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Lua Decompiler LuaDC Beta 0.9.20; Now with wildcards in commandline

  1. #51
    Demon_Eyes
    Guest
    Just wanted to say great work Age2uN, your work is greatly appreciated.

  2. #52
    I'd like to see a complete, every LUA decompiled ZIP. Is there a way to do this easily, or is someone working on it? An entire lua decompile of the big.

  3. #53
    Lost in the code... Mikali's Avatar
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    Originally posted by Crook
    I'd like to see a complete, every LUA decompiled ZIP. Is there a way to do this easily, or is someone working on it? An entire lua decompile of the big.
    Most of them are in the "Data" directory of the RDN Tools.
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  4. #54
    Demon_Eyes
    Guest
    if the decompiler can work of directory lists then you could just make a batch file for it, atleast that would be my best suggestion/idea.

  5. #55
    Riker2600
    Guest
    Anybody managed to decompile the soundscripts files without error? The game crash when I try to load them...?

  6. #56
    Age2uN
    Guest
    Originally posted by Riker2600
    Anybody managed to decompile the soundscripts files without error? The game crash when I try to load them...?
    Which ones exactly do crash your game (look into homeworld2\bin\release\hw2.log) ?
    Have you used the latest LuaDC (version 0.9.6) ?

  7. #57
    Riker2600
    Guest
    All 4 files in Speechlogic, which are status, commands, eventtext and chatter. When chatter is revmoved, the game load, but some sounds aren't played, I've tried loading each files one at a time, but when quitting the game and looking at the HW2log, there is some missing elements written there.

    I'm using the latest version of LuaDC...

  8. #58
    Age2uN
    Guest
    Hi Riker,

    Version 0.9.10 online now translates these files OK!

    Gongetit

  9. #59
    Riker2600
    Guest
    Ok, I've decompiled the files with the latest version, now the game load without crash, but no sounds are played when selecting units, etc..

    Here's what the log says:


    Sun Feb 29 14:00:24 2004
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile Riker
    Changing from a 32 bit colour depth in winNT (5.1 build 2600),
    Using NVIDIA Corporation's 1.4.1 GeForce FX 5600/AGP/SSE/3DNOW! renderer (Suspected driver is nvoglnt.dll 6.14.10.5303)
    SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
    SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
    Build name: Sajuuk-Khar - AutoBuild3498 - Ordered by smmatte
    Built by : mrbuild
    Data path : C:\PROGRA~1\Sierra\HOMEWO~2\data
    No mapping for font 'GenericSubtitleFont' - using 'default'
    Unabled to find data:animatics/combined512x512x30HzNS.avi
    Resetting fp control word.
    CmdLine: -overrideBigfile -luaTrace
    Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL
    LUA 'data:soundscripts\speechlogic\CHATTER.LUA' -- parameter: <statement> expected;
    last token read: `(' at line 183 in string ""
    LUA 'data:soundscripts\speechlogic\CHATTER.LUA' -- parameter: `end' expected (to close `if' at line 263);
    last token read: `else' at line 270 in string ""
    Weapon fire loading, maxEffectSpawns < 1, setting to 1 for weapon Vgr_warhead

    The problem seems to be with chatter.lua...

    thanks for your efforts
    Last edited by Riker2600; 29th Jan 04 at 11:43 AM.

  10. #60
    Age2uN
    Guest
    Hi Riker,

    I located the problems.
    They are not in chatter but in status.lua and commands.lua,
    which get called by chatter somehow.
    I'll fix that tomorrow (too tired now).

  11. #61
    Age2uN
    Guest

    0.9.15 now decompiles sound scripts correctly

    phew,
    this was a hard one.
    These scripts command.lua etc. in soundscripts directory
    do a weird nesting of "if then else end"s.
    I had to fight with them hard !
    but now LuaDC decompiles them smothly !
    So Riker: give it a try ...
    http://www.extreme-archive.de/LuaDC.zip

  12. #62
    Riker2600
    Guest
    It works!! Great work Age2uN!!

    Now, my new units will have their own sound files!! I'm really happy, thanks a lot Age2uN...
    Last edited by Riker2600; 31st Jan 04 at 6:12 PM.

  13. #63
    pantner
    Guest
    i think it would be REALLY helpful to have a *.* function added in....

    ie. you type in

    LuaDC *.lua* -o

    and it decompiles all lua files in the directory, plus it overwrites the old ones......

  14. #64
    Age2uN
    Guest
    Version 0.9.20 does work with wildcards now.
    So you can issue a command like:
    LuaDC *.lua
    LuaDC *.ship
    ....
    and get all the files matching the wildcard translated at once.
    http://www.extreme-archive.de/LuaDC.zip

  15. #65
    Originally posted by Mikail


    Most of them are in the "Data" directory of the RDN Tools.
    Yes, but not all. It's a task that only needs doing the once, and we need never bother about lua decompiling again.

  16. #66
    pantner
    Guest
    YES!!!!

    Thats just what i wanted!

  17. #67
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Hmm, does it support .level files yet? Decoded multiplayer maps refuse to work.

    SP Campaign supported? I'll try that - some editing for mod improvement is necessary.

  18. #68
    I think so... But if it doesn't Thought made a level decompiler a long time ago called Balcora Gate, it also decompiles FX and Nebula scripts.

    Link here http://hw2.tproc.org/wiki/BalcoraGate

  19. #69
    Lost in the code... Mikali's Avatar
    Join Date
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    Location
    %HW2_ROOT%
    Originally posted by Tel'Quessir
    Hmm, does it support .level files yet? Decoded multiplayer maps refuse to work.

    SP Campaign supported? I'll try that - some editing for mod improvement is necessary.
    I've noticed, that in a lot of the decoded Campaign levels, there is a missing "}" in a lot of the Dust Clouds and Nebulae. I don't know if that's an error on the part of LuaDC, ot if that's the way they really are. Anyway, you have to fix those before you can get them to work.
    Last edited by Mikali; 29th Mar 04 at 4:12 AM.

  20. #70
    I suppose balcora gate is better for that then.

  21. #71
    BlueTech
    Guest
    hey guys i wrote a .bat file that makes this stuff a LOT easier, u just drag any file over the batch file and it automatically decompiles with this program without needing to enter the command line directly... you just need to put the EXE and this batch into C:\Program Files\Sierra\LuaC\ and then POOF it works u can set a shortcut to the batch file and put that on desktop its very easy..... output file goes to wherever the file is that you dragged on to it!

    here is the batch file:

    Code:
    echo off
    cd \
    copy %1 "C:\Program Files\Sierra\LuaC\translate.lua"
    cls
    cd "C:\Program Files\Sierra\LuaC\"
    echo Please wait while your LUA file is translated . . .
    LuaDC translate.lua
    copy translate.lua.LuaDC %1.out
    del translate.lua
    del translate.lua.LuaDC
    cls
    echo Please wait while your LUA file is translated . . .  Translation Complete!
    echo Thank you for using the LuaDC command-line assistant
    echo,
    pause
    pretty simple... age add credits if u want whatever but this makes a LOOOOOOT easier.


    -Hiigaran|SF

    P.S. yes i mean sierra\luaC not luaDC

  22. #72
    Riker2600
    Guest
    Age2uN: I've just realised that the decoded version of Status.lua in Speechlogic doesn't seems to work, any changes I make in the file don't make it ingame, however, the game doesn't crash and I see no error message in the Log.

    But when I remove the file, all sounds that should be loaded with status.lua play...??

  23. #73
    Demon_Eyes
    Guest
    also, when you gonna upload 9.20 ?!

  24. #74
    BlueTech
    Guest
    hey hey mikail that was MY idea i was spammin spooky to put in auto LUA decompilation even before this was made, stop stealin my ideas :P

    so anyone using my batch file yet??

  25. #75
    Lost in the code... Mikali's Avatar
    Join Date
    Jun 2003
    Location
    %HW2_ROOT%
    I was wondering if you could include the option of expanding all tables so that there is only one entry per line, and brackets are all on their own line and indented properly.
    A lot of the tables in the source are all on one line...
    [edit] Also, if you could make it so that when a function is called from within a pair of quotes, the quotes are replaced by "[[" and "]]", it would be great.
    E.g.,
    Code:
    "Sensors_EnableCameraZoom( 0 )",
    becomes
    Code:
    [[Sensors_EnableCameraZoom( 0 )]],
    Last edited by Mikali; 29th Mar 04 at 4:59 AM.

  26. #76
    Lost in the code... Mikali's Avatar
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    Quote Originally Posted by BlueTech
    so anyone using my batch file yet??
    It's not working for me. What operating system are you using?

  27. #77
    Skrollster
    Guest
    Will this decompiler work on other .lua scripts/programs?
    i tried it with a DirectConnect script for ptokax but it didn't work..

  28. #78
    I think you can try this batch file. It can decompile mutiple files in one shoot.

    Creat a .bat file like this:
    Code:
    @echo off
    :start
    if (%1)==()  goto end
    
    :go
    X:\WHEREYOUPUTLUADC\LuaDC %1 -o
    shift
    goto start
    
    :end
    @echo on
    X:\WHEREYOUPUTLUADC\ is the complete path of your LuaDC.exe. Now drag about twenty or thirty files into this batch file, and it will automatically decompile them. It can't accept too much files each time, I guess it's becouse length of arguments is not unlimited.

    There is another problem with it. After "tons" of drag-and-decompile operation(about 2500 files decompiled), my computer become very unstable. File Explorer does not work well so I must reboot. I think it's a windows bug(unlikely), or my script/LuaDC left some trash in memory.


    ----
    Oh, i've put everything I decompiled here:
    http://w3.nctu.edu.tw/~u8912009/hsmcDL/Data_11.zip

    It should contain every single script in homeworld2.big(v1.1). Notify me if any one is missing or not decompiled...
    Last edited by CQD; 2nd May 04 at 6:06 AM.

  29. #79
    lurkily
    Guest

    .bat file freakiness

    Mikail, you WILL have to edit that .bat file to match your directory for LuaDC. For instance, I put LuaDC directly into my Data directory(Where I use it - I keep a "BIG" directory under data, with all the data files directly taken from the BIG).

    So in my file, instead of
    copy %1 "C:\Program Files\Sierra\Homeworld2\LuaDC\translate.lua"
    I used
    copy %1 "C:\Program Files\Sierra\Homeworld2\Data\translate.lua"

    Bluetech, wouldn't it be more helpful to use
    copy %1 %1.bak
    Before using
    copy translate.lua.LuaDC %1

    ?

    For those unfamiliar with .bat files, it would make a backup of the original, compiled file, then overwrite the original with the decompiled version. So you'd have file.lua(decompiled), and file.lua.bak(compiled).

    Finally, what I really wanted to post. .bat files are great, yeah, but can anybody figure out how to recursively decode all the files in a directory tree? That is, decompile *.* in c:/sierra/data/BIG/, and in c:/sierra/data/BIG/ai, /art, /leveldata, /missile, /scripts, /scripts/building and research, etc etc etc etc? I've never been a heavy-duty programmer, but is it so difficult to get the program to search the directory tree?

    It was one of my favorite features of the HW1 .big editor, being able to get it to save entire chunks of data files at once . . .

    And . . . is it just me, or does this smiley look almost pornographic?


    -The Lurker
    Last edited by lurkily; 12th May 04 at 3:37 PM.

  30. #80
    hmm it doesn't seem to create file paths correctly in .anim files.

    when I try to make custom sprite animations it gets an invalid file reference (fxtool also cannot find the file.)

    technically .anim files are .lua files but renamed (art/fx/)

    if you could look into this it would help a lot.
    }  UAnÄ E¯ò5ëQÎÑ̦KœàŠàÌD9É\·fÒªêÌãë}߉aIûš »f ŒC{ŽXِdÃWoæ£ÑÆ>‰"‚n›˜q|]t¢'ÿïà'È‚táÅïÍ#wŸ›b§ëkÄrk\L(#TÙ† ™'#)A9C«
    â‰Ö8/—ñûÇ}؝N:/öÿ55cRÖßü!=å˜ÆÇE된𩛌}D«÷î!¸äÒs>åIG’Ì?%Çädªí޹šjñª>Ìd~x»\³öG÷±ÙSûtûPK   ŽpÎ2:Gwå —1984
    http://warlords.swrebellion.com/

  31. #81
    Ghent
    Guest
    Isn't there a |tree piping command/filter you can use in bat files or DOS commands?

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