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AMX Match Deluxe (Current Version: 8.11)


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joshknifer
Veteran Member
Join Date: Jun 2011
Location: Denver, CO
Old 09-27-2011 , 12:14   Re: AMX Match Deluxe (Current Version: 8.11)
Reply With Quote #1

Quote:
Originally Posted by ChrisDuDexD View Post
Guys, when a non steam user connect to my server, the server crashes. But when a steam users connects , nothing happens, alla fine.. Why does the server crash when a non steam user connects? Is there any way to make non steam users connect to my server?
Have them buy steam.
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GBLTeam
Senior Member
Join Date: Mar 2012
Location: Republic of Macedonia
Old 06-05-2012 , 03:36   Re: AMX Match Deluxe (Current Version: 8.11)
Reply With Quote #2

This is the best Match plugin.. But i have really big big error which crashing the server and i have all times this in error_log. Please help me to fix!

Code:
L 06/05/2012 - 10:30:32: Start of error session.
L 06/05/2012 - 10:30:32: Info (map "de_dust2") (file "addons/amxmodx/logs/error_20120605.log")
L 06/05/2012 - 10:30:32: [MySQL] Invalid handle: 0
L 06/05/2012 - 10:30:32: [AMXX] Displaying debug trace (plugin "amx_match_deluxe.amxx")
L 06/05/2012 - 10:30:32: [AMXX] Run time error 10: native error (native "SQL_FreeHandle")
L 06/05/2012 - 10:30:32: [AMXX]    [0] amx_match_deluxe.sma::sql_init (line 6325)
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hmehdi_110
Junior Member
Join Date: Oct 2013
Old 10-17-2013 , 18:26   Re: AMX Match Deluxe (Current Version: 8.11)
Reply With Quote #3

Hey! can any one tell me where all the Demos and Screenshot of matches are saved!?
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demorganz
New Member
Join Date: Dec 2013
Old 12-27-2013 , 12:03   Re: AMX Match Deluxe (Current Version: 8.11)
Reply With Quote #4

I am facing the below error in my console...please help!!

"L 12/27/2013 - 19:26:07: [amx_match_deluxe.amxx] [AMXX] SQL Connection Failed: Can't connect to MySQL server on '127.0.0.1' (10061)
L 12/27/2013 - 19:26:07: [MySQL] Invalid handle: 0
L 12/27/2013 - 19:26:07: [AMXX] Run time error 10 (plugin "amx_match_deluxe.amxx") (native "SQL_FreeHandle") - debug not enabled!
L 12/27/2013 - 19:26:07: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes)."

please help me to fix this!!
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TobiiP_
New Member
Join Date: Apr 2019
Location: Argentina
Old 04-17-2019 , 09:29   Re: AMX Match Deluxe (Current Version: 8.11)
Reply With Quote #5

I don't wanna use the SQL module. In which file do i have to comment this line "#define AMXMD_USE_SQL"???
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drag1c
Junior Member
Join Date: Apr 2014
Location: Serbia, Nova Pazova
Old 12-01-2021 , 14:07   Re: AMX Match Deluxe (Current Version: 8.11)
Reply With Quote #6

Does this work on 1.10 amxmodx?
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paprikon
New Member
Join Date: Mar 2024
Old 03-25-2024 , 19:24   Re: AMX Match Deluxe (Current Version: 8.11)
Reply With Quote #7

I am also preparing a old school CS 1.6 tournament.

I decided to go the SQL route. Even though the web-side is abandoned to say the least, I've managed to update the PHP files to reflect changes from PHP5.6 to PHP7.4. There are no errors on the website, it can successfully show the contents of the MySQL database. However, there is one slight issue: the plugin itself doesn't work with MySQL properly it seems.

I currently have it connect to a database that I have on the same machine (Debian 11). Even though there are NO ERRORS, even with debug enabled in plugins.ini, the tables/database are not updated/created/etc. when the plugin is running. I've tested that with players in-game, also with bots, with match in progress, warm-up etc., no statistics are being pushed onto the MySQL server.

Any idea how can I further track this down? Has anyone successfully managed to run this plugin with MySQL? Please let me know, it's bugging me so much at this point.
Just to clarify, AMXX is able to access the database, as it successfully has created the admins table.

UPDATE:
I have rewritten some of the code in the plugin as well as changed quite some code in the PHP files. What was needed to fix the plugin:
- Alter PHP code to reflect changes from PHP5 to PHP7.4 and up.
- Alter MySQL related code to reflect changes from MySQL 4 to MySQL 8.
- Fix errors that arise after conversion in PHP, which would be issues with lines in code where Teams are concerned when querying SELECT * FROM `amx_match_statistics`. Instead, use SELECT DISTINCT and remove GROUP BY as it is not necessary.

After more or less these changes, the plugin works with PHP7.4 and MySQL 8.
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Last edited by paprikon; 03-26-2024 at 06:36. Reason: additional info
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raven31
New Member
Join Date: May 2024
Old 05-06-2024 , 12:51   Re: AMX Match Deluxe (Current Version: 8.11)
Reply With Quote #8

Quote:
Originally Posted by paprikon View Post
I am also preparing a old school CS 1.6 tournament.

I decided to go the SQL route. Even though the web-side is abandoned to say the least, I've managed to update the PHP files to reflect changes from PHP5.6 to PHP7.4. There are no errors on the website, it can successfully show the contents of the MySQL database. However, there is one slight issue: the plugin itself doesn't work with MySQL properly it seems.

I currently have it connect to a database that I have on the same machine (Debian 11). Even though there are NO ERRORS, even with debug enabled in plugins.ini, the tables/database are not updated/created/etc. when the plugin is running. I've tested that with players in-game, also with bots, with match in progress, warm-up etc., no statistics are being pushed onto the MySQL server.

Any idea how can I further track this down? Has anyone successfully managed to run this plugin with MySQL? Please let me know, it's bugging me so much at this point.
Just to clarify, AMXX is able to access the database, as it successfully has created the admins table.

UPDATE:
I have rewritten some of the code in the plugin as well as changed quite some code in the PHP files. What was needed to fix the plugin:
- Alter PHP code to reflect changes from PHP5 to PHP7.4 and up.
- Alter MySQL related code to reflect changes from MySQL 4 to MySQL 8.
- Fix errors that arise after conversion in PHP, which would be issues with lines in code where Teams are concerned when querying SELECT * FROM `amx_match_statistics`. Instead, use SELECT DISTINCT and remove GROUP BY as it is not necessary.

After more or less these changes, the plugin works with PHP7.4 and MySQL 8.
Hello,
I'm trying to get the stats functionality to work as best I can.
I have no errors, at the php level, or even at the database level, but when I run matches for tests, no data is displayed..
I welcome your updates
Thank you so much
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Infra
Senior Member
Join Date: Aug 2004
Location: California
Old 08-30-2004 , 13:43  
Reply With Quote #9

Quote:
Originally Posted by ToTaLKaosPaNcAk3
if ur talking about the 15 rounds then no need. just get the new cal.cfg and put it in ur config/leagues folder and also get the calot.cfg and put it in there. then put amx_match <CT TEAM> <T TEAM> mr(maxrounds)15 cal
Yes, that's why it's built that way. So you don't have to change the plugin for each league/format change.

Also, it would be:

0.20: config/leagues
0.16: custom/leagues

I will wait to add your code until you have it fixed, redmist...
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x86
Junior Member
Join Date: May 2004
Old 08-31-2004 , 09:57  
Reply With Quote #10

Quote:
Originally Posted by ToTaLKaosPaNcAk3
if ur talking about the 15 rounds then no need. just get the new cal.cfg and put it in ur config/leagues (.20) custom/leagues for amxx 0.16 folder and also get the calot.cfg and put it in there. then put amx_match <CT TEAM> <T TEAM> mr(maxrounds)15 cal
this ????????
Quote:
The Cyberathlete Professional League announced a major change in its format today, switching from its traditional 20 round time, 10 second freezetime, and 24 round format to a 1:45 round time, 15 second freeze time, and 30 round format. The CPL also announced the change of overtime format, which now dictates that start money will be set to $10,000 and freezetime of 20 seconds. The announcement comes shortly after CAL’s announcement that its next season of play will be a pay-to-play season; of course, this change will become effective within CAL as well.

However, the format change for league play is not the only change CAL has made as part of this announcement. GotFrag has also learned that de_cpl_fire and de_aztec will no longer be part of the CAL map rotation, and that an undisclosed map will also be added to the rotation.

Clearly, the impact of this decision as a whole will greatly affect the way Counter-Strike is played, potentially transforming the style of play we know today once again into a style of play remembered by few—an intense, fast-paced style of play reminiscent of the CO Rules play style.

As a team-based game, Counter-Strike slowed down immensely in comparison to its previous versions when the Counter-Strike 1.5 patch was introduced. The game further spiraled into stagnation due to a now well-known flaw in the money system, which gave teams incentive to out-camp another team on save rounds in order to destroy the enemy’s money supply.

Fortunately, this flaw was corrected by Valve after an article confronting the issue was written by shaGuar (NoA) and published here at GotFrag. While the money system change has not been enough to change the play style of Counter-Strike to date, this move by CAL may be the key element in returning Counter-Strike to its fast-paced roots.

However, a return to fast-paced roots isn't a completely new idea in the Counter-Strike community as the very idea was discussed by Jason "Alchemist" Baker, a broadcaster for TSN, along with other various TSN personalities and guests on TSN's "In the Crosshair" during a live broadcast at CPL.

"I thought once you get to overtime both teams have proven to be even. I wanted overtime to be about skill not money advantage," argued Baker, suggesting that the $800 starting money format only increased the randomness and unpredictability of the match outcome due to money advantages instead of proving who was the more skilled team.

Along with the revival of rapid play style, CAL suggests that the new format will accommodate not only those who play the game, but also the spectators of the game. Gaining a spectator base for professional gaming is arguably one of the most important aspects in further professionalizing eSports.

On the flip side of the coin, opponents of this type of game play suggest that Counter-Strike is already fast-paced and exciting enough, citing such examples as the number of spectators watching the finals match (35,000+) at CPL. Opponents also assert that if fast-paced 1v1 games were truly what spectators wanted to watch, then games such as Unreal Tournament 2004's "Bombing Run" and Day of Defeat would be more popular.

"Lets look at South Korea, where they have made E-sports mainstream for the most part. What people want CS and such to become has already happened to Starcraft over there," said Richard "gold" Binson, a GotFrag community member, "Starcraft, [a game] where you must spend a few minutes just to set up and get supplies. Ah, but guess how it flows? Yep. You get to see both sides set up their teams, set up their strats, and execute those strats to see if they either blow away the competition or fail completely."

"Why is it working for [Korea]?" said Binson, "Why isn't 1 vs. 1 Quake and Unreal the big thing over in the country where eSports are "real" and mainstream?"

"I know one thing: I don't find CS good to watch to see super fast action that never stops. No, it's all the tension that gets built up and those clutch moments. Times like the zEx vs. SK match, where everybody on HLTV was going crazy watching Sunman deagle 4 SK members. People like seeing those strats set up and watching them, seeing how they unfold," added Binson.

Some opponents also suggest that decreasing round time may actually make the game less friendly to spectators, such as Stephen "ste0" Walsh, another GotFrag community member.

"For me, and I would guess a whole lot more CS followers, [the longer rounds] is the most interesting part of CS, and why it is far more watchable than Q3, etc., as in those games it gets extremely repetitive watching people follow the same map controlling regime minute after minute, scoring the same frag minute after minute, " said Walsh.

"Indeed, I would think adding shorter rounds to CS would make it far less watchable/approachable to prospective newbie spectators than the current standard of 24 150 second rounds, as the spectator would simply be whizzed by with the rushes and would hardly be able to keep up with what was going on," Walsh added.

Other members of the community seem to sit in the middle, suggesting that 10 round time is too short, but 20 round time is too long. Others suggest that 20 seconds of freeze time is too long, but 10 seconds of freeze time is too short.

No matter what your take on this change might be, it's safe to say that the face of Counter-Strike will not be the same this upcoming season, for better or for worse
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