@JibbSmart, thank you for this information.

Lite-c was the death of the real idea behind this engine. When I came into the loop, I was sold on a idea of very low coding was needed. Sure they claimed click-together. But I knew before joining, that was an over claim. The real claim was only having to master the scripting language. Which I have worked a long time to understand and be good at the 3dgs API(or so I will call everything covered in the manual).

When Lite-C was introduced, I stop hearing "This will be updated in the features...", instead as a user I was told time and time again, "You'll have to go outside the 3dgs API to do that." Lite-C gave the devs the ability to tell users that they were not going to update the features, but instead the users needed to learn to code beyond the 3dgs API.
e.g.
Q:Can you add file menus to 3dgs?
A:You can do this through the Windows API.
Q:Can you add rechecking for a joystick?
A: You can do this through the Windows API.

The expansions in to the Windows API and C libs is great for many programs. But it wasn't just a bad editor that drove people way. When you tell me all I have to do is learn the 3dgs API and then refuse to add things, because I now need to master and understand higher APIs, that is what drives all the users like me away.

I am fairly good at coding in this engine, and can not be called a Unity click-no-think game maker. And that is the promise I made when joining this engine. I do not need a Unity editor to make games, I need a robust scripting language that is regularly updated.

The facts are, many users here are far beyond the scripting level and the user that are not are being punished. The ability to reach beyond 3dgs into Windows and other libs for 'advanced' reasons is not excuse to stop developing the base API.

My request was made over a year ago, and if JibbSmart's answer works, there is no reason that a simple handful of commands can not be placed in the engine API for me -The User Mastering 3gds scripting and 3dgs API! Let the engine do the work in Windows API and give me a nice simple 3dgs command set.

That is the promise made to the buyers of this engine and the promise failed. We can build level and models in 3dsmax,We can paint in Gimp, we can mix sound in audacity, we can code and debug in Sed, we can adjust things and compile in Wed. All are old tools but still functioning.

The 3gds package meets all it's promises with these old tools, but the promise that the engine scripting would be updated so I would not need to learn beyond it's scripting for most thing is a failed promise. The replay shouldn't be "This is a simple thing you can do with the Windows API." That should never be the replay. Instead if it is a simple thing, than simply add it to the 3dgs API! Because I was promised only to need the higher API access for 'Advanced things' not SIMPLE!

If the devs want to chase cross platform compilers and direct-x 2020super tech, or other such things. That is great. But you have a handful of high level users left crying to you about these things, while your core user base vanished because they could not even get a recheck for a joystick. There were many click-and-make user who ran day one of the Unity march(ratchet). But since then you have lost 1000's of 3dgs script strong user like me.

I can rant for ever and I deserve to, to many years I have said little and hope for much.