petar113507
Full Member
Damn Straight. I Am the king of waffelagia.
Posts: 166
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Post by petar113507 on Oct 25, 2005 21:12:46 GMT -5
Many are. But your speakers beep. Now that, nerdy or not, is kickass.
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Post by DarkAquaus on Oct 26, 2005 3:27:19 GMT -5
nice
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Post by TinyTerror on Oct 26, 2005 20:29:42 GMT -5
Ladies and gentlemen, as of tonight, Lunar is officially in feature freeze! ^__^ All principle coding is complete and the alpha is essentially ready to go. All thats left is a heavy round of testing to make sure there aren't any bugs that crept in at the last minute. Over the next few days I will be writing a few simple demo scripts to go along with the alpha release which should come on Sunday night. The Lunar alpha is pretty damn nice. After the latest round of core debugging sessions a couple weeks back, Lunar is supprisingly stable. All the feature I wanted to add for the alpha are in and then some. There are a few obnoxious bugs in the windower and ffxiread that I can't do too much about, but those will both be fixed in new versions of both that should be comming out in the near future. I'll be sure to post screenshots of the demo scripts as I write them *EDIT* Ok, there are still a few bugs that I just found, but nothing too serious
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Post by TinyTerror on Oct 26, 2005 21:23:36 GMT -5
Ok, as promissed, here is a screenshot. I know, its not much, just a basic player stats display. I would have made something a bit more flashy, but i'm tired and didn't feel like it This is my partner in crime, the lovely unnamed mithra mule. I crashed the game with her no fewer than 290 times while developing lunar. So much for loosing data with an improper logout huh. *NINJA EDIT* I almost forgot. Here is the script I used to make the screenshot. Its pretty simple. www.lucidsoft.org/~toast/Test1.lua
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petar113507
Full Member
Damn Straight. I Am the king of waffelagia.
Posts: 166
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Post by petar113507 on Oct 26, 2005 22:07:31 GMT -5
WOAH.
you're right about down to the MM. I thought that was an exageration... but..... >.> Impulsive desire to now learn more lua.... than I've already tried.....
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Post by whitewinter on Oct 26, 2005 22:46:21 GMT -5
Any Luck on talking to starhawk about the checking if JA's are up?
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Post by TinyTerror on Oct 26, 2005 22:51:24 GMT -5
Starhawk is down in floridia with no power because of the hurricane. I might be able to do it without his help though. One of the advantages of running code in the same process space as FFXI is that it requires no special code to access game memory. All I have to do is manually address the memory with a pointer. If I have some spare time I will take a look. You wouldn't happen to have the source to that progam would you?
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Post by whitewinter on Oct 26, 2005 22:54:32 GMT -5
Nah theres no source to that program sadly just the offsets are listed publicly
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Post by TinyTerror on Oct 28, 2005 18:04:31 GMT -5
Here's another screenshot that I made tonight: This one demonstrates the primitive graphics functions in lua. I used a for loop to draw 20 goblins with random positions and transparency. Im not entirely sure why some of the gobs are bigger than others though, I'll add that one to the list of known bugs.
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Post by TinyTerror on Oct 29, 2005 14:44:56 GMT -5
Ok, Lunar is pretty much ready for release. My plan is to make a sort of pre alpha release here for people to mess around with and find major bugs that I missed. In about a week, once I have all the docs matching the current state of the code, I will make posts on all the major FFXI hacking/programming boards. I need you guys to beat the hell out of it looking for bugs. The more we find now, the better lunar will look when I release it to the general public.
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petar113507
Full Member
Damn Straight. I Am the king of waffelagia.
Posts: 166
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Post by petar113507 on Oct 29, 2005 16:38:03 GMT -5
I'd help test it for bugs for sure. But I have a question about Lua:
Is it an assembley language, or am I just grasping the syntax slower than others?
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Post by TinyTerror on Oct 29, 2005 16:50:07 GMT -5
No, Lua is a scripting language. Assembly is the language that is uesd directly by your CPU. It is what programs are transformed into when you compile code. You really don't want to mess with assembly unless you have to do something directly to the hardware.
Assembly looks like this:
mov %cr0, %eax or $1, %al mov %eax, %cr0 mov $0x8, %ax mov %ax, %ds mov $0x0f01, %ax mov %ax, %ds:(0xB8000) mov %cr0, %eax xor $1, %al mov %eax, %cr0
It's a pain in the ass. I sorta know a bit of ASM for MIPS, but not very much at all for x86.
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Post by TinyTerror on Oct 29, 2005 18:36:12 GMT -5
Lunar 0.1.2005.10.29.1755 ALPHA has been released! Go see the downloads section for more details. I put a lot of work into Lunar, lets hope it works for everyone!
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Post by TinyTerror on Oct 29, 2005 21:55:47 GMT -5
Here is the latest luaL_reg struct from the FFXILib library. Its a list of all the available functions in the lunar release. Might help some people who want to work on it before the docs get updated tomorrow.
{"chat_GetOldestLineNumber",FFXILib::ChatGetOldestLineNumber}, {"chat_GetNewestLineNumber",FFXILib::ChatGetNewestLineNumber}, {"chat_GetRawLine",FFXILib::ChatGetRawLine}, {"chat_GetLine",FFXILib::ChatGetLine}, {"chat_GetLineColor",FFXILib::ChatGetLineColor}, {"chat_GetLineType",FFXILib::ChatGetLineType}, {"player_GetStatus",FFXILib::PlayerGetStatus}, {"player_GetName",FFXILib::PlayerGetName}, {"player_GetXPos",FFXILib::PlayerGetXPos}, {"player_GetYPos",FFXILib::PlayerGetYPos}, {"player_GetZPos",FFXILib::PlayerGetZPos}, {"player_GetHeading",FFXILib::PlayerGetHeading}, {"player_GetHeadingRads",FFXILib::PlayerGetHeadingRads}, {"player_GetFirstPerson",FFXILib::PlayerGetFirstPerson}, {"player_GetCurrentHP",FFXILib::PlayerGetCurrentHP}, {"player_GetMaxHP",FFXILib::PlayerGetMaxHP}, {"player_GetCurrentMP",FFXILib::PlayerGetCurrentMP}, {"player_GetMaxMP",FFXILib::PlayerGetMaxMP}, {"player_GetMainJob",FFXILib::PlayerGetMainJob}, {"player_GetMainJobLevel",FFXILib::PlayerGetMainJobLevel}, {"player_GetSubJob",FFXILib::PlayerGetSubJob}, {"player_GetSubJobLevel",FFXILib::PlayerGetSubJobLevel}, {"player_GetCurrentXP",FFXILib::PlayerGetCurrentXP}, {"player_GetRemainingXP",FFXILib::PlayerGetRemainingXP}, {"player_GetLevelXP",FFXILib::PlayerGetLevelXP}, {"player_GetCurrentTP",FFXILib::PlayerGetCurrentTP}, {"player_GetCurrentGil",FFXILib::PlayerGetCurrentGil}, {"target_GetName",FFXILib::TargetGetName}, {"target_GetXPos",FFXILib::TargetGetXPos}, {"target_GetYPos",FFXILib::TargetGetYPos}, {"target_GetZPos",FFXILib::TargetGetZPos}, {"target_GetHeading",FFXILib::TargetGetHeading}, {"target_GetHeadingRads",FFXILib::TargetGetHeadingRads}, {"target_GetBearing",FFXILib::TargetGetBearing}, {"target_GetBearingToPlayer",FFXILib::TargetGetBearingToPlayer}, {"target_GetHPPercent",FFXILib::TargetGetHPPercent}, {"target_GetTargetDistance",FFXILib::TargetGetDistance},
Here is a list of the known chat types. These are from the FFACT template, so they aren't mine.
01 // = You Received Chat in that was typed in Say Mode 04 // = Your tell to Someone Else 05 // = Your chat to your active party 06 // = Your outgoing LinkShell Chat 07 // = Emote1 09 // = /Echo ce //Someone shouted something /Shout 0c // = received a Tell = 0d // = received party text -- Thanks to AcidFang for this value (v1.5.4) 0e // = incoming linkshell text 0f // = Emote2 2c // = Somebody Defeated Some Mob 6f // = An Effect Has Warn Off 79 // = Server Sent Echoes "Synth Results Mainly" Some others apply (All yellow echos not done with /echo) 7b // = your tell was not received 81 // = you fishing skill rises 0.1 points 8a // = item sold 94 // = fishing result including: // -You didn't catch anything, // -You lost your catch, // -Whatever caught the hook was too small to catch, // -Obtained: rust subligar or whatever, // -Your line broke 98 // = Something Caught On Hook 9d // = A command error occurred 9f // = Fishing Response Type (You released an item because you inventory is full, or because its rare ex and you can only hold one) a1 // = regional conquest update message c8 // = notice of upcoming server maintenance ce // = echo
These are player status codes, also from the FFACT template.
_ffact_PlrStatus_Standing = 0 _ffact_PlrStatus_Fighting = 1 _ffact_PlrStatus_Dead = 2 _ffact_PlrStatus_Event = 4 _ffact_PlrStatus_Chocobo = 5 _ffact_PlrStatus_Fishing = 6 _ffact_PlrStatus_Healing = 33 _ffact_PlrStatus_FishBite = 38 _ffact_PlrStatus_Obtained = 39 _ffact_PlrStatus_RodBreak = 40 _ffact_PlrStatus_LineBreak = 41 _ffact_PlrStatus_LostCatch = 43 _ffact_PlrStatus_CatchMonster = 42 _ffact_PlrStatus_Synthing = 44 _ffact_PlrStatus_Sitting = 47
On the status codes, ignore the _ffact crap. I left that there because it tells what the number means. The player status function in lunar will just return the number.
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Post by TinyTerror on Oct 30, 2005 12:58:47 GMT -5
Good morning. Today I'm working on the scriptloader code. This is the part that deals with starting, stopping, and running scripts. Its also the point of failure for 90% of the errors that happen in Lunar. I also am going to look into a threadsafe logging mechanism. This should make it easier for users to see exactly where an error occured, and to provide me with the information I need to fix it. If anyone has questions about what I am doing to lunar, by all means, start a thread. I could talk about this stuff for hours.
/em nerds out.
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