Quote: "I don't really have a problem with the standalone being added, primarily because of the issues i had with GG's standalone creator, so for me its good to have early to test to see if it has any issues e.g models not copying over etc, also there isn't as yet tons of people who actually have max to try and make a game so to speak. Yeah if needed put a splash on it, but we definitely need to test it and make sure it works."
Quote: "I am not totally agree regarding do not allow the user to generate autoexec files. I think it is good to let the user use that function in the alpha release, then the user could also inform about any issue o bug in that process."
Quote: "I really don't see the need for limiting features just because the engine isn't ready yet. Let it be, let it be. Users are free to try and export finished games, I don't see the problem with that."
Quote: "If standalone creation is enabled early in Max then user testing to confirm that there a no functional differences can be carried out as the features are introduced potentially catching problems early.
Leaving it to the end is likely to make it more difficult to discover underlying causes and interactions that can lead to the sort of problems GG suffers from."
Comments like these are exactly why Lee should NOT include standalone builds in the next release. These comments show a fundamental misunderstanding of how software development works in that users will think it's possible to test features that have not been properly implemented. You will find near infinite bugs in a feature that is not developed, most of which will be pointless to report, because once development on the feature actually begins, much of what currently exists there will be ripped out and reimplemented, making a vast majority of the bug reports inapplicable to the final product.
The current implementation of standalone is unfinished and intended for internal use. Allowing users to use it will mean nothing other than a bunch of unwanted bug reports about a feature that hasn't been developed yet. And there is nothing worse as a developer than having to wade through a million bug reports concerning features you explicitly told users are unfinished and have asked them not to test. The correct solution here to avoid these bug reports until the feature has been implemented is to simply not include it.
Quote: "Wow, Script-Spawning Entities is a MUST-HAVE feature imo, and no game engine can be taken seriously without it. Sounds like Lee rejected that idea for a grouping system in the map editor? IDK I'm confused.
Scripters are not important here?"
Quote: "Lee should open up MAX features as much as possible utilizing Wicked engine, expanding the developer functions (Spawn via Script! ), etc."
I think you are misunderstanding the concept of the object generator, or I am. The way I understand it is that there will be a generator marker of some sort that can be used to configure object spawning from the user interface, and also from a script. I cannot imagine it would make sense to create the object generator feature, but have the implementation be entirely hard coded and un-scriptable. I think it is very, very likely that Lee's comments are a confirmation of the object spawning feature you (and many others including me) have wanted for so long.