View Full Version : is sourcemod same guys from amx?
sniper_strike
05-08-2005, 01:16
ok like i know you guys posted an amx source interview a long time ago and i was wondering if you are the guys like source mod is replacing amx mod? Or is that different people and there working on there own stuff too?
manorastroman
05-08-2005, 02:07
And i know that you've been here for a while, but i'll answer anyways.
SourceMod will not replace AMXx, mainly for the reason that they don't even go on the same engine. SourceMod is in no way related to AMXx except for the startling conincidence that it has almost the exact same Developers. The owners of AMXx will be still tending to AMXx, but just releasing minor updates, nothing major, most of the efforts are now focused on SourceMod.
mikey_trw
07-28-2005, 21:26
Is sourceMod anything like AMXx to code plugins for? for example how easy will it be port an amxmodx script to sourceMod?
thanks,
Mikey_trw
My thoughts...
AMX was a great addon for Metamod that exposed the engines eventing system to a scripting language that had it's own small compiler and was simple yet powerfull for what you could do with it.
There is nothing like that for HL2 (that i've found) I really don't know what sourcemod is for. I keep seeing that it's a "replacement" for AMX (of hl1) for hl2, but if you're going to code in C++ to create a sourcemod plugin, why not just create a straight HL2 Server Plugin in C++ and skip sourcemod all together?
What is really needed is a plugin that does exactly what AMX and AdminMod did, expose the eventing system and objects to a low level scripting engine.
Now, matties addin sort of does this, but it isn't as sophisticated as AMX was.
Am I making sense? Please comment on my post and correct me if I'm wrong anywhere. :) Thoughts?
FlyingMongoose
10-28-2005, 18:12
That is the basic idea of SourceMod, but for certain functions of SourceMod to work right in certain ways it needs a "2nd" party so to speak (SourceMM). SourceMod supports more than just the Small Scripting language, it supports javascript and I think another one too. All of them simple, yet if used properly powerful. The SourceMod Source is open and there is a CVS floating around somewhere if you want to look at it's code.
Thanks for the reply flying.
This is where I get confused though. When I go to the SouceMM plugins forum everything is written in C++, not a scripting language.
Can you point me to something that shows the implimentation of SourceMod or SourceMM that uses scripting?
BAILOPAN
10-28-2005, 19:08
Because SourceMod is really just a set of API. The concept of C++ (native code) being equal to scripting languages is extremely powerful; you see this concept in COM in Windows. You gain extreme flexibility at the sacrifice of a very complex framework.
Essentially, SourceMod is just a wrapper around MetaEng and a Metamod. It's a way for a C++ API to talk to plugins written in any language that conforms to another API. You'd use C++ to either write APIs that plugins can generically use, or to simply write something that can't be expressed in a normal scripting language.
Again thank you for the reply.
So what is the API C++ engine that has events exposed to scripting langauge? (Ala AMX)
FlyingMongoose
10-29-2005, 02:45
The answer to your question is SourceMod
Metamod: Source (SourceMM) exposes some events in the Source engine that you normally wouldn't have access to without (as well as some modifications and what not, you can look into it's source code. It uses C++.
SourceMod is a SourceMM Plugin
Fakeclients is a SourceMM Plugin
VIPMod (when it comes out) is a SourceMM Plugin
SourceMM is a plugin to the Source Engine
Beetlesmod is an administration plugin to the Source Engine.
There's a bit more breakdown to it than this, but it's as simple as I can put it.
cybermind
10-29-2005, 02:47
Blast, barely beaten by flyingmongoose. I've edited my image to name some plugins he mentions in his post.
This is the general framework for MetaMod:Source and SourceMod.
http://cybermind.user.stfunoob.com/misc/sourcemod.png
You may see MetaMod:Source also called SourceMM, as as flyingmongoose did. This is not to be confused with SourceMod.
At this time, JavaScript, AMX, and C++ plugins will be supported for SourceMod.
Ahhh.. That makes some sense... so like I have been making a server plugin for DoD. The mod (Server Mod in diagram) sends event to the server engine. If you have Metamod:Source implimented you can intercept it and modify it. When it reaches the Server Engine, the Server Plugins then gain access to it.
If in this case you're running SourceMod, the event would get recieved and sent to any plugin #1,2,3 that is subscribed to it, they also would have the event.
So i've really always wondered what the advantage of SourceMM was over writing your own Server Plugin. And it is that you can interface directly with what the data the mod is telling the server\client instead of with a normal server plugin, your working with data the engine gives you, after it's really processed it?
:):)
SO SourceMod supports SmallScript, JavaScript, and C++ right out of the box?
FlyingMongoose
10-29-2005, 06:14
That's the plan.
Thats the plan? Which piece of my reply is the plan? :) If you say "the plan" does this mean it isn't done yet?
BAILOPAN
10-29-2005, 08:21
If it was done yet, you'd see a "Downloads" link on the left side of the main page. If you look through CVS you can see an architecture and the API, but it's already gone through something like three to four reworkings and it'll go through at least two more before I'm satisfied. As I said, it's a complicated framework. My end goal is for SourceMod to be application independent; i.e., something you can embed in any product easily.
This project has become my equivalent of Richard Stallman's "GNU/Hurd" -- something probably very cool but also something that encompasses a lot at once ;) likewise I've not had the time to sit down and work on it.
cybermind
10-29-2005, 18:27
So i've really always wondered what the advantage of SourceMM was over writing your own Server Plugin. And it is that you can interface directly with what the data the mod is telling the server\client instead of with a normal server plugin, your working with data the engine gives you, after it's really processed it?Not only that, but server plugins don't get all the same API as a mod, but SourceMM plugins do (as a result of SourceMM acting as the mod).
If I can use a scripting language to do the code that would be great because I have my server plugin finished for almost a week now but I cannot compile to linux :(
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