Search found 1413 matches
- Thu May 12, 2016 7:44 pm
- Forum: General Discussion
- Topic: Failed to load addons/source-python
- Replies: 23
- Views: 22876
Re: Failed to load addons/source-python
There are plans to compile Source.Python with an older GLIBC version. I have asked necavi to setup another VM with an older GLIBC version for our buildbot. As soon as that has been finished the issue should be eliminated.
- Thu May 12, 2016 6:35 am
- Forum: General Discussion
- Topic: Failed to load addons/source-python
- Replies: 23
- Views: 22876
Re: Failed to load addons/source-python
There is always a log. Please add -condebug to your start options and post the resulting console.log.
- Wed May 11, 2016 7:13 pm
- Forum: General Discussion
- Topic: Ammoprop & get_proprty_char
- Replies: 2
- Views: 3321
Re: Ammoprop & get_proprty_char
The issue should be fixed with version 329!
- Wed May 11, 2016 4:16 pm
- Forum: General Discussion
- Topic: Ammoprop & get_proprty_char
- Replies: 2
- Views: 3321
Re: Ammoprop & get_proprty_char
I guess this was meant to be ord() and not int(). I will check that later when I get home today.
- Sat May 07, 2016 10:51 pm
- Forum: General Discussion
- Topic: Failed to load addons/source-python
- Replies: 23
- Views: 22876
Re: Failed to load addons/source-python
Seems like you didn't grant write permissions to the logs directory.
- Fri May 06, 2016 7:01 pm
- Forum: Plugin Development Support
- Topic: Hooking FireBullets
- Replies: 4
- Views: 5597
Re: Hooking FireBullets
You might want to hook TE_HL2MPFireBullets. Then you don't even have to access the FireBulletsInfo_t struct. However, this is a more advanced example about how to reconstruct classes with Source.Python. from path import Path import memory from memory.manager import CustomType from memory.manager imp...
- Wed May 04, 2016 11:55 am
- Forum: Plugin Releases
- Topic: [CS:S] TripMines v0.2.2
- Replies: 4
- Views: 12072
Re: TripMines v0.2.2
Nice idea!
- Tue May 03, 2016 6:20 pm
- Forum: Plugin Development Support
- Topic: Getting and setting 'm_Collision.m_usSolidFlags'
- Replies: 3
- Views: 3299
Re: Getting and setting 'm_Collision.m_usSolidFlags'
Interesting, in CS:S and CS:GO that property is an integer.
- Tue May 03, 2016 4:48 pm
- Forum: Development Status Updates
- Topic: Development status update (April 2016)
- Replies: 0
- Views: 3887
Development status update (April 2016)
It's time for another development status update! :) ⋅ Fixes: ⋅ Fixed Player.view_vector. ⋅ Updated global pointer data for CS:GO/Windows. ⋅ Fixed not being able to use class methods for hook callbacks. ⋅ Fixed issue #119. Also fixed unloading wro...
- Tue May 03, 2016 4:33 pm
- Forum: Plugin Development Support
- Topic: Getting and setting 'm_Collision.m_usSolidFlags'
- Replies: 3
- Views: 3299
Re: Getting and setting 'm_Collision.m_usSolidFlags'
Thanks! I have added get/set_property_ushort(). On which game are you trying to get/set that property?
- Sat Apr 30, 2016 10:24 am
- Forum: Plugin Development Support
- Topic: Changing game description
- Replies: 6
- Views: 5757
Re: Changing game description
Yeah I didn't know that method exists.
However, getting this to work requires more work, because the ISteamGameServer header is missing (at least in CS:S). We should create a PR for that. For now the snippet should suffice. :P
However, getting this to work requires more work, because the ISteamGameServer header is missing (at least in CS:S). We should create a PR for that. For now the snippet should suffice. :P
- Sat Apr 30, 2016 10:04 am
- Forum: Plugin Development Support
- Topic: Changing game description
- Replies: 6
- Views: 5757
Re: Changing game description
With version 319 you will be able to use this little snippet. from memory import get_virtual_function from memory.hooks import PreHook from engines.server import server_game_dll @PreHook(get_virtual_function(server_game_dll, 'GetGameDescription')) def pre_get_game_description...
- Fri Apr 29, 2016 6:45 am
- Forum: Plugin Development Support
- Topic: Changing game description
- Replies: 6
- Views: 5757
Re: Changing game description
It requires a hook. For which game do you want this?
- Thu Apr 28, 2016 8:13 pm
- Forum: API Design
- Topic: Is it worth auto-loading custom packages?
- Replies: 4
- Views: 19501
Re: Is it worth auto-loading custom packages?
Thanks for the suggestion! But I don't think it's worth loading them. If you have a package that doesn't provide any objects that could be imported by plugins, it's not a package, but a plugin. [...] or even creating another directory for such packages? There is a directory for those packages. It's ...
- Mon Apr 25, 2016 4:59 pm
- Forum: Whatever
- Topic: using sendprop/sendtables
- Replies: 4
- Views: 5628
Re: using sendprop/sendtables
We haven't exposed the SendTable constructors. So, yes... you either need to copy an existing one and modify it or recreate it using memory.alloc() and the methods of the Pointer class (or you use the TypeManager).
But I'm really wondering what you are trying to do?!
But I'm really wondering what you are trying to do?!
- Mon Apr 25, 2016 4:44 pm
- Forum: Plugin Development Support
- Topic: setting player crosshair
- Replies: 3
- Views: 3011
Re: setting player crosshair
D3CEPTION wrote:so i guess, the engine module carries some unusable "left overs" from the sdk regarding source pythons' usage?
Yeah, we just exposed everything that the SDK provides and now slowly remove redundant functions. is_in_edit_mode() is probably a good candidate.
- Mon Apr 25, 2016 10:34 am
- Forum: Whatever
- Topic: using sendprop/sendtables
- Replies: 4
- Views: 5628
Re: using sendprop/sendtables
D3CEPTION wrote:"st" = ?? # class SendTable const * st // its a string??
I have never used that method before, but this one is clearly saying that it requires a SendTable object.
- Mon Apr 25, 2016 10:29 am
- Forum: Plugin Development Support
- Topic: setting player crosshair
- Replies: 3
- Views: 3011
Re: setting player crosshair
Just tried that method in CS:S and wasn't able to get it working neither. Do you want the player to look at something specific? If yes, the Player class has a few properties to do that (view_angle, view_coordinates, view_player and view_entity).
- Sun Apr 24, 2016 4:25 pm
- Forum: General Discussion
- Topic: SP does not work CS:GO
- Replies: 13
- Views: 9287
Re: SP does not work CS:GO
Not worth the effort, to be honest. And I'm not sure if that would even work very well. Btw. a Python disassembler disassembles Python byte code. What you mean is probably an x86 disassembler. Moreover, Boost.Python has nothing to do with the search mechanisms for signatures. It's our memory module ...
- Sun Apr 24, 2016 2:12 pm
- Forum: General Discussion
- Topic: SP does not work CS:GO
- Replies: 13
- Views: 9287
Re: SP does not work CS:GO
What's the point of decoding the opcode bytes? ASM code and opcode bytes is basically the same thing.
To answer you concern: There are Python libraries! E.g. diStorm
To answer you concern: There are Python libraries! E.g. diStorm