Search found 1256 matches
- Thu Aug 25, 2016 4:47 am
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30765
Re: Source Python for GMod?
Seems like mathlib.lib will have to be recompiled with updated color_conversion.cpp file. I will start an issue on their repo for this. EDIT: Patched mathlib.lib on our repo for now. It now compile fine for me, the compiled binaries are loading perfectly on my test server (still unloading itself due...
- Thu Aug 25, 2016 4:37 am
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30765
Re: Source Python for GMod?
Pushed. I'm now getting: 1>mathlib.lib(mathlib_base.obj) : error LNK2019: unresolved external symbol ___vdecl_sin2 referenced in function "void __cdecl InitSinCosTable(void)" (?InitSinCosTable@@YAXXZ) 1>mathlib.lib(color_conversion.obj) : error LNK2019: unresolved external symbol ___vdecl_...
- Thu Aug 25, 2016 4:27 am
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30765
Re: Source Python for GMod?
Fixed the compile error, the file collisionproperty.h need to be updated. I will add it as a fix in our repo for now, and PR it on their once it is fully tested on both platform. The EmitSound is the one I need to fix, now. :P
- Thu Aug 25, 2016 4:10 am
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30765
Re: Source Python for GMod?
I removed the memalloc patch. As for this error, I will see if I can find the cause. Seeing NetworkVar I'm assuming we need to update networkvar.h with our patch for the current version. Doing some testings right now and will push the required fixes.
- Thu Aug 25, 2016 3:55 am
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30765
Re: Source Python for GMod?
Psychonic pushed updates for the Gmod branch! When you get the time to, could you try again and see if it loads? It will still raise on load due to missing data/global pointers that we still have to add but if the SDK is fully updated, you should at least see this message.
- Tue Aug 23, 2016 9:09 pm
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30765
- Tue Aug 23, 2016 5:49 pm
- Forum: General Discussion
- Topic: Server with no updates
- Replies: 7
- Views: 5105
Re: Server with no updates
Still, your friends won't be able to connect if version mismatches, which means they will have to run an older version to play on your server preventing them to play on any others.
- Tue Aug 23, 2016 5:44 pm
- Forum: General Discussion
- Topic: Server with no updates
- Replies: 7
- Views: 5105
Re: Server with no updates
That won't work. Players won't be able to connect to your server if it is running an older version than their client.
- Mon Aug 22, 2016 12:12 pm
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30765
Re: Source Python for GMod?
Seems like memalloc.h on GMod branch has not been updated for the lastest version. Added a patch for it and it now compile fine for me (on windows).
- Mon Aug 22, 2016 3:37 am
- Forum: Plugin Development Support
- Topic: Calling server commands and retrieving server variables
- Replies: 1
- Views: 2218
Re: Calling server commands and retrieving server variables
from engines.server import engine_server engine_server.server_command('echo Hello World!') from cvars import ConVar mp_friendlyfire = ConVar('mp_friendlyfire') print('Friendlyfire is', 'enabled' if mp_friendlyfire.get_bool() else 'disa...
- Sat Aug 20, 2016 5:12 pm
- Forum: Plugin Development Support
- Topic: Client command filter help. blocking weapon drop
- Replies: 2
- Views: 2533
Re: Client command filter help. blocking weapon drop
First of all, welcome to Source.Python!! :smile: I don't have time to elaborate (will do so later or tomorrow) but your code should looks like: from commands import CommandReturn from commands.client import ClientCommandFilter @ClientCommandFilter def client_command_filter(command, player_index&...
- Fri Aug 19, 2016 11:19 am
- Forum: General Discussion
- Topic: SP crashing on linux?
- Replies: 45
- Views: 30310
Re: SP crashing on linux?
Seems to crash way before SP is even attempting to load. You should at least see this message if the crash was caused by anything during the loading process. The following: with error: /home/tcagame/xxauroraxx/6881//.steam/sdk32/steamclient.so: cannot open shared object file: No such file or directo...
- Wed Aug 17, 2016 3:02 pm
- Forum: Plugin Development Support
- Topic: player.velocity csgo linux crash
- Replies: 9
- Views: 6954
Re: player.velocity csgo linux crash
PlayerEntity? Are you sure your Source.Python installation is up-to-date? That class got renamed to Player last year...
- Wed Aug 17, 2016 2:59 pm
- Forum: Plugin Development Support
- Topic: Error when trying to use Player's metaclass with SQLAlchemy's
- Replies: 17
- Views: 13171
Re: Error when trying to use Player's metaclass with SQLAlchemy's
Adding a dummy __init__ to your metaclass seems to works for me:
Syntax: Select all
class Meta(type(Player), type(Base)):
def __init__(*args, **kwargs):
pass
- Tue Aug 16, 2016 5:53 pm
- Forum: Plugin Development Support
- Topic: Weapon constants
- Replies: 7
- Views: 5239
Re: Weapon constants
Seems like the signature for "buy_internal" is outdated. What game is this for?
- Tue Aug 16, 2016 8:10 am
- Forum: Plugin Development Support
- Topic: [HL2DM] Prehooking entity kill
- Replies: 3
- Views: 3049
Re: [HL2DM] Prehooking entity kill
OnEntityDeleted is called before, giving you full access to the index/Entity instance. :smile: As a side note, OnEntityCreated was firing too early, before the networkable instance being linked to the edict (making our conversions crying) thus why we manually link it before calling the registered ca...
- Mon Aug 15, 2016 3:45 am
- Forum: Plugin Development Support
- Topic: Player entity attributes
- Replies: 1
- Views: 2211
Re: Player entity attributes
PlayerInfo.is_dead is not accurate on games other than HL2:DM. It only check if the player is spectating or not, which makes sense in deathmatch but not in round based game such as CS games. For those games, you would want to use the pl.deadflag property (wrapped as Player.dead).
- Sat Aug 13, 2016 7:35 am
- Forum: Plugin Requests
- Topic: Skin Chooser
- Replies: 16
- Views: 14110
- Fri Aug 12, 2016 8:26 pm
- Forum: Plugin Development Support
- Topic: Something like sdkhooks
- Replies: 7
- Views: 6185
Re: Something like sdkhooks
Yup it is.
- Fri Aug 12, 2016 1:11 pm
- Forum: Plugin Development Support
- Topic: Something like sdkhooks
- Replies: 7
- Views: 6185
Re: Something like sdkhooks
I looked more into that function and, in order to use it as a listener, it would ideally look like: from entities.hooks import EntityCondition from entities.hooks import EntityPostHook from memory import make_object from players.entity import Player from weapons.entity import Weapon @EntityPostHook&...