Search found 200 matches

by Doldol
Mon Sep 05, 2016 4:28 am
Forum: General Discussion
Topic: Source Python for GMod?
Replies: 43
Views: 30765

Re: Source Python for GMod?

.... I love the third example: We define a function in Python that gets a C function wrapper using the memory module, so we have a pointer we can push to the global Lua function table and then call that function from Lua. :grin: Nice Ayuto, that's what I was thinking. I wasn't sure how I'd call sub...
by Doldol
Sat Sep 03, 2016 12:41 am
Forum: General Discussion
Topic: Source Python for GMod?
Replies: 43
Views: 30765

Re: Source Python for GMod?

Any clue when builds will be available? It's a pain for me to build for Linux atm. But if they won't be available for a while I'll have to set that up.
by Doldol
Sat Sep 03, 2016 12:30 am
Forum: Development Status Updates
Topic: Development status update (August 2016)
Replies: 7
Views: 7961

Re: Development status update (August 2016)

Well, if you still want that functionality on your test server, you can always use something like this: Thanks, but I already took the opportunity and went a bit further and implemented the commands spl, spu and spr for these actions ^^. But is there a reason for using TypedServerCommand in your co...
by Doldol
Fri Sep 02, 2016 11:22 pm
Forum: Development Status Updates
Topic: Development status update (August 2016)
Replies: 7
Views: 7961

Re: Development status update (August 2016)

Ayuto wrote:That has been announced last month and they are raising a warning since two months. :D


I've noticed, it's just that when you're testing, typing the old syntax was noticeably less annoying. Oh well, nothing serious.
by Doldol
Fri Sep 02, 2016 12:29 am
Forum: General Discussion
Topic: Auto Loading Plugin
Replies: 21
Views: 13162

Re: Auto Loading Plugin

Well best of both worlds would be adding a core setting a la "sp_autoload_plugins" and default it to disabled? If defaulted to off a user who knows how to change this setting should probably know what it entails. Not that I would use it, I also keep around to much test code. But I don't re...
by Doldol
Fri Sep 02, 2016 12:18 am
Forum: Development Status Updates
Topic: Development status update (August 2016)
Replies: 7
Views: 7961

Re: Development status update (August 2016)

Removed sp load/reload/unload/list. Use sp plugin <command> instead.


You monsters!
by Doldol
Thu Sep 01, 2016 2:32 am
Forum: General Discussion
Topic: SP crashing on linux?
Replies: 45
Views: 30310

Re: SP crashing on linux?

I'd recommend https://gameservermanagers.com/ if you're running a Linux (V)DS, it's a nice wrapper around your server and aot it warns about permission/ownership issues.
by Doldol
Mon Aug 29, 2016 3:10 pm
Forum: Plugin Requests
Topic: Chat Processor
Replies: 7
Views: 6859

Re: Chat Processor

SayFilter and SayCommand?

While having read viewtopic.php?f=20&t=1138

Why is an additional library needed?
by Doldol
Sat Aug 27, 2016 1:07 am
Forum: General Discussion
Topic: Source Python for GMod?
Replies: 43
Views: 30765

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. I wasn't suggesting for that t...
by Doldol
Fri Aug 26, 2016 5:41 pm
Forum: General Discussion
Topic: Source Python for GMod?
Replies: 43
Views: 30765

Re: Source Python for GMod?

Urh, and I was thinking that at one point we'll probably have to access the Gmod Lua API if we want to do GMod specific stuff with SP (for example, create a server-side UI), since I'm pretty sure it wouldn't be possible, or hard to get access to all the C functions that Lua wraps for it's api functi...
by Doldol
Thu Aug 25, 2016 1:18 pm
Forum: General Discussion
Topic: Source Python for GMod?
Replies: 43
Views: 30765

Re: Source Python for GMod?

Wouldn't it be better if Source Python was more vocal when loading with missing data? All it outputs is "Loading main module" and then "failed to load main module", then begins to unload everything.
by Doldol
Wed Aug 24, 2016 7:01 pm
Forum: Code examples / Cookbook
Topic: SteamID conversions
Replies: 7
Views: 27656

Re: SteamID conversions

I use this library https://pypi.python.org/pypi/steam (more specifically http://steam.readthedocs.io/en/stable/a ... eamid.html) to do SteamID conversions, but it's additionally capable of handling all kinds of interaction with Steam, I highly recommend checking it out.
by Doldol
Wed Aug 24, 2016 12:22 am
Forum: General Discussion
Topic: Source Python for GMod?
Replies: 43
Views: 30765

Re: Source Python for GMod?

L'In20Cible wrote:https://github.com/Source-Python-Dev-Team/Source.Python/commit/0c3294c847fc550505f21bffa2a4ca070febd045#commitcomment-18732172


Cool, I understand if it ends up being to much work to implement, or lower on the list of priorities.
by Doldol
Tue Aug 23, 2016 8:54 pm
Forum: General Discussion
Topic: Source Python for GMod?
Replies: 43
Views: 30765

Re: Source Python for GMod?

Any luck? On Windows it ran into this and unloaded.

Code: Select all

[Source.Python] Could not retrieve interface FileSystem019


Thanks for the support so far!
by Doldol
Mon Aug 22, 2016 11:06 am
Forum: General Discussion
Topic: Source Python for GMod?
Replies: 43
Views: 30765

Re: Source Python for GMod?

It seems that you're not supposed to use it, so setting NO_MALLOC_OVERRIDE should do the trick. I updated gmod.makec to # ------------------------------------------------------------------ # File: src/makefiles/branch/gmod.cmake # Purpose: This is the CMake file for the gmod branch. # --------------...
by Doldol
Sun Aug 21, 2016 9:11 pm
Forum: General Discussion
Topic: Source Python for GMod?
Replies: 43
Views: 30765

Source Python for GMod?

Have you guys ever considered adding support for Garry's Mod to Source Python? I've tried to build a SP branch for GMod a while ago, ran into issues, got busy with other stuff and never really revisited the idea. It's a fairly active game and a popular game to write addons for (obviously). I'm aware...
by Doldol
Mon Aug 15, 2016 11:43 pm
Forum: Plugin Requests
Topic: Skin Chooser
Replies: 16
Views: 14113

Re: Skin Chooser

La Muerte wrote:If you change the paths of custom skins without recompiling them for those new paths, the skins won't work as far as I know.


If the new path and the old path contain the same amount of characters then you can just hexedit the new path into the mdl
by Doldol
Fri Feb 26, 2016 12:06 am
Forum: Plugin Development Support
Topic: Use old Source Engine models in CSGO.
Replies: 8
Views: 6324

Yep, have been testing with that from day 1, hehe. I realized though that I had done the replacement wrong above, because I used a text editor that seemed to not notice half the code for mdl files. Basically it had saved the file again but only at 5 bytes because it didn't see the rest of the text....
by Doldol
Wed Jan 13, 2016 4:32 pm
Forum: Plugin Development Support
Topic: Dropping Knife
Replies: 12
Views: 8571

Because the first example included nades: You have to be careful when dropping nades, you'll keep the nade if the pin is pulled on it or it's being thrown, and you'll also drop it, basically duplicating the items. This is old, but you need something like this: SEQUENCE_THROWN = 5 SEQUENCE_PINOUT = 1...
by Doldol
Tue Jan 05, 2016 7:57 am
Forum: Plugin Development Support
Topic: Hooking CPointServerCommand::InputCommand
Replies: 2
Views: 2854

Unless I am missing something (which I very well am at this late hour), this is setup as an input: https://github.com/alliedmodders/hl2sdk/blob/98fe5b5a34b3721fe4d60ec7ba3a28ade3512560/game/server/client.cpp#L576 If you follow the instructions at this link (or rather, use the link at the very botto...

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