[b]One of my main goals is to make the base game stable with as a few crashes as possible.[/b]
Please continue to report crashes and I'll keep updating the game as fast as I can fix them, as long as the crash is within my control.
[b]In the longer term the goal is to put as much control of this game as possible into the players hands.[/b]
JBMod was never known for having a lot of features.
It simply encouraged a different type of gameplay and the community was responsible for creating the maps, models, guides, etc that made it fun.
Older maps had things like blenders for chopping up zombies or drivable cars made with nothing but brushes and clever Hammer tricks.
Of course those things are still possible to make today, but a full featured scripting language would take them to the next level.
[b]Scripting is coming to JBMod. Soon™.[/b]
But it'll take time to get it right. Some people think it's as simple as dragging lua.dll into the project and pushing it to Steam, but there's a lot of background work needed to get things working properly.
The initial beta will take place on Discord and will be intended for experienced coders who are willing to adapt.
It will be limited at first. Engine bindings and functions will change often and things will break. It's going to take time to get it right.
I think an iterative beta is the best way to get realtime feedback from people who know their stuff and to get a better product in less time.
It would suck if I just went offline for a few months to work on this instead and put out something that doesn't actually work in the real world.