that is just the half truth, isnt it? there's a hack to provide savegames, right? so you are able to save and load states. it's also possible to include lua based scripting etc., right?
so the basic idea is not wrong - even if the main team doesn't want to support that. maybe it moves to an own source fork of this project.
all basic elements, needed by campaigns exist: an ai (even if is not the best one), a main engine, load save stuff, and of course an api.
therefore some technical improvements has to be made, that is clear to everyone (ok, right now nobody want to implement that, but the collection of needed things would be fine, or not)
1. a scripting engine, use just existing ones like lua etc.
1.1. scripted camera modes (based on general scripting engine)
2. level/map based items and unit declaration (already done through the normal map declaration)
3. an engine for animations - but also this is done, because you just could load a scripted map and play this one (just like wc3)
of course, to support a real and nice campaing mode some other features has to be implemented like menu systems, player stats etc. but this is not the main point.
i think, the problem is not technical based. or am i wrong with that? could someone (which know details of lua script etc. more than me
) check what's possible? and of course, what's do be done to get scripting engines into glest?