Search found 84 matches
- Tue Nov 21, 2017 10:25 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
well the point is, that im only working with the indexes in my custom code. so i dont need to initiate an entire Decal() class in python. i guess creating all the memory buffers and requirements for such are taking some time to load via python, because im loading the maximum amount in cache of both ...
- Tue Nov 21, 2017 10:16 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
what if i use these functions : def get_decal_index(path): engine_server.precache_decal(path,True) return string_tables['decalprecache'][path] def get_model_index(path): engine_server.precache_model(path,True) return string_tables['modelprecache'][path...
- Tue Nov 21, 2017 10:06 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
okay, using Decal().index is waaaaaaay too slow. ( i just tested it )
- Tue Nov 21, 2017 7:54 pm
- Forum: Whatever
- Topic: module error
- Replies: 4
- Views: 12417
Re: module error
kk thanks i just recompiled it into the correct version of sp
EDIT: its a custom module
EDIT: its a custom module
- Tue Nov 21, 2017 7:32 pm
- Forum: Whatever
- Topic: module error
- Replies: 4
- Views: 12417
Re: module error
im loading a module ".pyd" file that is compiled for python35. but since source python runs python36, im wondering if it is possible to patch the error to run with an old python35.dll file, or sthn similar? could this be done from sp? or do i have to wait for my module to be udpated.... i ...
- Tue Nov 21, 2017 7:17 pm
- Forum: Whatever
- Topic: module error
- Replies: 4
- Views: 12417
module error
ImportError: Module use of python35.dll conflicts with this version of Python.
can this be patched from source pythons side, or do i have to update the module?
- Wed Nov 15, 2017 6:12 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
you dont need to prove your point. ive already seen your point. i dont disagree with your point. your point just doesnt help me. just a moment ago i wanted to create a simple loader via the server_ready listener. but then you kinda told me its a useless approach, although it suits my needs at least....
- Wed Nov 15, 2017 5:41 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
you are kinda wrong, because i know that i dont reload the map and your scenario never happens.. so it doesnt help me.. :(
- Wed Nov 15, 2017 4:59 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
Which is not really a "problem" because you don't need indexes if there is no map loaded because you cannot network any effects unless there is players and no players can connect if there is no map. if you think outside the box of "does it crash? no? ok this works perfectly!!", ...
- Wed Nov 15, 2017 4:44 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
thanks. theres a problem. with your workaround i dont get index from the Decal() class. it only suppresses any scriptload errors. my goal really is to only start loading my script when the server is fully ready. i will just implement a server_ready listener loader. btw, whats a workaround for engine...
- Wed Nov 15, 2017 4:34 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
using this:
crashes on the first precache for me.
sp info output
Syntax: Select all
from engines.server import engine_server
engine_server.precache_decal
crashes on the first precache for me.
sp info output
Code: Select all
Date : 2017-11-15 16:33:24.392091
OS : Windows-7-6.1.7601-SP1
Game : csgo
SP version : 582
- Wed Nov 15, 2017 4:17 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
i have no idea what your advice to me is now... i said "last time i tested, my server crashed when i was precaching too early with sp" and you are saying "Like I said" ... "You should instead use the engines.precache module that will ensure to refresh the indexes every map f...
- Wed Nov 15, 2017 3:20 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
interesting, you are saying that its exactly the other way around, but i never said that source python was loading "the game binaries".. i said source python "accesses" them too early.... ( which presupposes the binaries being loaded first ;) ) i could post a crashdump (.mdmp) if...
- Wed Nov 15, 2017 3:03 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
yeah will try that thanks. just a quick note to answer @Ayuto : a user could potentially crash his server when accessing a native module via sp too early... im not sure whether console prints are more important than that.. but ill try to implement a custom load now with the serveractivate event for ...
- Wed Nov 15, 2017 2:53 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
Re: server init
you might have misinterpreted my concern.. im looking for a way to identify when the server has fully loaded its native modules. its probably the same function as steam users when calling "server_live".... i dont have a problem if source python wants to keep it this way, im just asking if ...
- Wed Nov 15, 2017 2:38 pm
- Forum: Plugin Development Support
- Topic: server init
- Replies: 32
- Views: 19046
server init
why is source python accepting scriptloading, before the server has fully initiated its native modules? ( e.g. autoexec with sp load) wouldnt it make sense to wait at least until e.g. steam gives its server_live callback? if there is any, ofc.... im just assuming steam communicates with the server s...
- Sun Nov 12, 2017 9:24 am
- Forum: Plugin Development Support
- Topic: Get muzzle position
- Replies: 20
- Views: 16169
Re: Get muzzle position
yeah sorry im totally misreading your code xD it looked like so much code, that i never really read it properly xD with matrices it would really just be 1 or 2 rows in total... not to add more confusion, but translating your code a bit, wouldn't this code work too?: mat =[Vector(),Vector(...
- Sun Nov 12, 2017 8:58 am
- Forum: Plugin Development Support
- Topic: Get muzzle position
- Replies: 20
- Views: 16169
Re: Get muzzle position
if m_HackedGunPos is just a static vector then why use it? thats why i proposed to use the correct value from studiomodel.. for the length of the weapon. well your code might still work though, i have just advised you to use +64z on the player position for the shoulders height. because the arbitrary...
- Sun Nov 12, 2017 8:32 am
- Forum: Plugin Development Support
- Topic: Get muzzle position
- Replies: 20
- Views: 16169
Re: Get muzzle position
sorry i misinserted the z offset xD what about this? EDIT: from mathlib import QAngle, Vector from players.entity import Player player = Player(1) angles = QAngle(*player.get_property_vector('m_angAbsRotation')) pos = player.get_property_vector('m_HackedGunPos...
- Sun Nov 12, 2017 8:07 am
- Forum: Plugin Development Support
- Topic: Get muzzle position
- Replies: 20
- Views: 16169
Re: Get muzzle position
@L'In20Cible what if you test this code: from mathlib import QAngle, Vector from players.entity import Player player = Player(1) angles = QAngle(*player.get_property_vector('m_angAbsRotation')) pos = player.get_property_vector('m_HackedGunPos') forward...