Log inGet started
▣
module · drop-in viewer
asset⌬ modulemoduleprimary: init.luau·originates fromworld ad25322f-f…

Player

One-paragraph description of what this module provides and who consumes it.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Player

One-paragraph description of what this module provides and who consumes it.

Exports

  • M.exampleFn(arg) -> result — what it does and when to call it.
  • M.exampleValue: type — what value it carries.

Usage

Replace <identity> with the string asset.create returned — this module's source path with / written as . and each segment's type suffix dropped, the way a module at /source/lib/thing.module is lib.thing and one at /source/kit.package/thing.module is kit.thing.

local M = require("<identity>")
M.exampleFn("foo")

Notes

  • Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2
Audio

rect(x: ?, y: ?, w: ?, h: ?, color: ?) → void

argtypedescription
x?
y?
w?
h?
color?

label(text: ?, x: ?, y: ?, w: ?, size: ?, color: ?, font: ?) → void

argtypedescription
text?
x?
y?
w?
size?
color?
font?

screen(t: ?) → void

argtypedescription
t?

block(x: ?, y: ?, bw: ?, bh: ?, color: ?) → void

argtypedescription
x?
y?
bw?
bh?
color?

words(str: ?, x: ?, y: ?, bw: ?, size: ?, color: ?, align: ?) → void

argtypedescription
str?
x?
y?
bw?
size?
color?
align?

lighting(r: ?, t: ?) → void

argtypedescription
r?
t?

frame(t: ?) → void

argtypedescription
t?

start( ) → void

update(dt: ?) → void

argtypedescription
dt?

seek(t: ?) → void

argtypedescription
t?

stop( ) → void

status( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

61+items
◇
component · born here
❒asset
# Actor One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform). ## Public fields - `exampleNumber: number` — what it controls, units, valid range. - `exampleString: string` — what it controls. - `exampleBool: boolean` — what it controls. ## Methods - `:methodName(arg)` — what it does and when to call it. ## Lifecycle - `awake()` — same-frame attach hook. What initial state this component sets up. - `start()` — first-frame-after-awake hook. Cross-component setup that needs the other components on the entity to have finished `awake`. - `update(dt)` — per-frame while the gameplay clock runs. What this component does each tick. - `onDestroy()` — cleanup performed on detach / entity despawn. See `man components` for the full hook list (`onEnable`, `fixedUpdate`, `onPropertyChanged`, etc.) and the timing details. ## Usage ```luau entity(id).component.add("Actor", { exampleNumber = 1.0 }) entity(id).component.get("Actor"):methodName("foo") ```
▲ 0↑ born
·
scene · born here
❒asset
# GTA VI — PS1 Demake Startup scene for the compact fan-made Vice City mission. build.luau owns the world foundation, sunset lighting, direct City.sceneModule instantiation (baked into 112 scene records) and per-user PlayerPrototype with its own camera and audio listener. The scene entrypoint starts/stops Presentation and ticks its UI/audio updates. Driver on each prototype body owns gameplay, input and visuals. The source is composed under game/city, game/play and game/presentation, with common constants in game/shared. Rebuild preserves entity identities. No parallel camera or global shared input is authored.
▲ 0↑ born
▣
module · born here
❒asset
# Reveal soundtrack Options > REVEAL selects TRAILER PS1 (default) or DEMAKE. Return to the main menu and choose WATCH REVEAL. This preference lasts through scene changes for this session. Gameplay music retains its own setting. TRAILER PS1 uses the audio supplied by the user in Grand_Theft_Auto_VI_Trailer_1_Australian_Community_Media.soundClip. The separate processed asset is game.reveal.audio.TrailerPS1; the imported source stays untouched. Processing is baked: stereo 22,050 Hz, two low-pass stages at 6 kHz before resampling, mild soft saturation, ten effective bits with quiet triangular dither, and short edge fades. PCM storage preserves the baked quantization. Duration is 87.405669 seconds, unchanged apart from rounding to the output sample grid. The 90-second film retains a silent end-card tail. No time stretching is applied. Run require("game.reveal.AudioBake").bake() in edit mode to rebuild. The trailer mix replaces the demake music and extra siren. Its temporary audio source is local to the viewer and does not loop. The film corrects to the mixer's clock when drift exceeds 60 ms. Transport wrappers pause, resume, change rate, seek, and stop the audio with the cutscene. Native AudioSource has no seek field, so explicit seeks rebind a PCM tail by sample index. These byte-only voices deliberately omit clip identity to avoid the native full-clip cache. Validation: clicked the menu toggle both ways and launched both modes. Trailer mode had exactly one audible source; demake mode restored its music and siren. Seek to 71.9 s played a 15.505 s tail; seek to 85 s played a 2.405 s tail. Paused seeks remained silent and resumed. Twelve playback samples over six seconds measured at most 18.42 ms of audio/film clock difference. Natural completion returned to main and removed the trailer source. UI validation and world error checks passed. Verification covers rendered UI, PCM statistics and live mixer data. Perceived crunch and dialogue alignment against the supplied media have not been verified by listening.
▲ 0↑ born
✦
shader · born here
❒asset
# PS1Post 320×240 display rasterization and 15-bit ordered dithering, adapted from the installed PS1 surface shader. The main Presentation registers it over all layers so widgets, text and the game share the display raster. The optional signal uniform adds horizontal colour bleed, stable alternating scanlines and stronger ordered dithering. Main gameplay uses 0.75 for the composite option; RGB uses 0. The default is 0, preserving the existing reveal's rendering. This is a stylistic composite approximation, not a complete analogue signal simulation.
▲ 0↑ born
·
soundclip · born here
❒asset
# menu Generated original mellow electro funk title/exploration music for the GTA VI PS1 fan demake. Presentation plays this from the local player's mission state. Music, engine and siren loop; cash, door and crash are event-triggered one-shots.
▲ 0↑ born
▣
module · born here
❒asset
# Film One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
·
soundclip · born here
❒asset
# siren Generated original siren game sound effect for the GTA VI PS1 fan demake. Presentation plays this from the local player's mission state. Music, engine and siren loop; cash, door and crash are event-triggered one-shots.
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
backing path · game/reveal/Player.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported on this asset or on the parts this page shows. Parts it leaves out are not counted here.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

—%no reports yet
Sign in to report whether this part worked for you.
Discussion

Scoped to this part · feeds back into the world's score.

0comments
Sign in to post.sign in
No comments yet. Be the first.