Search found 1256 matches
- Thu Sep 01, 2016 11:01 am
- Forum: General Discussion
- Topic: Auto Loading Plugin
- Replies: 21
- Views: 13229
Re: Auto Loading Plugin
# ../addons/source-python/plugins/autoload/autoload.py """Automatically load installed plugins.""" # ============================================================================ # >> IMPORTS # ============================================================================...
- Thu Sep 01, 2016 2:18 am
- Forum: General Discussion
- Topic: SP crashing on linux?
- Replies: 45
- Views: 30470
Re: SP crashing on linux?
I'm not too sure about the permission, since he get an ImportError, which is confusing. Did you install Python on that VM? If so, it may conflict trying to import something from there for the same reasons as this: http://wiki.sourcepython.com/general/known-issues.html
- Thu Sep 01, 2016 1:50 am
- Forum: General Discussion
- Topic: SP crashing on linux?
- Replies: 45
- Views: 30470
Re: SP crashing on linux?
Replace this line:
With:
Unlike print, echo_console only takes 1 argument.
Syntax: Select all
echo_console('\t', exc_value)
With:
Syntax: Select all
echo_console(exc_value)
Unlike print, echo_console only takes 1 argument.
- Wed Aug 31, 2016 10:47 pm
- Forum: General Discussion
- Topic: ArcRPG: Proof of concept
- Replies: 23
- Views: 16929
Re: ArcRPG: Proof of concept
Like I already told you, this is awesome!! Very creative.
- Wed Aug 31, 2016 10:46 pm
- Forum: Plugin Releases
- Topic: Paintball
- Replies: 9
- Views: 20472
Re: Paintball
No, you don't need python installed on your machine to run Source.Python on your game server (it has its own builtin).
- Wed Aug 31, 2016 1:55 pm
- Forum: General Discussion
- Topic: SP crashing on linux?
- Replies: 45
- Views: 30470
Re: SP crashing on linux?
Well, the console would have told you exactly what was going wrong since it was able to catch the crash, therefore printing it to the console. Which most likely means the installation was correct but something was conflicting.
- Wed Aug 31, 2016 1:33 pm
- Forum: General Discussion
- Topic: SP crashing on linux?
- Replies: 45
- Views: 30470
Re: SP crashing on linux?
burnSTATION wrote:tried editing ___init___.py and now the server doesnt "crash" but SP still fails to operate as intended.
And what do you get in the console?
- Wed Aug 31, 2016 11:55 am
- Forum: General Discussion
- Topic: SP crashing on linux?
- Replies: 45
- Views: 30470
Re: SP crashing on linux?
[Source.Python] Failed to load the main module. No core_settings.ini → permissions issues. Give write permissions to the ../cfg/ folder. Replacing the load method into ../addons/source-python/packages/source-python/__init__.py by the one I gave in this post should prints out the exact error on the ...
- Wed Aug 31, 2016 10:09 am
- Forum: General Discussion
- Topic: SP crashing on linux?
- Replies: 45
- Views: 30470
- Wed Aug 31, 2016 7:29 am
- Forum: General Discussion
- Topic: SP crashing on linux?
- Replies: 45
- Views: 30470
Re: SP crashing on linux?
Make sure to set both "level" and "areas" to "5" into the "LOG_SETTINGS" section of the "core_settings.ini" file so the initialization process can be fully logged into the console.log file that Ayuto mentionned above.
- Wed Aug 31, 2016 7:00 am
- Forum: General Discussion
- Topic: SP crashing on linux?
- Replies: 45
- Views: 30470
Re: SP crashing on linux?
What version are you using? Also, if you check into the ../cfg/source-python/ folder, is there a core_settings.ini file created?
- Sat Aug 27, 2016 12:05 pm
- Forum: Plugin Development Support
- Topic: TF2 - Event when team empty.
- Replies: 8
- Views: 5991
Re: TF2 - Event when team empty.
Actually, the players are mapped into an array which is networkable, wrapping it may give us the ability to count the element. However, our implementation doesn't allow for this currently and last time I checked, the bits/flags/etc of the SendProp needed to be verified as a case-by-case basis. I wil...
- Sat Aug 27, 2016 12:00 pm
- Forum: Plugin Development Support
- Topic: TF2 - Event when team empty.
- Replies: 8
- Views: 5991
Re: TF2 - Event when team empty.
Yes, I know about the cs_/tf_team_manager (CTeam instances) entities. But the offset where the length is stored is not mapped into the ServerClass nor the DataMap and I still prefer users to use a bit more CPU than having to constantly update the data files to keep it updated.
- Sat Aug 27, 2016 11:48 am
- Forum: Plugin Development Support
- Topic: TF2 - Event when team empty.
- Replies: 8
- Views: 5991
Re: TF2 - Event when team empty.
Instead of counting the player everytime a switch occurs, we could simply make sure the player is leaving the RED team (which optimize quite a bit, imo): from events import Event @Event('player_team') def player_team(game_event): # If the player is not coming from the red tea...
- Sat Aug 27, 2016 11:31 am
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30946
Re: Source Python for GMod?
I didn't have/take the time to look more into the gEntList issue. But there is definitely something going wrong. When the server is crashing, I get the following prompt: err.PNG For some reasons, server.dll (or more precisely, the dll that pointer get exported from) seems to be mapped into D:/ while...
- Fri Aug 26, 2016 10:48 pm
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30946
Re: Source Python for GMod?
Offering the functionalities proposed by the engine itself is definitely planned but, as far as wrapping Lua into SP I'd say no. At least, I would not personally dig into that. Custom packages written by the community seems to fit perfectly fine for such a thing, imo.
- Fri Aug 26, 2016 8:00 am
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30946
Re: Source Python for GMod?
I'm having trouble getting the address of gEntList. # ../data/source-python/memory/gmod/global_pointers.ini [CGlobalEntityList] binary = server identifier_linux = gEntList identifier_windows = 55 8B EC 83 EC 08 56 57 8B 7D 08 6A 00 B9 offset_windows = 14 level_windows = 1 No doubt that the signature...
- Fri Aug 26, 2016 4:09 am
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30946
Re: Source Python for GMod?
Interesting. Garry's Mod have both, server.so and server_srv.so. I guess we will have to make sure to define the right one into our data files. Will grab the required signatures in a few.
- Thu Aug 25, 2016 10:17 pm
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30946
Re: Source Python for GMod?
As for the global pointers, we could make the manager.get_global_pointer method to act like dict.get adding a default keyword that return it upon fail or raise if not defined. We could then use that feature to return a custom NotImplementedPointer that raises on __getattr__ or something like that. T...
- Thu Aug 25, 2016 8:46 pm
- Forum: General Discussion
- Topic: Source Python for GMod?
- Replies: 43
- Views: 30946
Re: Source Python for GMod?
On my side I replaced the load function into __init__.py with: def load(): """Load Source.Python's Python side.""" def try_to_setup(func): try: func() except: import sys exc_type, exc_value, exc_traceback = sys.exc_info() print(...