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
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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
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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
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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
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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
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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
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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
Sentry SDK for Lua
This week is hackweek at Sentry (crash reporting service) and I wanted to try building an SDK for Lua:
https://github.com/getsentry/sentry-lua
The idea was to get a core set of Lua libraries (written in Teal) that are platform agnostic (aka: can run on standard Lua, LuaJIT, sandboxed in Roblox, etc) and then a set of platform specific libraries that could be used to have the SDK work on those platforms. For example, sending network requests.
It's very early days, but I got some CI that runs tests on Mac and Linux on different versions of Lua and LuaJIT. Some examples, including LÖVE (love2d framework) and Roblox. And I got it working on Xbox a minute ago but it's too duck taped to push so far, but I'll try to push this if not on the public repo, on a sentry-xbox private repo we can send invites to if folks want access.
https://redd.it/1mwnw38
@r_lua
This week is hackweek at Sentry (crash reporting service) and I wanted to try building an SDK for Lua:
https://github.com/getsentry/sentry-lua
The idea was to get a core set of Lua libraries (written in Teal) that are platform agnostic (aka: can run on standard Lua, LuaJIT, sandboxed in Roblox, etc) and then a set of platform specific libraries that could be used to have the SDK work on those platforms. For example, sending network requests.
It's very early days, but I got some CI that runs tests on Mac and Linux on different versions of Lua and LuaJIT. Some examples, including LÖVE (love2d framework) and Roblox. And I got it working on Xbox a minute ago but it's too duck taped to push so far, but I'll try to push this if not on the public repo, on a sentry-xbox private repo we can send invites to if folks want access.
https://redd.it/1mwnw38
@r_lua
Sentry
Application Performance Monitoring & Error Tracking Software
Application performance monitoring for developers & software teams to see errors clearer, solve issues faster & continue learning continuously. Get started at sentry.io.
LPEG and luajit: Lua is Awesome
This post may not be constructive or interesting, but I need to share my enthusiasm.
I started writing a VM entirely in Lua for my Plume language.
The idea was that "the VM will be horribly slow (inevitably, since it's an interpreted language running an interpreted language), but it's a prototype that can be ported to C later."
For parsing, instead of my "clean and serious" code, I thought, “Well, LPEG seems pretty solid, I'll do something quick and dirty just to get the AST out in one pass.”
In short, "quick and dirty" for prototyping. How wrong I was!
LPEG is monstrous. Very demanding in terms of abstraction, but once you understand the principle, it allows you to parse complex grammars with ease.
But parsing isn't everything: you can arbitrarily modify the capture flow in a simple and transparent way.
In the end, my "quick and dirty" code was shorter, more efficient, and easier to read than the old "clean code".
As for performance... Remember, a VM written in Lua isn't going to be lightning fast, right?
Well, thanks to the black magic of luajit, on the few benchmarks I wrote, Plume outperformed Lua 5.1 by 30%. Yes, on a 1-week dirty VM.
Lua is awesome.
https://redd.it/1my4byk
@r_lua
This post may not be constructive or interesting, but I need to share my enthusiasm.
I started writing a VM entirely in Lua for my Plume language.
The idea was that "the VM will be horribly slow (inevitably, since it's an interpreted language running an interpreted language), but it's a prototype that can be ported to C later."
For parsing, instead of my "clean and serious" code, I thought, “Well, LPEG seems pretty solid, I'll do something quick and dirty just to get the AST out in one pass.”
In short, "quick and dirty" for prototyping. How wrong I was!
LPEG is monstrous. Very demanding in terms of abstraction, but once you understand the principle, it allows you to parse complex grammars with ease.
But parsing isn't everything: you can arbitrarily modify the capture flow in a simple and transparent way.
In the end, my "quick and dirty" code was shorter, more efficient, and easier to read than the old "clean code".
As for performance... Remember, a VM written in Lua isn't going to be lightning fast, right?
Well, thanks to the black magic of luajit, on the few benchmarks I wrote, Plume outperformed Lua 5.1 by 30%. Yes, on a 1-week dirty VM.
Lua is awesome.
https://redd.it/1my4byk
@r_lua
Reddit
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From a stupid old man ready to scream in anguish, aka a summer ruined by Microsoft
Apologies in advance for the novel.
Background.
I spent my summer taking a break from Fortnite after Chapter 6 season 3. I ended up trying a game in my Epic Library, Kingdom Come Deliverance - 2018, not KCD 2. It is a great game. The mod bug bit me. It always does.
Long story short, I started modding, using Basic Notepad++ and luanoscript from github
[https://github.com/dail8859/LuaScript](https://github.com/dail8859/LuaScript)
I am rather simple. On unix I grew up on pico and then nano on later BSD versions (dont get me started on how much I hate Vi/Vim. It worked, so I didnt bother with anything. I know a bunch of languages, but not xml or lua, so I learned slow, I learn through failure, needless to say I learned a LOT. By early July I got done what I wanted modding wise - I mod through the Nexus. I had set 4 goals when I started. 3 were done. The last, final and most difficult was making the physics engine actually a physics engine, and ripping out the IK - Inverse Kinetic Animation system, I had quit it 3 different times since late May when I started, honestly I thought it was a fools errand.
But I hate to lose, quit or otherwise fail, so like a fool I kept at it. Eventually I did actually start seeing ragdolls and other forms of actual physics in play. My goal was to have it done by now. Classes started last Monday - I am a Linguistics major, even though I know like 8 languages now.
Now, as they say, it is always darkest before the dawn, and I was almost done. Murphy has laws about that
8.13.25 hit like a fucking freight train. I actually didn't install the update for a couple of days, until 8.17.25
Microsoft update nuked me.
Everything stopped functioning properly I pretty much pulled my hair out in frustration
In what little time I have had this week, I actually worked with an AI, and lemme say I hate AI. I figure if I cant do something myself I shouldn't do it. But, I gotta say that JDroid, that is a cool little fella. Lemme say I am also not one for asking for help, but, pride is a bitch and I know when to get rid of it when applicable. Now, we worked out a semi-tenable solution, and learned what happened, though it took me a couple days to figure that out.
We ended up creating a virtual environment, system, network, etc. And it mostly worked, mostly. except for basicactor.lua which I have turned into my main file and it has grown a LOT since I have had to reverse engineer the entire physics, hit reaction, recoil, combat and death system in order to do all of this. But now, as soon as I touch it, it breaks.
CryEngine uses its own self contained lua environment and mini network for its client and server system. Since it is originally a single player system, made to run as a multiplayer environment. KCD runs on simple local server and the game client actually runs through that. Previously locals were called as such. It was simple, easy, it was easy, i didnt need a doctorate in programming to get that far, did I mention all my learning has been pretty much self taught since the late 80s? yea. I dont claim to be good, but I can work my way around gdb and a compiler really easy. turbo Pascal, c/c++/objc/java/javanoscript
luanoscript has a basic execute program to show errors. that was enough for me
require("Scripts/BasicAI.lua")
require("Scripts/BasicAITable.lua")
require("Scripts/AITerritory.lua")
require("Scripts/AIActions.lua")
require("Scripts/Anchor.lua")
require("SCRIPTS/Player")
require("SCRIPTS/BasicEntity")
require("SCRIPTS/CharacterAttachHelper")
end)
`if not success then`
`print("Failed to load dependencies: " .. tostring(error))`
`end`
`end`
`LoadDependencies()`
`local required = {`
`"System",`
`"AI",`
`"CryAction"`
`}`
`-- Debug version to test in different environments`
`local function DebugEnvironment()`
`print("Lua Version: " .. _VERSION)`
`print("Script global exists: " .. tostring(_G.Script ~=
Apologies in advance for the novel.
Background.
I spent my summer taking a break from Fortnite after Chapter 6 season 3. I ended up trying a game in my Epic Library, Kingdom Come Deliverance - 2018, not KCD 2. It is a great game. The mod bug bit me. It always does.
Long story short, I started modding, using Basic Notepad++ and luanoscript from github
[https://github.com/dail8859/LuaScript](https://github.com/dail8859/LuaScript)
I am rather simple. On unix I grew up on pico and then nano on later BSD versions (dont get me started on how much I hate Vi/Vim. It worked, so I didnt bother with anything. I know a bunch of languages, but not xml or lua, so I learned slow, I learn through failure, needless to say I learned a LOT. By early July I got done what I wanted modding wise - I mod through the Nexus. I had set 4 goals when I started. 3 were done. The last, final and most difficult was making the physics engine actually a physics engine, and ripping out the IK - Inverse Kinetic Animation system, I had quit it 3 different times since late May when I started, honestly I thought it was a fools errand.
But I hate to lose, quit or otherwise fail, so like a fool I kept at it. Eventually I did actually start seeing ragdolls and other forms of actual physics in play. My goal was to have it done by now. Classes started last Monday - I am a Linguistics major, even though I know like 8 languages now.
Now, as they say, it is always darkest before the dawn, and I was almost done. Murphy has laws about that
8.13.25 hit like a fucking freight train. I actually didn't install the update for a couple of days, until 8.17.25
Microsoft update nuked me.
Everything stopped functioning properly I pretty much pulled my hair out in frustration
In what little time I have had this week, I actually worked with an AI, and lemme say I hate AI. I figure if I cant do something myself I shouldn't do it. But, I gotta say that JDroid, that is a cool little fella. Lemme say I am also not one for asking for help, but, pride is a bitch and I know when to get rid of it when applicable. Now, we worked out a semi-tenable solution, and learned what happened, though it took me a couple days to figure that out.
We ended up creating a virtual environment, system, network, etc. And it mostly worked, mostly. except for basicactor.lua which I have turned into my main file and it has grown a LOT since I have had to reverse engineer the entire physics, hit reaction, recoil, combat and death system in order to do all of this. But now, as soon as I touch it, it breaks.
CryEngine uses its own self contained lua environment and mini network for its client and server system. Since it is originally a single player system, made to run as a multiplayer environment. KCD runs on simple local server and the game client actually runs through that. Previously locals were called as such. It was simple, easy, it was easy, i didnt need a doctorate in programming to get that far, did I mention all my learning has been pretty much self taught since the late 80s? yea. I dont claim to be good, but I can work my way around gdb and a compiler really easy. turbo Pascal, c/c++/objc/java/javanoscript
luanoscript has a basic execute program to show errors. that was enough for me
require("Scripts/BasicAI.lua")
require("Scripts/BasicAITable.lua")
require("Scripts/AITerritory.lua")
require("Scripts/AIActions.lua")
require("Scripts/Anchor.lua")
require("SCRIPTS/Player")
require("SCRIPTS/BasicEntity")
require("SCRIPTS/CharacterAttachHelper")
end)
`if not success then`
`print("Failed to load dependencies: " .. tostring(error))`
`end`
`end`
`LoadDependencies()`
`local required = {`
`"System",`
`"AI",`
`"CryAction"`
`}`
`-- Debug version to test in different environments`
`local function DebugEnvironment()`
`print("Lua Version: " .. _VERSION)`
`print("Script global exists: " .. tostring(_G.Script ~=
GitHub
GitHub - dail8859/LuaScript: Notepad++ plugin for Lua noscripting capabilities
Notepad++ plugin for Lua noscripting capabilities. Contribute to dail8859/LuaScript development by creating an account on GitHub.