what exists on the server (the basic features of the ring and a limited scripting language). What you can do with custom lua components, is simply making it easier to create large events without endless repeated clicking.
You make it sound as it was a very easy task to make it that way, and that it happened by accident. I suggest you look at the ring lua code a bit, and you will notice how much work has been put in designing and creating such system which allows this.
And as I said earlier, the only reason why it wasn't officially 'released', is because there were not enough resources to fully document it, since most people (like you) wouldn't understand how it works anyway.