1. Well I feel like I should raise this one for both the for and against points:

    1) I feel obliged to ask why Oxide supports, and allows plugins to be written in Python?
    2) On the flipside, I find it kind of outrageous that Multiplay doesn't allow Python plugins, the reason cited is 'security concerns with the python language'.

    For, or Against? I personally see it from both sides.
     
  2. Wulf

    Wulf Community Admin

    Python support is available as it was requested and contributed by the community.

    They haven't provided us any evidence that there are any security concerns or issues. If they can provide evidence, we can fix the issue.
     
  3. Multiplay are totally retarded, throw low grade fuel at it and light it up! Seriously do yourself a favor and get away from them, they cannot be reasoned with, believe me I tried!
     
  4. All they have told me is their Technical team have said no, and there answer hasn't changed.

    I don't explicitly know what their concerns are, although I'd speculate to say it's problems with the language itself, not your implementation of it.

    Fortunately the plugins I use are not very important, as in... the ones written in Python. I don't think my experience is that bad so far, set aside the fact that I have had to request addition of many plugins to ClanForge.
     
  5. Wulf

    Wulf Community Admin

    There are few Python plugins, and we have considered removing it because of the lack of adoption and the maintaining of it. The same applies to JavaScript, but nothing is decided yet. C# and LuaJIT are the better and faster of the languages available.

    I'm sure you'll see the Python plugins replaced with C# as time goes along though. I'm surprised there hasn't been an alternative made for Notifier already.
     
  6. I don't see much point personally, in supporting Python or JS if it's got as little use as you say, but of course that isn't for me to decide. Does to take much to maintain, as in, could that time be more valuable if applied elsewhere?

    It'd be nice to get an alternative to Notifier, and honestly if I had the patience I'd make a Lua plugin myself. Come to think of it, is there any documentation for making your own (first) plugin? I've used Lua before, but I'm sure you use an updated version compared to what I am experienced with, not to mention the code will be formatted differently.
     
  7. Wulf

    Wulf Community Admin

    It doesn't take much maintenance, but we have to make sure each plugin language is performing as it should be when we make changes, add new features, etc. There aren't really any performance benefits to using Python or JS, it's just pretty much about language preference.

    http://docs.oxidemod.org ;)
     
  8. I bet JS and Python usage would be wider if people made a few well thought out plugins to refer to, in addition to updated documentation and 3rd party tutorials. The current state where there are tons of Lua and C# plugins available makes it easier to "copy-paste" functionality, hence resulting in more Lua and C# plugins.

    I for one would love to see JS and Python kept a part of Oxide as the ecosystem of both in general userbase (outside modding and games that is) is outrageously large and could attract more modders to hop on and contribute. We just need to up the game on the documentation and example side of things for the languages. :)

    All this is a personal opinion though.
     
  9. I'm on the other side of the fence. I think there is no reason to support any more than one language and C# is the best out there performance-wise. I'd keep LUA support until peeps convert their stuff and just drop everything else :)
     
  10. Your LUA documentation would be much much better if it didn't say "We need an example here" on basically every Function/Hook.
     
  11. Wulf

    Wulf Community Admin

    It would and will. It just takes time and people.
     
  12. Do you know if there is a timeframe to this?

    I want to write my own plugins, but the lack of examples makes my method of learning more difficult.
     
  13. Wulf

    Wulf Community Admin

    There are hundreds of examples under the Plugins section. You can't really rely on the Docs having every example for everything you want to do, as most of the functions would be located in Rust's actual code, not Oxide. The Docs are there to give users a basic idea of how plugins work, and how to use Oxide's hooks and features, not so much the actual game's code. Once Oxide provides a more universal API, you will see more examples of how to do more beyond what Oxide currently provides.