If anyone is curious about my role in the creator packs, you can read about me and how I helped manage the creation of the packs in my Dev Diary that was shared at the start of the releases of the packs:
And just one point to make as a person who came from the modding scene in CS1 to the modding scene in CSII - CS1's editor was vastly superior to any other game's modding capabilities at the time. I remember another game at the time (back in 2015 era) that you had to write code to inject your asset into the game and it would break every update. CO came up with an elegant and easy to use asset editor. It had its own limitations and the game itself was limited by the technology of the time as you'd expect, but it was a fantastic piece of software.
CSII is vastly superior to CS1's editor - there is
so much you can do without needing to write a code mod, that I don't even know how I will write about it all in detail on a wiki. That seriously keeps me up at night. I don't even have the words to express how powerful and how frankly cutting edge the abilities CO gave the in game editor is. Once it is in a more stable state (ie once we get VT and serialisation sorted) it's going to be an
incredible tool to use, doing things you could only dream about in CS1.
And sure, in these early times, I have need to be around to help guide creators through the new editor, and even then there are some things we will try that may not work out and cause these demand issues in the UK pack, but there
will be a fix.
I appreciate everyone who looks on these teething issues in kindness and not in anger. It makes my job more fun when I can interact with excited and interested people, and balances out any negative interactions I may be on the receiving end of.