cant install luasocket
module mime/core.dll cant compile. idk what is the problem
>C:\\Users\\Intel>luarocks install luasocket
>Installing https://luarocks.org/luasocket-3.1.0-1.src.rock
>
>
>luasocket 3.1.0-1 depends on lua >= 5.1 (5.4-1 provided by VM: success)
>x86_64-w64-mingw32-gcc -O2 -c -o src/luasocket.o -IC:\\Lua\\5.4\\src src/luasocket.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/timeout.o -IC:\\Lua\\5.4\\src src/timeout.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/buffer.o -IC:\\Lua\\5.4\\src src/buffer.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/io.o -IC:\\Lua\\5.4\\src src/io.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/auxiliar.o -IC:\\Lua\\5.4\\src src/auxiliar.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/options.o -IC:\\Lua\\5.4\\src src/options.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/inet.o -IC:\\Lua\\5.4\\src src/inet.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/except.o -IC:\\Lua\\5.4\\src src/except.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/select.o -IC:\\Lua\\5.4\\src src/select.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/tcp.o -IC:\\Lua\\5.4\\src src/tcp.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/udp.o -IC:\\Lua\\5.4\\src src/udp.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/compat.o -IC:\\Lua\\5.4\\src src/compat.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/wsocket.o -IC:\\Lua\\5.4\\src src/wsocket.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -shared -o C:\\Users\\Intel\\AppData\\Local\\Temp\\luarocks_build-LuaSocket-3.1.0-1-2048758\\socket\\core.dll src/luasocket.o src/timeout.o src/buffer.o src/io.o src/auxiliar.o src/options.o src/inet.o src/except.o src/select.o src/tcp.o src/udp.o src/compat.o src/wsocket.o -lws2_32 C:\\Lua\\5.4\\lua54.dll -lm
>x86_64-w64-mingw32-gcc -O2 -c -o src/mime.o -IC:\\Lua\\5.4\\src src/mime.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/compat.o -IC:\\Lua\\5.4\\src src/compat.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -shared -o C:\\Users\\Intel\\AppData\\Local\\Temp\\luarocks_build-LuaSocket-3.1.0-1-2048758\\mime\\core.dll src/mime.o src/compat.o -Lc:\\windows\\system32 C:\\Lua\\5.4\\lua54.dll -lm
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../lib/dllcrt2.o: in function `_CRT_INIT':
>D:/W/B/src/mingw-w64/mingw-w64-crt/crt/crtdll.c:126:(.text+0x8e): undefined reference to `_execute_onexit_table'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: D:/W/B/src/mingw-w64/mingw-w64-crt/crt/crtdll.c:79:(.text+0x117): undefined reference to `_initialize_onexit_table'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: D:/W/B/src/mingw-w64/mingw-w64-crt/crt/crtdll.c:126:(.text+0x1c6): undefined reference to `_execute_onexit_table'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../lib/dllcrt2.o:
module mime/core.dll cant compile. idk what is the problem
>C:\\Users\\Intel>luarocks install luasocket
>Installing https://luarocks.org/luasocket-3.1.0-1.src.rock
>
>
>luasocket 3.1.0-1 depends on lua >= 5.1 (5.4-1 provided by VM: success)
>x86_64-w64-mingw32-gcc -O2 -c -o src/luasocket.o -IC:\\Lua\\5.4\\src src/luasocket.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/timeout.o -IC:\\Lua\\5.4\\src src/timeout.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/buffer.o -IC:\\Lua\\5.4\\src src/buffer.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/io.o -IC:\\Lua\\5.4\\src src/io.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/auxiliar.o -IC:\\Lua\\5.4\\src src/auxiliar.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/options.o -IC:\\Lua\\5.4\\src src/options.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/inet.o -IC:\\Lua\\5.4\\src src/inet.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/except.o -IC:\\Lua\\5.4\\src src/except.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/select.o -IC:\\Lua\\5.4\\src src/select.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/tcp.o -IC:\\Lua\\5.4\\src src/tcp.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/udp.o -IC:\\Lua\\5.4\\src src/udp.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/compat.o -IC:\\Lua\\5.4\\src src/compat.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/wsocket.o -IC:\\Lua\\5.4\\src src/wsocket.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -shared -o C:\\Users\\Intel\\AppData\\Local\\Temp\\luarocks_build-LuaSocket-3.1.0-1-2048758\\socket\\core.dll src/luasocket.o src/timeout.o src/buffer.o src/io.o src/auxiliar.o src/options.o src/inet.o src/except.o src/select.o src/tcp.o src/udp.o src/compat.o src/wsocket.o -lws2_32 C:\\Lua\\5.4\\lua54.dll -lm
>x86_64-w64-mingw32-gcc -O2 -c -o src/mime.o -IC:\\Lua\\5.4\\src src/mime.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -O2 -c -o src/compat.o -IC:\\Lua\\5.4\\src src/compat.c -DLUASOCKET_DEBUG -DWINVER=0x0501 -Ic:\\windows\\system32\\include
>x86_64-w64-mingw32-gcc -shared -o C:\\Users\\Intel\\AppData\\Local\\Temp\\luarocks_build-LuaSocket-3.1.0-1-2048758\\mime\\core.dll src/mime.o src/compat.o -Lc:\\windows\\system32 C:\\Lua\\5.4\\lua54.dll -lm
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../lib/dllcrt2.o: in function `_CRT_INIT':
>D:/W/B/src/mingw-w64/mingw-w64-crt/crt/crtdll.c:126:(.text+0x8e): undefined reference to `_execute_onexit_table'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: D:/W/B/src/mingw-w64/mingw-w64-crt/crt/crtdll.c:79:(.text+0x117): undefined reference to `_initialize_onexit_table'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: D:/W/B/src/mingw-w64/mingw-w64-crt/crt/crtdll.c:126:(.text+0x1c6): undefined reference to `_execute_onexit_table'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../lib/dllcrt2.o:
in function `atexit':
>D:/W/B/src/mingw-w64/mingw-w64-crt/crt/crtdll.c:183:(.text+0x2db): undefined reference to `_register_onexit_function'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../lib/libmingw32.a(lib64_libmingw32_a-pseudo-reloc.o): in function `__report_error':
>D:/W/B/src/mingw-w64/mingw-w64-crt/crt/pseudo-reloc.c:150:(.text+0x28): undefined reference to `__acrt_iob_func'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: D:/W/B/src/mingw-w64/mingw-w64-crt/crt/pseudo-reloc.c:151:(.text+0x46): undefined reference to `__acrt_iob_func'
>collect2.exe: error: ld returned 1 exit status
>
>Error: Build error: Failed compiling module mime\\core.dll
https://redd.it/1mpoe1p
@r_lua
>D:/W/B/src/mingw-w64/mingw-w64-crt/crt/crtdll.c:183:(.text+0x2db): undefined reference to `_register_onexit_function'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../lib/libmingw32.a(lib64_libmingw32_a-pseudo-reloc.o): in function `__report_error':
>D:/W/B/src/mingw-w64/mingw-w64-crt/crt/pseudo-reloc.c:150:(.text+0x28): undefined reference to `__acrt_iob_func'
>C:/msys64/mingw64/bin/../lib/gcc/x86_64-w64-mingw32/15.2.0/../../../../x86_64-w64-mingw32/bin/ld.exe: D:/W/B/src/mingw-w64/mingw-w64-crt/crt/pseudo-reloc.c:151:(.text+0x46): undefined reference to `__acrt_iob_func'
>collect2.exe: error: ld returned 1 exit status
>
>Error: Build error: Failed compiling module mime\\core.dll
https://redd.it/1mpoe1p
@r_lua
Reddit
From the lua community on Reddit
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[New to coding] Wasn't satisfied with my understanding of arrays and "for" loops, so I decided to create code for Fibonacci sequence
https://redd.it/1mpxn0z
@r_lua
https://redd.it/1mpxn0z
@r_lua
Reddit
From the lua community on Reddit: [New to coding] Wasn't satisfied with my understanding of arrays and "for" loops, so I decided…
Explore this post and more from the lua community
A response to the "Luajit is wicked fast" video
https://marioarias.hashnode.dev/a-response-to-the-luajit-is-wicked-fast-video
https://redd.it/1mqjl1w
@r_lua
https://marioarias.hashnode.dev/a-response-to-the-luajit-is-wicked-fast-video
https://redd.it/1mqjl1w
@r_lua
ELM11 (Embedded Lua Machine) maker board
This is possibly of interest to readers of this subreddit - https://brisbanesilicon.com.au/elm11/.
I don't think I am breaking any 'R/LUA' rules by posting this here - apologies in advance if so.
https://redd.it/1mqo6fq
@r_lua
This is possibly of interest to readers of this subreddit - https://brisbanesilicon.com.au/elm11/.
I don't think I am breaking any 'R/LUA' rules by posting this here - apologies in advance if so.
https://redd.it/1mqo6fq
@r_lua
Can someone help me with this? It keeps crashing and Ive been trying to fix it on my own for a while now. (error & code in the link since it can't fit it all)
https://docs.google.com/document/d/1ZUiZ6icbjjCs-GN_UunTFWfJs27dOojysgzQeG7Y1mc/edit?tab=t.0
https://redd.it/1mqppwy
@r_lua
https://docs.google.com/document/d/1ZUiZ6icbjjCs-GN_UunTFWfJs27dOojysgzQeG7Y1mc/edit?tab=t.0
https://redd.it/1mqppwy
@r_lua
Google Docs
Coding Problem with lua :/
Error Syntax error: card.lua:4105: '<eof>' expected near 'end' Traceback [love "callbacks.lua"]:228: in function 'handler' [C]: at 0x010520a598 [C]: in function "require' main.lua:25: in main chunk [C]: in function 'require' [C]: in function 'xpcall' [C]:…
Help figuring out "requires" with c++ and windows
Hello,
I'm reading a book that teaches Lua and C++ together (Integrated Lua with C++), and I'm having difficulty figuring out how to accomplish this portion of the book. They use a Makefile and create a file called Destinations.SO, which is a Unix thing (I'm using Windows). I'm trying to figure out what exactly it wants so it can read it correctly.
I'm getting " Failed to execute: noscript.lua:1: module 'destinations' not found:" and a bunch of locations saying "no file 'D:....."
I'm going to provide the snippet of the book, and hopefully that makes it clearer:
>So far in this book, we have only explicitly registered C++ modules to Lua in C++ code. However, there is another way to provide a C++ module to Lua.
>You can produce a shared library for a module and place it in Lua’s search path. When the Lua code requires the module, Lua will load the shared library automatically.
>
>Chapter09 % ../lua/src/lua
Lua 5.4.6 Copyright (C) 1994-2023 Lua.org, PUC-Rio
\> Destinations = require "destinations"
\> dst = Destinations.new("Shanghai", "Tokyo") Destinations instance created: 0x155a04210 > dst:wish("London", "Paris", "Amsterdam") > dst:went("Paris")
\> print("Visited:", dst:list_visited()) Visited: Paris
\> print("Unvisited:", dst:list_unvisited()) Unvisited: Amsterdam London Shanghai Tokyo > os.exit()
Destinations instance destroyed: 0x155a04210
>The most important statement is the require statement. This loads destinations.so and assigns the module to the Destinations global variable.
>We started the Lua interactive interpreter in the same folder where the module binary resides because require will search the current working directory for modules. Alternatively, you can put the library in a system search path. You can check the reference manual to learn more about require and its behaviors.
>A standalone C++ module is useful when you need to reuse the module in the binary form across multiple projects or enforce code isolation on the C++ side, but this is just a design choice.
Any help would be appreciated, because this is driving me crazy.
https://redd.it/1mrdml0
@r_lua
Hello,
I'm reading a book that teaches Lua and C++ together (Integrated Lua with C++), and I'm having difficulty figuring out how to accomplish this portion of the book. They use a Makefile and create a file called Destinations.SO, which is a Unix thing (I'm using Windows). I'm trying to figure out what exactly it wants so it can read it correctly.
Destinations = require "destinations" -- This loads `destinations.so` and assigns the module to the Destinations global variable.I'm getting " Failed to execute: noscript.lua:1: module 'destinations' not found:" and a bunch of locations saying "no file 'D:....."
I'm going to provide the snippet of the book, and hopefully that makes it clearer:
>So far in this book, we have only explicitly registered C++ modules to Lua in C++ code. However, there is another way to provide a C++ module to Lua.
>You can produce a shared library for a module and place it in Lua’s search path. When the Lua code requires the module, Lua will load the shared library automatically.
>
To test the standalone module, in the folder where `destinations.so` resides, start a Lua interactive interpreter and execute the following statements:>Chapter09 % ../lua/src/lua
Lua 5.4.6 Copyright (C) 1994-2023 Lua.org, PUC-Rio
\> Destinations = require "destinations"
\> dst = Destinations.new("Shanghai", "Tokyo") Destinations instance created: 0x155a04210 > dst:wish("London", "Paris", "Amsterdam") > dst:went("Paris")
\> print("Visited:", dst:list_visited()) Visited: Paris
\> print("Unvisited:", dst:list_unvisited()) Unvisited: Amsterdam London Shanghai Tokyo > os.exit()
Destinations instance destroyed: 0x155a04210
>The most important statement is the require statement. This loads destinations.so and assigns the module to the Destinations global variable.
>We started the Lua interactive interpreter in the same folder where the module binary resides because require will search the current working directory for modules. Alternatively, you can put the library in a system search path. You can check the reference manual to learn more about require and its behaviors.
>A standalone C++ module is useful when you need to reuse the module in the binary form across multiple projects or enforce code isolation on the C++ side, but this is just a design choice.
Any help would be appreciated, because this is driving me crazy.
https://redd.it/1mrdml0
@r_lua
How do I even make a lua obfuscator?
I know someone already ask this but im asking like how does it work tbh I dont mind if it was fully made using lua like that prometheus obfuscator or using c or java of whatever type of programing language you know
https://redd.it/1mrsz35
@r_lua
I know someone already ask this but im asking like how does it work tbh I dont mind if it was fully made using lua like that prometheus obfuscator or using c or java of whatever type of programing language you know
https://redd.it/1mrsz35
@r_lua
Reddit
From the lua community on Reddit
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Any simple ways a 13-year-old could earn money with Lua?
I’ve been learning Lua for about a year, mostly with Luau, and recently I’ve started using the LÖVE framework to make games. I’m 13 (in 8th grade), so I know I’m still pretty young, but I was curious: are there any simple or realistic ways for someone my age to make a bit of money with Lua coding?
https://redd.it/1ms83f2
@r_lua
I’ve been learning Lua for about a year, mostly with Luau, and recently I’ve started using the LÖVE framework to make games. I’m 13 (in 8th grade), so I know I’m still pretty young, but I was curious: are there any simple or realistic ways for someone my age to make a bit of money with Lua coding?
https://redd.it/1ms83f2
@r_lua
Reddit
From the lua community on Reddit
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Best Lua IDE?
Usually I just use Notepad++, but I have tried using Intellij with the Lua plugin and that was so-so.
Do any of you guys have suggestions?
https://redd.it/1msh79h
@r_lua
Usually I just use Notepad++, but I have tried using Intellij with the Lua plugin and that was so-so.
Do any of you guys have suggestions?
https://redd.it/1msh79h
@r_lua
Reddit
From the lua community on Reddit
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setmetatable and index
I'm doing more on classes - and I'm making a class
MyClass = {}
function MyClass:new()
o = {}
setmetatable(o, MyClass)
self.index = MyClass
return o
end
function MyClass:myfunc()
print("myfunc called")
end
c = MyClass:new()
I realise the manual example uses 'self' rather than MyClass - but I'm not looking for inheritance yet.
And I'm wondering why I need both to set the metatable and index to MyClass. Just setting the metatable fills the metatable of c with fields named after the MyClass functions (eg myfunc) that point to the metamethods - so they should be callable? Yet calling them is calling nil. Why do I require index to be set as well?
I've read the manual on the index metamethod and I see how setting index to the MyClass table and the index metamethod is called if there is no field in the metatable - yet the metatable of c has the field myfunc in even if I miss setting index.
https://redd.it/1mt5726
@r_lua
I'm doing more on classes - and I'm making a class
MyClass = {}
function MyClass:new()
o = {}
setmetatable(o, MyClass)
self.index = MyClass
return o
end
function MyClass:myfunc()
print("myfunc called")
end
c = MyClass:new()
I realise the manual example uses 'self' rather than MyClass - but I'm not looking for inheritance yet.
And I'm wondering why I need both to set the metatable and index to MyClass. Just setting the metatable fills the metatable of c with fields named after the MyClass functions (eg myfunc) that point to the metamethods - so they should be callable? Yet calling them is calling nil. Why do I require index to be set as well?
I've read the manual on the index metamethod and I see how setting index to the MyClass table and the index metamethod is called if there is no field in the metatable - yet the metatable of c has the field myfunc in even if I miss setting index.
https://redd.it/1mt5726
@r_lua
Reddit
From the lua community on Reddit
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How to install a package in luajit?
I have tried to install packages in luajit using luarocks but it fails due to luajit’s maximum 65536 constants limitation.
1. Is there a way to install packages in luajit using luarocks?
2. What are other available alternatives?
https://redd.it/1mtl20b
@r_lua
I have tried to install packages in luajit using luarocks but it fails due to luajit’s maximum 65536 constants limitation.
1. Is there a way to install packages in luajit using luarocks?
2. What are other available alternatives?
https://redd.it/1mtl20b
@r_lua
Reddit
From the lua community on Reddit
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Looking for FiveM developers
We are seeking a developer to assist our lead developer. Responsibilities will include everything from small fixes to adding new functionalities and features to our existing codebase.
We use a custom framework based on the Mythic framework. While the ability to build complete noscripts is not required, it is a plus. Experience with React and UI development is also beneficial.
Please note that we are not able to pay at this time; however, you will gain valuable experience and a meaningful journey in development. If you're new to FiveM and eager to learn, feel free to reach out.
DM > brains1960
In-discord
https://redd.it/1mtvbe6
@r_lua
We are seeking a developer to assist our lead developer. Responsibilities will include everything from small fixes to adding new functionalities and features to our existing codebase.
We use a custom framework based on the Mythic framework. While the ability to build complete noscripts is not required, it is a plus. Experience with React and UI development is also beneficial.
Please note that we are not able to pay at this time; however, you will gain valuable experience and a meaningful journey in development. If you're new to FiveM and eager to learn, feel free to reach out.
DM > brains1960
In-discord
https://redd.it/1mtvbe6
@r_lua
Reddit
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where can i learn lua?
Im a 2nd year electrical engineer students, ive already learned c++ due to this (im no new to programming)
https://redd.it/1mus5we
@r_lua
Im a 2nd year electrical engineer students, ive already learned c++ due to this (im no new to programming)
https://redd.it/1mus5we
@r_lua
Reddit
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can someone make me a cs2 no recoil noscript for all the guns with a simple toggle feature
https://redd.it/1mva4ty
@r_lua
https://redd.it/1mva4ty
@r_lua
Reddit
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Save system in Roblox Studio
Hi everyone,
I'm currently developing a multiplayer tycoon-style game in Roblox Studio where players manage animal mutant merger plots where they can build pens, hatch eggs, and merge animals.
Here’s the core design:
\- There are 5 unique plots in the world.
\- Players can scroll through and claim a plot they like.
\- Once claimed, they can build, place items, and interact with the world only within their plot boundaries.
\- There’s a central area with NPC shops where players can buy/sell items using an in-game currency.
What I Need Help With:
I’m trying to build a save system that:
\- Persists player progress across sessions (plot ownership, structures, inventory, currency, etc.)
\- Restores placed items on their plot when they rejoin and claim it
\- Supports respawning without losing plot ownership
\- Enforces build restrictions so players can only build inside their own plots
\- Is scalable, so I can add new features (animals, currency types, items) in the future without rewriting everything
I’m still very new to noscripting, so obviously I have been using GPT but have arrived at a dead end, what's the best way to go about this?
https://redd.it/1mvcjri
@r_lua
Hi everyone,
I'm currently developing a multiplayer tycoon-style game in Roblox Studio where players manage animal mutant merger plots where they can build pens, hatch eggs, and merge animals.
Here’s the core design:
\- There are 5 unique plots in the world.
\- Players can scroll through and claim a plot they like.
\- Once claimed, they can build, place items, and interact with the world only within their plot boundaries.
\- There’s a central area with NPC shops where players can buy/sell items using an in-game currency.
What I Need Help With:
I’m trying to build a save system that:
\- Persists player progress across sessions (plot ownership, structures, inventory, currency, etc.)
\- Restores placed items on their plot when they rejoin and claim it
\- Supports respawning without losing plot ownership
\- Enforces build restrictions so players can only build inside their own plots
\- Is scalable, so I can add new features (animals, currency types, items) in the future without rewriting everything
I’m still very new to noscripting, so obviously I have been using GPT but have arrived at a dead end, what's the best way to go about this?
https://redd.it/1mvcjri
@r_lua
Reddit
From the lua community on Reddit
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First time defining parameters of a custom function to create hexagon grid in TIC-80
So I want to make a civ-like game (eventually).
Today I decided to try and make just a grid and it was more complicated than I thought it would be.
First, I had to refresh my geometry knowledge. I confused hexagon with octagon, which was silly. But then I assumed diagonal lines are tilted at 45 degrees leading to me making very ugly hexagons. I went searching what angles do regular hexagons have and just to make sure, I double checked 30-60-90 triangle rules lol
So this is the final product and exactly what I was planning to achieve.
In the code I started with defining all points of the first hexagon and putting them into a list. I picked the length of each side equal to 8, starting with the top left diagonal line.
If you cut the upper part of a hexagon off, you'll get a triangle with 30-30-120 angles. You can then divide that triangle into two 30-60-90 triangles and calculate the distance between points as shorter sides of those triangles.
One is twice as short as hypotenuse. (8/2=4 which is the value of y1)
For the other I just used Pythagorean theorem.
Figuring out shift values was the most painful process and ngl a lot of it was guessing and intuition.
To actually draw a hexagon I used "for" loop of "line" function and added parameters to shift coordinates.
Then I created function to execute previous function in a loop while shifting it's x coordinates to create a row.
I added the same function, but with half of the x shift and full y shift. Hexagons aren't squares and can't just be stacked right on top of each other, but in between. Now it creates pair of rows which can be stacked without an x shift.
And finally... I just stack em.
I know it's not the clearest code, but it's 3am and I'm just happy it actually works despite me never setting parameters for a function before.
https://redd.it/1mvsv5n
@r_lua
So I want to make a civ-like game (eventually).
Today I decided to try and make just a grid and it was more complicated than I thought it would be.
First, I had to refresh my geometry knowledge. I confused hexagon with octagon, which was silly. But then I assumed diagonal lines are tilted at 45 degrees leading to me making very ugly hexagons. I went searching what angles do regular hexagons have and just to make sure, I double checked 30-60-90 triangle rules lol
So this is the final product and exactly what I was planning to achieve.
In the code I started with defining all points of the first hexagon and putting them into a list. I picked the length of each side equal to 8, starting with the top left diagonal line.
If you cut the upper part of a hexagon off, you'll get a triangle with 30-30-120 angles. You can then divide that triangle into two 30-60-90 triangles and calculate the distance between points as shorter sides of those triangles.
One is twice as short as hypotenuse. (8/2=4 which is the value of y1)
For the other I just used Pythagorean theorem.
Figuring out shift values was the most painful process and ngl a lot of it was guessing and intuition.
To actually draw a hexagon I used "for" loop of "line" function and added parameters to shift coordinates.
Then I created function to execute previous function in a loop while shifting it's x coordinates to create a row.
I added the same function, but with half of the x shift and full y shift. Hexagons aren't squares and can't just be stacked right on top of each other, but in between. Now it creates pair of rows which can be stacked without an x shift.
And finally... I just stack em.
I know it's not the clearest code, but it's 3am and I'm just happy it actually works despite me never setting parameters for a function before.
https://redd.it/1mvsv5n
@r_lua