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squeegee

Latest Posts

Page: 1 of 1
Posted in: Some Lua details
 squeegee
05-19-2006, 5:18 PM
#36
Map Editor = Mod Tools. Including a exporter for ALO format :P Yeah, I knew that, I had let eaw dl and install the 1.4 update itself, so I didn't get the editor. I have it now, and all the scripts are in source form. So much for needing a decompile...  [Read More]
Posted in: Some Lua details
 squeegee
05-18-2006, 7:03 PM
#34
I'm not sure if Slocket was correct by saying patch 1.4. It could be from the map editor as well. Anyway, look in GameData\Mods\Source\Data\Scripts. That directory structure doesn't exist with just the 1.4 update (specifically GameData/Mods), so it...  [Read More]
Posted in: Some Lua details
 squeegee
05-18-2006, 3:47 PM
#32
Just to let you know, the patch 1.4 gives you the decompiled source LUA to use! I am testing it to see if the game likes it if it is modified. Really? Where? After I moved out the decompiled sources I created from luadec, and re-extracted the new m...  [Read More]
Posted in: Some Lua details
 squeegee
05-17-2006, 6:31 PM
#30
Wow. I will re-decode the meg's and check it out. Thanks for the heads up!...  [Read More]
Posted in: Some Lua details
 squeegee
05-05-2006, 4:58 PM
#24
And we wouldn't want 100% commented lua files. That would leave no room for the actual code ;) Comments aren't stored in the object files, so it wouldn't matter. I'm sure you know this, just making sure everyone else does. Out of curiosity, how ro...  [Read More]
Posted in: Some Lua details
 squeegee
05-05-2006, 2:39 PM
#21
Allright, this is it! I have finished two tools that: Converts between the official Lua format and Petroglyph's Lua format. Disassembles a Lua 5.0 object file. I used these tools (among others) to decompile most Lua files (91%, lacking some story...  [Read More]
Posted in: Some Lua details
 squeegee
05-04-2006, 4:40 AM
#18
Ok, I've found what I consider the fundamental issue with luadec: It's not decompiling the binary code directly, but using Lua to load and walk the code. As a result, the internals are quite ugly, as a lot of Lua specific internal states, upvalues, e...  [Read More]
Posted in: Some Lua details
 squeegee
05-03-2006, 6:18 PM
#17
I would suggest to work closely with Mike, so that you break Lua till the end. So that we can even compile models too. Yet, in the meanwhile, you can upload what's you've done. Just mind to post this to PFF forums too, there are people interested fo...  [Read More]
Posted in: Some Lua details
 squeegee
05-03-2006, 5:15 PM
#14
Can't you set a generator for random naming of local variables? I have no clue of LUA coding, but in C, C++, Java and such this is doable. Either with matrices of strings or pointers. Actually, my original kluge was pretty stupid. As it turns out,...  [Read More]
Posted in: Some Lua details
 squeegee
05-03-2006, 3:51 PM
#12
I figured out the luadec crash: It's because of the lack of local information. I coded around it by using _TEMP_ for all local variable names. At least that got me able to decompile everything I've tried it on so far, but make no mistake, it's a klu...  [Read More]
Posted in: Some Lua details
 squeegee
05-01-2006, 6:53 PM
#9
Anyway, I'll create a lua disassembler over the next days, if that'll help you guys. I had just used winhex to update the sig bytes before I found out about the extra integer's and thus luadec's failure to decompile. Decided to google at that point,...  [Read More]
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