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Search: Posts Made By: meTaLiCroSS
Forum: Module Coding 02-02-2017, 22:34
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.3)

SERVER version. Orpheu grabs functions from libraries, each one differs from another.

Post the output of

meta list
version
Forum: Module Coding 07-25-2016, 00:35
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.3)

So, there's nothing much I can do. GG
Forum: Module Coding 07-24-2016, 14:15
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.3)

SetAnimation_part_2 behavior? Or it's not related at all?
Forum: Module Coding 07-23-2016, 19:36
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.3)

This has been discussed before. From Arkshine words: "Some functions symbols name doesn't work for some reasons, it might be the case for this one too. Some symbols doesn't work and I don't think...
Forum: Module Coding 07-23-2016, 07:45
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.3)

It's a simple callback

public OnPackPlayerItem(id, wid, full) server_print("OnPackPlayerItem called id %d wid %d ammo %d", id, wid, full)

Output isn't shown, because I guess forward isn't...
Forum: Module Coding 07-23-2016, 06:56
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.3)

Just detected a little bug.

This happens when HOOKING the function "packPlayerItem"



Using 1.8.2, fresh installation, updated,

Signature supposes to be without troubles:
Forum: Module Coding 12-30-2014, 22:18
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.2)

http://i59.tinypic.com/2drwi7a.jpg
Forum: Module Coding 12-27-2014, 18:54
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.2)

And code where you call this function? Because it seems you're actually bad using this. Latests crashes of IndexOfEdict were because something broken on the module, not actually because they were...
Forum: Module Coding 12-27-2014, 12:51
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.2)

So, are you having random crashes with this, or by calling IndexOfEdict? Didn't understand
Forum: Module Coding 12-27-2014, 12:49
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.6.2)

Provide sigs, associated code and system info
Forum: Module Coding 11-24-2014, 18:33
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

I can sure help you, it's now easier than before. :mrgreen:
Forum: Module Coding 11-24-2014, 09:58
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

Next time, write in red and big words that signatures and AMXX version must be updated, making 50% understand better since the other 50% just downloads, installs and and breaks balls when they don't...
Forum: Module Coding 11-24-2014, 08:47
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

Well that means it works. Now, signature must be updated :mrgreen: did that signature worked before for some reason?
Forum: Module Coding 11-22-2014, 13:43
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

No body discovered an issue on latest version?
Forum: Module Coding 11-14-2014, 20:47
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

Anyway we need people to test Orpheu, since Arkshine edited we need to know if everything is working fine. Binary changed a lot and tested half. :mrgreen:
Forum: Module Coding 11-13-2014, 20:41
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

Test it and tell us. Did that was a bug reported? Maybe now it changed, you wont lose by testing the latest binary.
Forum: Module Coding 11-13-2014, 19:55
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

Bad thing is they have the same name, which isn't the case of PM_Jump which his second part is PM_Jump_part_2
Forum: Module Coding 11-13-2014, 16:54
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

There are so many, more than you expect :)

@arkshine

Will test now for sure.

EDIT:

Working like a charm
Forum: Module Coding 11-12-2014, 17:16
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

About SetAnimation, no output is shown on Jump, Duck and Death :shock: and yeah, 0 is PLAYER_IDLE, when firing it must be > 0 and it shows 0.

About Radio, Orpheu Testing is plugin's name.
...
Forum: Module Coding 11-12-2014, 15:24
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

Will test now in the same server that I had testing it before and I'll come here with results.

EDIT: Same behavior. But without crash. I hooked SetAnimation and DefaultReload, both including...
Forum: Module Coding 11-08-2014, 12:17
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

He's working on it. Since my server had the same crash, I'm going to test his fixed beta version to see if this happens again :grrr:

If works perfectly then module will be updated.
Forum: Module Coding 10-15-2014, 00:01
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

Also, error it's related to CBaseEntity converted params. Hooking a function without a CBaseEntity param (like InstallGameRules) you won't get a crash. Test it :mrgreen:
Forum: Module Coding 10-14-2014, 00:10
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

I just had it long time ago. Arkshine knows about it because I broke his balls on steam when that happened :crab::fox:
Forum: Module Coding 10-11-2014, 15:22
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

Having Debian without SELinux happened this before.
Forum: Module Coding 10-11-2014, 13:03
Replies: 1,508
Views: 919,796
Posted By meTaLiCroSS
Re: Module: Orpheu (v2.5.1)

Reported a lot of time, no answer given anyway; no one knows. Same thing happens in okapi.
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