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Module: Orpheu (v2.6.3)


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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 10-09-2013 , 13:21   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1161

My bad, your sig is ok, i have confused MSG_ReadSBits and MSG_ReadBits
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Last edited by ConnorMcLeod; 10-09-2013 at 15:03.
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neygomon
Junior Member
Join Date: Oct 2013
Old 10-09-2013 , 15:11   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1162

Connor, you could compile orpheu? or you do not have the source? And it seems Arkshine long wait
He said a bug in 2.4. So I would not bother.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 10-09-2013 , 15:31   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1163

Code source is on Github : https://github.com/Arkshine/Orpheu

About your error : https://forums.alliedmods.net/showpo...postcount=1076

Since Boost 1.54 is now released, I guess I will give a try to recompile Orpheu, on the coming week-end.
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Last edited by Arkshine; 10-09-2013 at 15:31.
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neygomon
Junior Member
Join Date: Oct 2013
Old 10-18-2013 , 14:51   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1164

Hello, Arkshine.
What is it with the compilation of a new Orpheu?

Last edited by neygomon; 10-18-2013 at 14:51.
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Bos93
Veteran Member
Join Date: Jul 2010
Old 11-05-2013 , 16:55   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1165

How to register a new ammo with AddAmmoNameToAmmoRegistry for my new weapon?

Arkshine,you can increase the array AmmoInfoArray? For more ammo.

PS Arkshine,what about your mod?

Last edited by Bos93; 11-05-2013 at 16:57.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 11-05-2013 , 17:36   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1166

@neygomon sorry, lol, completely forgot. Well, all I can say is ASAP.

@Bos93, don't remember exactly what I've done ; but in CS, you have 32 slots for ammos (like HL), and CS uses only 12 (?) ammos types, so you can register new ones easily. About increasing the array, I guess you would need to do it on the client too, so you can probably forget.
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Last edited by Arkshine; 11-05-2013 at 17:36.
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Bos93
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Join Date: Jul 2010
Old 11-05-2013 , 17:51   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1167

I registered. How can they call for my new weapon?
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artist
Member
Join Date: Nov 2013
Old 11-08-2013 , 08:17   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1168

Code:
OrpheuRegisterHook(OrpheuGetFunction("PM_PlayStepSound"), "PlayStepSound")
Can only receive information from the engine?
Or you can stop the event engine?
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 11-08-2013 , 12:51   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1169

You can stop it, but players gonna still hear their own sounds.
What do you want to do exactly ?
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artist
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Join Date: Nov 2013
Old 11-12-2013 , 03:24   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1170

In general, to replace the sound of footsteps and add a shake screen (steps monster)

But I already did, you just block the sound of the jump ...
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