Most of a 'toy' sample was finally converted from C-Script to Lite-C.
It seems, in a sense, much, if not most of the functionality was 'restored'.

A6 C-Script sample had:
Code:
3rd person view (but several cameras)
*movement
	idle / stand, crouch, walk, run, jump, crouch, swim
	fall damage
*3 piece actors (attached)
	upper, lower, and weapon
	separate animation for upper and lower body
	attack works while walking, crouching, crouch walking, swimming, jumping
	upper body rotates with aim
*buy and drop sword and crossbow 'ai' troops
*'ai' avoids obstacles and other actors
*'ai' moves and attacks similar to player (...um)
*'ai' within hearing dist of player accepts commands defend, seek, and follow
*'ai', player and other objects drop money
*pickups (ammo, health, coins)
*buy ammo
*crowded spaces
*catchy fire (no smoke though)
*3 teams (selectable)
*me lee combat
	sword (stab, slash, stab in different directions)
*projectile combat
	crossbow 
	pistol
	shotgun
	ak47
*explosive combat
	mine 
	time bomb
	(explosions push actors around)
*works on older machines (with lots of actors)
*no grannies in 3D
*all above (and more) working in multi-player (LAN)
*moderately tested and used somewhat regularly



For the sparkling samples in question (not enclosed), on the newer machine here, before dropping to ~10-20FPS, it seemed that the following number of 'live' actors can be spawned in a certain level:
using A6 COM and C-Script, 80 actors or more
using A7 COM and Lite-C, 24 actors or less

With the A6 COM C-Script implementation, the old AABB collision instructions are used with a BSP level, and with the new A7 COM Lite-C implementation, it is assumed that the newer collision instructions are used (<- multiple tests with collision function toggles), but during the tests, water collision checks weren't even enabled for the newer implementation.

Also, a modified version of the move example featured in the (most pertinent version of) the manual is used in the newer implementation, but in the older implementation, some of the movement code might readily resemble an unnecessarily complex, monstrous A5 template freak great grand child. (The code is clean, clear and concise by the standards imposed here.)
The arrangement of the older implementation appears to be, not less, but more complex than it's newer cousin.

Although such 'preliminary results' might be moderately disappointing, they might not be all that surprising.

Should they be?

Instead of several hundred MB videos falsely-embedded in the page we have:

(some simple definitive impressions of an ultimately unquestionable nature:)

A6 COM and C-Script does 80+ actors

A7 COM and Lite-C does only 24 or less actors


...BUT, maybe it is because those other A7 actors are blue?
?
?

Quoting some version of the manual:
Quote:

Engine updates normally render faster than their predecessors - and no update ever was slower. Nevertheless, whenever a new engine update comes out or a new video driver is released, some users inevitably complain about having 'less fps' than before. Why is that?

In some rare cases, the 'less fps' is not just a feeling - the frame rate is indeed a little slower in a certain situation.


Quote:
The A7 engine is faster than the A6 engine, and newer engine versions are faster than older engine versions.

terms: PRO BSP AABB collision performance blue backwards-compatible A6 mode