Search found 18 matches

by freddukes
Tue Jan 29, 2013 2:01 pm
Forum: General Discussion
Topic: Wiki Pages
Replies: 4
Views: 5937

To answer your question directly; I don't think there is an ETA for the wiki yet AFAIK. L'In20Cible offered some good alternatives though.

-freddukes
by freddukes
Mon Jan 28, 2013 7:15 am
Forum: Whatever
Topic: Svn
Replies: 14
Views: 14487

It was compiled correctly. In MSVC 10 and later, depending on the compile-time value of _ITERATOR_DEBUG_LEVEL, there is extra debug code automatically added for certain standard structures. The value defaults to 2 for Debug builds and 0 (disabled) for Release builds. The debug levels are not binary...
by freddukes
Sun Jan 27, 2013 10:39 am
Forum: Whatever
Topic: C++
Replies: 2
Views: 4386

If you want a good idea of how to implement the new Usermessage system, just have a look at our changelogs; specifically this and this. Hopefully that'll give you a bit of an understanding of how to put the new system in place.

-Steven
by freddukes
Thu Jan 24, 2013 7:58 am
Forum: Whatever
Topic: Svn
Replies: 14
Views: 14487

I think the object files for the tier1.lib got screwed up by allied modders when they changed the source. I'm assuming they didn't clean and build properly which probably left a couple of release objects in. When I get back tonight I'll try recompiling tier1 from the sdk to see if that makes a diffe...
by freddukes
Wed Jan 23, 2013 11:45 pm
Forum: News & Announcements
Topic: New Usermessage system
Replies: 3
Views: 6427

New Usermessage system

Just implemented the protobuf changes to CS:GO that happened today. It will require a python code update, but until the libraries are updated, you should be able to run the new usermessages with the following information. Now, rather than passing in message IDs / strings, you create a specific messa...
by freddukes
Thu Jan 10, 2013 1:07 pm
Forum: API Design
Topic: SayFilters and SayCommands
Replies: 27
Views: 61910

Hey freddukes, I would agree with you for say commands as we explicitly ask for them but definitely not for a say filter. If the text has been blocked → there's nothing left to filter. Of course, if there's a way to know the current "status" of the filter that could be different. In example, ...
by freddukes
Thu Jan 10, 2013 8:10 am
Forum: API Design
Topic: SayFilters and SayCommands
Replies: 27
Views: 61910

Hey Satoon, Works like a charm, good job! For the looping thing, I'd say that breaking the loop is the way to go. If the command has been blocked, the other callbacks doesn't really need to get called as the command is not executed in any case. I'm curious if someone can think about a good situatio...
by freddukes
Fri Jan 04, 2013 10:47 pm
Forum: Plugin Development Support
Topic: SayText2 send() crashes server (LATEST BUILD)
Replies: 13
Views: 12149

https://code.google.com/p/source-python/source/detail?r=ce753893a711fb0a3df3840dc06f62ae07f4b7e6 Getting latest should fix your crash. It's not a complete fix, I've still got to figure out why ShowMenu doesn't work (but SayText2 should now work in release). From what I could understand, compiler op...
by freddukes
Thu Jan 03, 2013 9:20 pm
Forum: Plugin Development Support
Topic: SayText2 send() crashes server (LATEST BUILD)
Replies: 13
Views: 12149

Heh... L'In20Cible and I were working on a fix; seems like release does some weird code removal on the destructor of MRecipientFilter... It seems it won't properly call the dtor unless there's a definition of it in the CPP (will not work if placed in the header :S). I will do some more testing and c...
by freddukes
Thu Jan 03, 2013 8:22 pm
Forum: Plugin Development Support
Topic: SayText2 send() crashes server (LATEST BUILD)
Replies: 13
Views: 12149

Okay, confirmed it crashes; it only crashes in a release build. I'm guessing it's using an uninitialised variable. I'll try and fix the C++ side; cheers.

-freddukes
by freddukes
Thu Jan 03, 2013 8:00 pm
Forum: Plugin Development Support
Topic: SayText2 send() crashes server (LATEST BUILD)
Replies: 13
Views: 12149

Hmm I can't remember whether I'm running debug or release; I think I'm running debug. It could be an issue; usually debug does things like automatically initialise variables to 0 or some other value (sometimes a memory fill pattern like 0xCDCDCDCD) whereas release will usually just fill it with what...
by freddukes
Thu Jan 03, 2013 7:53 pm
Forum: Plugin Development Support
Topic: SayText2 send() crashes server (LATEST BUILD)
Replies: 13
Views: 12149

Hmm strange. I have got the latest source and compiled it though; which version have you got? Are you running the version uploaded to these forums?

-freddukes
by freddukes
Thu Jan 03, 2013 7:22 pm
Forum: Plugin Development Support
Topic: SayText2 send() crashes server (LATEST BUILD)
Replies: 13
Views: 12149

I'm using it without issue in SourceRPG. How are you using it? This is my code and it works fine: from messages import SayText2 from events import Event from players.helpers import index_from_userid class Player(object): def __init__(self, index): self.index = index def send_message&...
by freddukes
Thu Dec 20, 2012 1:51 pm
Forum: General Discussion
Topic: Add VS2011/2012 support?
Replies: 1
Views: 2957

There's not really a huge demand for VS12 yet is there? If you feel the need to port it feel free, I'm not sure which libraries will be missing until I try and port it over. It's not a huge priority; I'm not even sure if the SDK will compile under VS12.
by freddukes
Tue Dec 04, 2012 5:30 pm
Forum: General Discussion
Topic: Performace like ES2 or SourcePawn
Replies: 5
Views: 6413

I use Eclipse with the PyDev module. It has project code completion and doc-string help text etc. It's enough to read the libraries for the API.

-freddukes
by freddukes
Tue Dec 04, 2012 11:08 am
Forum: General Discussion
Topic: Performace like ES2 or SourcePawn
Replies: 5
Views: 6413

Without doing performance stats myself, I would suspect a lot of things to be quicker than ES2. The main reason is that everything in C++ is essentially wrapped and exposed to Python, so there's almost a direct python call to the C++ calls; I'm not sure how real world examples stack up, but I would ...
by freddukes
Mon Dec 03, 2012 5:26 pm
Forum: Plugin Development Support
Topic: Info: list of CS:GO events
Replies: 2
Views: 6326

Ah. That's much better :) I knew that file must have been lurking somewhere. Silly packed files, why can't it be like CSS :)

Cheers

-freddukes
by freddukes
Mon Dec 03, 2012 4:06 pm
Forum: Plugin Development Support
Topic: Info: list of CS:GO events
Replies: 2
Views: 6326

Info: list of CS:GO events

Okay, just printed all the events I could find for CS:GO. I couldn't find a list anywhere, so I just put some code to write out to a file whenever an event fire has been activated. (Is there an easier way of obtaining this information, or an already more extensive list?). Anyway, the list of events ...

Go to advanced search