Alex Grist’s Departure

A while ago Alex Grist wrote a blog post outlining his side of the story regarding his departure from Cloud Sixteen. Unfortunately Cloud Sixteen never got an official chance to respond, so I’m going to detail what happened here.

Since late 2004, early 2005, I have been working with Lua on GMod. For a good 6 years I released scripts for free to the community, and hosted plenty of communities to engage both sandbox and roleplaying playerbases with huge success.

Around 5-6 years ago I began working on a roleplaying script called Cider. It was heavily enjoyed by the light roleplay community and before I knew it my server was packed. I eventually released this for free to the community and began evolving it into something more serious; from playing it I had developed a taste for serious roleplay, and Taco’n’Banana inspired me heavily.

Through many iterations, and over many years, Cider went through various names in its transition to a framework: Cider, Cydar, Blueprint, (a few others), kuroScript, OpenAura, and Clockwork.

Clockwork was my greatest achievement. I had completely re-written the inventory and item system to support fully dynamic and persistent item types, it was awesome. I made a schema called Test Bed to demonstrate the new features Clockwork had to offer, and CW: Test Bed was hosted by Cloud Sixteen. People loved it!

As time went on and I continued to develop Clockwork in public beta, university began to take over a large portion of my life. I managed to keep working on Clockwork in my spare time on the back of OpenAura’s success. It was when GMod 13 was released that many things about Garry’s Mod changed. I simply didn’t have the week or so required to convert Clockwork to GMod 13’s new format, as university was getting particularly heavy on me.

I needed to hire somebody. Alex Grist was always good fun, me and him would banter with the authentication system in OpenAura and Clockwork, I would try to make it uncrackable and he would try to crack it – good fun! We’d even talk in Steam about this, and I held no grudge on him at all for what he was doing.

It was for this reason that I decided to hire him, and so I did. Alex was given the deal that he could take money for pre-orders for the duration of the time that he works on Clockwork, and he did. Alex Grist did a great job working on Clockwork in my absence, and I respect him greatly for the pressure he took on.

When Alex decided to leave Cloud Sixteen after I had refused to up the percentage of money he could take from regular (non pre-order) sales, I was a very disappointed; he was a valuable asset to me, but I just couldn’t give him more money at that time.

I wish Alex all the best. I hope in the future we could work together again, under different and renewed circumstances.

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Codebase – Doxy Generation

So I made a documentation generator for Clockwork. I already looked into existing ones, but they just weren’t practical for what I’m after, so I wrote my own. It scans the entire Clockwork project for specific tags within comment blocks, and then generates a JSON array of documented functions, hooks, libraries and classes.

I’m currently working on a website which uses the generated JSON array to provide a neat interface for viewing the Clockwork documentation. Users will be able to post both comments and examples for each object, and other users can upvote the best ones to the top of the page.

Here’s a quick example of how it works.

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