Looking for a .lua coder
 

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Looking for a .lua coder

Started by zacklyons, 23 January, 2005, 17:51:23

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zacklyons

Hi,

My name is Zack Lyons, I'm leader of a team that mods the PC game Freelancer. One of the items we wish to add into the mod is a new storyline, and for this we need cutscenes.

The cutscenes in Freelancer are in .thn format, but once decompressed become the .lua coding language. We need someone therefore who is able to code some cutscenes. We will provide everything we can to assist.

This mostly consists of placing objects (models are already completed) onto the screen and creating motion paths. It may also consist of adding sounds (supplied by the team)

Please contact me if you may be able to help, or wish to ask any questions. My e-mail address is trm.zack@gmail.com or my MSN is zack_lyons@hotmail.com

Thankyou,
Zack Lyons,
Team Leader,
Republic Second Contact

zacklyons


??????Hawk??????

hi m8  ..

Could you post one of the Said Scripts here  or  maby a link to  Download one
so we can  see what the content is  .. ( in lua format ofcourse :P )


cheers

??????Hawk??????

bastya_elvtars

also would be a great idea to post the LUA api so we could know what we are doing. :D
Everything could have been anything else and it would have just as much meaning.

zacklyons

All I can show you is an example of one.

duration=74.527

entities={
	{
		entity_name="station_freeport7_1",
		type=COMPOUND,
		template_name="freeport7",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		flags=LIT_DYNAMIC,
		spatialprops={
			pos={
				3600,
				1000,
				21000
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		},
		userprops={
			category="Solar"
		}
	},
	{
		entity_name="Light_sun",
		type=LIGHT,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				-429.629272,
				0,
				819.344727
			},
			orient={
				{
					-0.270433,
					-0.005833,
					-0.9627210000000001
				},
				{
					0.432356,
					0.892735,
					-0.126859
				},
				{
					0.860195,
					-0.450545,
					-0.238903
				}
			}
		},
		lightprops={
			on=Y,
			color={
				255,
				255,
				255
			},
			diffuse={
				0.992157,
				0.94902,
				0.85098
			},
			specular={
				0,
				0,
				0
			},
			ambient={
				0,
				0,
				0
			},
			direction={
				0,
				0,
				1
			},
			range=2000,
			cutoff=98.999977,
			type=L_DIRECT,
			theta=90,
			atten={
				1,
				0,
				4e-006
			}
		}
	},
	{
		entity_name="Light_fill",
		type=LIGHT,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				-429.629272,
				0,
				819.344727
			},
			orient={
				{
					0.423537,
					-0.006449,
					0.905856
				},
				{
					0.154951,
					0.985753,
					-0.06543
				},
				{
					-0.892528,
					0.168075,
					0.418502
				}
			}
		},
		lightprops={
			on=Y,
			color={
				255,
				255,
				255
			},
			diffuse={
				0.360784,
				0.462745,
				0.560784
			},
			specular={
				0,
				0,
				0
			},
			ambient={
				0,
				0,
				0
			},
			direction={
				0,
				0,
				1
			},
			range=2000,
			cutoff=98.999977,
			type=L_DIRECT,
			theta=90,
			atten={
				1,
				0,
				4e-006
			}
		}
	},
	{
		entity_name="Scene_fp7bruce2",
		type=SCENE,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				0,
				0,
				0
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		},
		up=Y_AXIS,
		front=Z_AXIS,
		ambient={
			0,
			0,
			0
		}
	},
	{
		entity_name="ship_ge_large_transport_1",
		type=COMPOUND,
		template_name="ge_large_transport",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		flags=LIT_DYNAMIC,
		spatialprops={
			pos={
				3535,
				1110,
				21071
			},
			orient={
				{
					0.99519,
					0,
					-0.09796000000000001
				},
				{
					0,
					1,
					0
				},
				{
					0.09796000000000001,
					0,
					0.99519
				}
			}
		},
		userprops={
			category="Spaceship"
		}
	},
	{
		entity_name="Path_transport",
		type=MOTION_PATH,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				41.525352,
				0,
				-376.18811
			},
			orient={
				{
					0.752208,
					0,
					-0.658926
				},
				{
					0,
					1,
					0
				},
				{
					0.658926,
					0,
					0.752208
				}
			}
		},
		pathprops={
			path_type="CV_CROrientationSplinePath",
			path_data="OPEN, {-332.416565,95.710251,171.621750}, {1.000000,0.000000,0.000000,0.000000}, {128.447235,160.026367,-450.960571}, {1.000000,0.000000,0.000000,0.000000}, "
		}
	},
	{
		entity_name="Camera_shot1",
		type=CAMERA,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				-1388.87854,
				322.082275,
				-1080.188599
			},
			orient={
				{
					-0.642263,
					0,
					0.7664840000000001
				},
				{
					0.149571,
					0.980775,
					0.125331
				},
				{
					-0.751749,
					0.19514,
					-0.629916
				}
			}
		},
		cameraprops={
			fovh=35,
			hvaspect=1.85,
			nearplane=0.2,
			farplane=100000
		}
	},
	{
		entity_name="Path_shot1",
		type=MOTION_PATH,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				2958.000488,
				1000,
				21895
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					0.099787,
					-0.995009
				},
				{
					0,
					0.995009,
					0.099787
				}
			}
		},
		pathprops={
			path_type="CV_CROrientationSplinePath",
			path_data="OPEN, {-236.641846,-60.017578,365.302368}, {-0.337469,-0.252416,0.625432,0.656685}, {282.628906,-129.871094,194.443726}, {0.726724,0.686490,0.001157,-0.024551}, {613.237244,-326.901367,172.991913}, {0.726996,0.685910,0.022003,-0.022826}, {745.706787,-617.974487,167.254440}, {0.122832,0.129528,0.723408,0.666945}, "
		}
	},
	{
		entity_name="ship_li_elite_1",
		type=COMPOUND,
		template_name="li_elite",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		flags=LIT_DYNAMIC,
		spatialprops={
			pos={
				35.814472,
				0,
				174.891663
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		},
		userprops={
			category="Spaceship"
		}
	},
	{
		entity_name="ship_li_elite_2",
		type=COMPOUND,
		template_name="li_elite",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		flags=LIT_DYNAMIC,
		spatialprops={
			pos={
				35.814472,
				0,
				174.891663
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		},
		userprops={
			category="Spaceship"
		}
	},
	{
		entity_name="Monitor_1",
		type=MONITOR,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0
	},
	{
		entity_name="Marker_1",
		type=MARKER,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				-936.241272,
				0,
				-1710.610962
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		}
	},
	{
		entity_name="Marker_lifepod1",
		type=MARKER,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				968.530579,
				-313.938232,
				-666.791687
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		}
	},
	{
		entity_name="planet_ice_1000_3",
		type=COMPOUND,
		template_name="planet_ice_1000",
		lt_grp=2,
		srt_grp=0,
		usr_flg=0,
		flags=LIT_DYNAMIC,
		spatialprops={
			pos={
				0,
				0,
				0
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		},
		userprops={
			category="Solar"
		}
	},
	{
		entity_name="Light_group2_sun",
		type=LIGHT,
		template_name="",
		lt_grp=2,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				0,
				0,
				0
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		},
		lightprops={
			on=Y,
			color={
				255,
				255,
				255
			},
			diffuse={
				0,
				0,
				0
			},
			specular={
				0,
				0,
				0
			},
			ambient={
				1,
				1,
				1
			},
			direction={
				0,
				0,
				1
			},
			range=2000,
			cutoff=98.999977,
			type=L_DIRECT,
			theta=90,
			atten={
				1,
				0,
				4e-006
			}
		}
	},
	{
		entity_name="Lookat_FP7",
		type=MARKER,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				3581.185303,
				1025,
				-21047.908203
			},
			orient={
				{
					0.887969,
					0,
					0.459903
				},
				{
					0,
					1,
					0
				},
				{
					-0.459903,
					0,
					0.887969
				}
			}
		}
	},
	{
		entity_name="Mk_Transport_Destination",
		type=MARKER,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				3402.072998,
				1200,
				-22691.277344
			},
			orient={
				{
					0.99519,
					0,
					-0.09796000000000001
				},
				{
					0,
					1,
					0
				},
				{
					0.09796000000000001,
					0,
					0.99519
				}
			}
		}
	},
	{
		entity_name="Path_1",
		type=MOTION_PATH,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				0,
				0,
				0
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		},
		pathprops={
			path_type="CV_CROrientationSplinePath",
			path_data="OPEN, {3535.000000,1110.000000,-21071.000000}, {0.998797,0.000000,0.049039,0.000000}, {3402.072998,1200.000000,-22691.275391}, {0.998797,0.000000,0.049039,0.000000}, "
		}
	},
	{
		entity_name="li_elite_1",
		type=COMPOUND,
		template_name="li_elite",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		flags=LIT_DYNAMIC,
		spatialprops={
			pos={
				3687.171875,
				1010,
				-20813.166016
			},
			orient={
				{
					0.998697,
					-0.033359,
					0.038625
				},
				{
					-0.017562,
					0.485963,
					0.873803
				},
				{
					-0.047919,
					-0.873342,
					0.484744
				}
			}
		},
		userprops={
			category="Spaceship"
		}
	},
	{
		entity_name="Mk_Escort_Goto",
		type=MARKER,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				3520.51709,
				1190,
				-21922.826172
			},
			orient={
				{
					0.99519,
					0,
					-0.09796000000000001
				},
				{
					0,
					1,
					0
				},
				{
					0.09796000000000001,
					0,
					0.99519
				}
			}
		}
	},
	{
		entity_name="li_elite_2",
		type=COMPOUND,
		template_name="li_elite",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		flags=LIT_DYNAMIC,
		spatialprops={
			pos={
				3744.196777,
				1010,
				-20813.007813
			},
			orient={
				{
					0.998697,
					-0.033359,
					0.038625
				},
				{
					0.005363,
					0.82122,
					0.570586
				},
				{
					-0.050753,
					-0.569635,
					0.820329
				}
			}
		},
		userprops={
			category="Spaceship"
		}
	},
	{
		entity_name="li_elite_3",
		type=COMPOUND,
		template_name="li_elite",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		flags=LIT_DYNAMIC,
		spatialprops={
			pos={
				3715.640137,
				1010,
				-20763.431641
			},
			orient={
				{
					0.998697,
					-0.033359,
					0.038625
				},
				{
					0.005363,
					0.82122,
					0.570586
				},
				{
					-0.050753,
					-0.569635,
					0.820329
				}
			}
		},
		userprops={
			category="Spaceship"
		}
	},
	{
		entity_name="Lookat_FP7_b",
		type=MARKER,
		template_name="",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		spatialprops={
			pos={
				3581.185303,
				1114.432617,
				-21047.908203
			},
			orient={
				{
					0.887969,
					0,
					0.459903
				},
				{
					0,
					1,
					0
				},
				{
					-0.459903,
					0,
					0.887969
				}
			}
		}
	},
	{
		entity_name="freeport7_space_dome_3",
		type=COMPOUND,
		template_name="freeport7_space_dome",
		lt_grp=0,
		srt_grp=0,
		usr_flg=0,
		flags=LIT_DYNAMIC,
		spatialprops={
			pos={
				3080,
				1000,
				21000
			},
			orient={
				{
					1,
					0,
					0
				},
				{
					0,
					1,
					0
				},
				{
					0,
					0,
					1
				}
			}
		},
		userprops={
			category="Solar"
		}
	}
}

events={
	{
		0,
		START_PATH_ANIMATION,
		{
			"Camera_shot1",
			"Path_shot1"
		},
		{
			duration=35,
			start_percent=0,
			stop_percent=1,
			offset={
				0,
				0,
				0
			},
			up=Y_AXIS,
			front=NEG_Z_AXIS,
			flags=POSITION + ORIENTATION
		}
	},
	{
		0,
		ATTACH_ENTITY,
		{
			"Camera_shot1",
			"Lookat_FP7"
		},
		{
			duration=47.967,
			offset={
				0,
				-28,
				0
			},
			up=Y_AXIS,
			front=NEG_Z_AXIS,
			target_part="hpfx10",
			target_type=ROOT,
			flags=LOOK_AT


What do you mean by an api?

This is not something that can be done by just giving instructions etc. This is the type of work that needs conversations, either by IM or by e-mail. There are going to be several scripts that are needed

zacklyons

Sorry to bump but my team and I are desperate.

Meka][Meka

#6
if crapupabove == "lua" then
     local meka="dumb";
end;

if meka == "dumb" then
     meka_does_not_understand_why_microsoft_would_use_lua_just_for_tables = ":/";
end;
Do you know what \'nemesis\' means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an \'orrible cunt... me.



NotRabidWombat

#7
It could be lua, but it's nothing more than assignments. My guess is the game engine just reads in the tables and acts accordingly. It would help if the code was properly tabbified. I bet Phatty would disagree ;-)

zacklyons,

Your team doesn't need to know lua to work with this. Just study the data and hit some forums for the game engine.

mekameka,

Agreed. They could of just as easily used any other language or even a custom parser. The world will never know.

-NotRabidWombat


I like childish behavior. Maybe this post will be deleted next.

zacklyons

#8
I have shown code such as that to other forums, and also to coders at the Star Wars Combine. They all assure me that is .lua

I'm sure that in time we could get this to work, but my team is small, and we're overun with things to do already. Yet we need some of this to be ready for a Gamma release soon.

All we need is someone who could take a quick look at that and enter the right words/numbers/abbreviations. I can supply all nicknames, for example if we want a ship with archtype ge_fighter, then ge_fighter is the nickname, and we can try to supply co-ordinates of objects. We just need someone to put it into one, perhaps just by editing.

It would be much easier to go through this with someone on MSN/YIM/ICQ or by conversing via e-mail.

Optimus

QuoteIt could be lua, but it's nothing more than assignments. My guess is the game engine just reads in the tables and acts accordingly. It would help if the code was properly tabbified. I bet Phatty would disagree ;-)
Yhea i agree to those are just assignments nothing more then that. You don't need much experience to alter/edit that code. That is as far as i can see.

- Optimus

zacklyons

As I said, we're all rushed off our feet to try and understand enough to edit that. We need a volunteer to contact me on trm.zack@gmail.com or by MSN at zack_lyons@hotmail.com to give us a hand.

Thanks.

NotRabidWombat

#11
zacklyons,

It wouldn't matter if you got the best lua programmer in the world. This is only assignnments. You'd have to understand how the game engine (or your mod) interprets it. Your team is more likely to be qualified than the person you are seeking.

-NotRabidWombat


I like childish behavior. Maybe this post will be deleted next.

Skrollster

optimus please edit his post and add [code] tags

Optimus


Skrollster

I realy have to aggree with the rest lua coders in here, you will probably do this much faster then any one of us will...

[NL]Pur

The part that you posted is indeed a table used in lua. I see it's not a complete one, from looking that it isn't closed. with }

Is there also more "normal "code in a file like that ? different from what you posted above ?

zacklyons

I had to cut it down to post it. No, all .thn/.lua files I have are similiar to that.

[NL]Pur

In that case , i agree with what is said ealier.

pHaTTy

QuoteOriginally posted by NotRabidWombat
I bet Phatty would disagree ;-)

lol whats up missing me disagreing?  :P  hehe, na i agree, i cant read untabbed code ;)
Resistance is futile!

zacklyons

This will probably take a few months longer than my already 8 month delayed deadline, but if you think we need to do it, I'll have to find more coders to take over some of my existing jobs in the mod.

Thankyou for your time.

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