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L4DToolZ Metamod plugin (l4d1 & l4d2)


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suptob
Junior Member
Join Date: Feb 2022
Old 05-03-2024 , 04:51   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1541

Quote:
Originally Posted by HarryPotter View Post
Any reason still using sorcemod 1.9 that currently unsupported ?
We use the competitive ZS/ZenServer plugin (based off the open-source Rotoblin), this plugin has an owner that refused to give the source code but distributed the plugin about 7 years ago or so. The plugin was only compiled against 1.9, but had lots of safety measures (i.e. not allowing any other plugins to be ran, locking down IPs that it can run on, automatically giving the owner full permission to the server it ran on, etc).

I have made progress at least by recompiling SourceMod 1.9 to remove all of his "powers" and restrictions, but we still can't compile it against latest SM without source-code. We would ditch the plugin if we could, but it's the way the competitive l4d1 scene is played these days on most EU servers.
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 05-03-2024 , 06:30   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1542

Or you could fork Rotoblin2, add some addons from allied modders and make your own competitive server brand.

[SB:comp] - Suptoblin

Easy peasy
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Last edited by finishlast; 05-03-2024 at 07:02.
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Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 05-03-2024 , 11:47   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1543

Quote:
Originally Posted by suptob View Post
Unfortunately that did version not work for me (comes as ERROR) since I run old SM/MM due to a plugin which we do not have the source for (as the author decided not to provide source and go against the SM licence). This plugin unfortunately doesn't work on later SM versions, so we're forced to use 1.9.

SourceMod Version: 1.9.0.6295
Metamod:Source version 1.10.6

I took the l4dtoolz version from 3 years ago (2021), updated the signatures and re-compiled against MM 1.10-dev. There's no init errors anymore, will report back though if it works. I'll be testing it shortly. It's good to see the signatures are very similar to the work I was doing just now as well to get it fixed, helps me understand how these signatures are found.

Just for others if they're confused, the first byte in the signature is the signature length byte, the rest is the signature (in case you tried to search that and found nothing).
To my knowledge sourcemod is backwards compatible so old plugins would run with the newer version of sourcemod.
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Profanuch
Junior Member
Join Date: Jun 2020
Old 05-03-2024 , 14:15   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1544

Quote:
Originally Posted by Accelerator View Post
for the version SourceMod 1.11.0.6960 will be? now doesn't work
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suptob
Junior Member
Join Date: Feb 2022
Old 05-03-2024 , 14:36   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1545

Quote:
Originally Posted by Spirit_12 View Post
To my knowledge sourcemod is backwards compatible so old plugins would run with the newer version of sourcemod.
We did try, it doesn't work. I could spend time to take the base off Rotoblin, use the decompiler and add the same functionality but there's not much point with such a low competitive userbase (perhaps 30-40 active players). If there was lots of interest, I'd do it.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 05-04-2024 , 06:52   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1546

Quote:
Originally Posted by Profanuch View Post
for the version SourceMod 1.11.0.6960 will be? now doesn't work
Try load manually in server console

PHP Code:
metal load addons\l4dtoolz\l4dtoolz_mm 
Quote:
Originally Posted by suptob View Post
We did try, it doesn't work. I could spend time to take the base off Rotoblin, use the decompiler and add the same functionality but there's not much point with such a low competitive userbase (perhaps 30-40 active players). If there was lots of interest, I'd do it.
If this helps you
Rotoblin-AZMod
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Last edited by HarryPotter; 05-04-2024 at 06:53.
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Accelerator
Senior Member
Join Date: Dec 2010
Location: Russia
Old 05-05-2024 , 07:27   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1547

v2.0.0
  • The extension code has been completely rewritten.
  • Complete rejection of signatures in favor of using offsets.
  • The work of the code is comparable to the work of the code in the engine itself.
Download: https://github.com/accelerator74/l4d...ases/tag/2.0.0
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Last edited by Accelerator; 05-05-2024 at 07:27.
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 05-05-2024 , 11:43   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1548

Tested on Linux.

Shows 18 slots

I now had 8 slots occupied and tried to connect via IP but it said not enough slots even though it shows 8/18
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Last edited by finishlast; 05-05-2024 at 15:38.
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Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 05-05-2024 , 15:44   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1549

Quote:
Originally Posted by Accelerator View Post
v2.0.0
  • The extension code has been completely rewritten.
  • Complete rejection of signatures in favor of using offsets.
  • The work of the code is comparable to the work of the code in the engine itself.
Download: https://github.com/accelerator74/l4d...ases/tag/2.0.0
Is there any performance improvement to using offsets rather than signatures? I don't think so, but I could be wrong. Can you suggest if this update is necessary for L4D2 servers?

Also I would highly recommend if gamedata file can be pulled out of the compile and be used as reference. Just easier to update file than recompile the whole extension.
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Accelerator
Senior Member
Join Date: Dec 2010
Location: Russia
Old 05-05-2024 , 16:00   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #1550

It's unlikely you'll notice a difference in performance. However, we make changes in the engine directly to the necessary functions, without applying patching, which is safer. Also, the patching of some functions all this time was either not fully completed or a little stupid.

There is no point in putting offsets in a separate gamedata file. These offsets are unlikely to ever change. In addition, this is an extension for metamod and we cannot directly connect the gameconfs auxiliary interface and there is absolutely no point in this.
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