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-   -   Old thread (https://forums.alliedmods.net/showthread.php?t=129763)

asherkin 07-02-2010 14:19

Re: SteamTools - SteamWorks for SourceMod
 
Quote:

Originally Posted by noodleboy347 (Post 1226539)
How do you get the group id of a Steam group?

Nothing fancy, but I just threw this together for you quickly, just paste the group URL in the box.

noodleboy347 07-04-2010 16:30

Re: SteamTools - SteamWorks for SourceMod
 
Quote:

Originally Posted by asherkin (Post 1226621)
Nothing fancy, but I just threw this together for you quickly, just paste the group URL in the box.

Thanks a lot

_Radon 07-06-2010 16:17

Re: SteamTools - SteamWorks for SourceMod
 
Any chance to get this pre-compiled?
I try to compile the script, but sadly my tf2 server only returns segmentation faults. This means i can run a dedicated server with sourcemod and stuff, but compiling is impossible.

asherkin 07-07-2010 07:15

Re: SteamTools - SteamWorks for SourceMod
 
You can use the SourceMod Web Compiler to compile any SM plugins use SteamTools by replacing the #include <steamtools> line with the contents of the steamtools.inc file.

VoiDeD 07-11-2010 21:04

Re: SteamTools - SteamWorks for SourceMod
 
Very cool stuff asherkin. Glad to see work being done with OSW.

Quote:

Originally Posted by asherkin (Post 1213724)
Also, Valve changed some stuff slightly, this will not work on Windows servers with Steam installed and running. VoiDeD, voogru and I are all trying to fix this. This update adds a warning when this happens and unloads, previous ones will just crash.

This has to do with the steamclient library that the steam_api library is loading.

When the engine/game does SteamAPI_Init/InitSafe(), the steam_api library attempts to locate and load the steamclient.dll that's located in the steam directory. If it's unable to find it, it loads the one that resides within the server's engine bin directory.

For reasons I'm unsure of, the engine ends up loading both libraries in cases where Steam is installed on the game server, but it will end up using the one located next to the engine bins.

Then any attempt to use OSW to hook up proper interfaces won't work because the OSW code (or your own code) will most likely attempt to get the module handle for the Steam binary, which hasn't setup proper IPC so it won't have any pipes or users.

Long story short: Get the module handle for the steamclient located next to the engine bins.

*phew*

DontWannaName 07-13-2010 18:51

Re: SteamTools - SteamWorks for SourceMod
 
Could you use this to invite players into a steam group from a server? I see the group status function so its already half way. :P

asherkin 07-13-2010 18:57

Re: SteamTools - SteamWorks for SourceMod
 
No, that requires a user account as the inviter. Game Servers can only use the 'userless' functions.

DontWannaName 07-13-2010 19:16

Re: SteamTools - SteamWorks for SourceMod
 
Ok, well I know there is a way to do it from a user, not sure about the details.

asherkin 07-16-2010 21:23

Re: SteamTools - SteamWorks for SourceMod
 
Quote:

Originally Posted by VoiDeD (Post 1236084)
Long story short: Get the module handle for the steamclient located next to the engine bins.

Think this is finally fixed, at least it has been for anyone thats tested so far, it seems there can be a few separate cases required depending on which direction Gabe is facing at the time the server loads.
The fix wont make it into a release for the timebeing due to how messy the code has got due to switching between two laptops constantly, neither of which have any IDE installed, so I want to clean it up and streamline it before a proper update.

If anyone has been affected by the bug, feel free to contact me for one of the dev builds as a temporary fix.

Thrawn2 07-26-2010 09:27

Re: SteamTools - SteamWorks for SourceMod
 
limetech.org down?


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