SourceMod 1.7 released!
We are pleased to announce that SourceMod 1.7.0 has been officially released.
This is a major update for scripters, including the new SourcePawn Transitional Syntax, a new and backwards-compatible set of SourcePawn language updates. It also includes the usual bug fixes and other general improvements. You can get it at the downloads page. Highlights for Server Admins:
Highlights for Developers:
Full release notes and a detailed changelog is available at the SourceMod 1.7.0 Release Notes wiki article. As always, you should not need to recompile plugins or extensions. If you encounter any problems, please check the upgrade instructions before filing bug reports. Thank you to everyone that has contributed to this release and supported AlliedModders, including, but not limited to members of the SM dev team - BAILOPAN, DS, Fyren, psychonic, asherkin, Dr!fter, and KyleS - as well as all other code contributors, particularly Peace-Maker, VoiDeD, FlaminSarge, bug reporters, translators, and donators. |
Re: SourceMod 1.7 released!
Congrats! :)
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Re: SourceMod 1.7 released!
Sourcemod autoupdater needs an update (says 1.7 is an unsupported version and I should "upgrade").
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shriek
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Re: SourceMod 1.7 released!
Woah...
Truly wasn't expecting this to be released so soon. Great job, I'm bewildered in amazement at how fast this came out, thank you! :bacon!::bacon!::bacon!: |
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Nice!
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Nice job
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Re: SourceMod 1.7 released!
Awesome work!
This might sound stupid but should I stick to 1.10 branch for metamod or go 1.11? |
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Is it safe to assume there will be no more 1.6 releases?
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Looking forward to see what kind of plugins/snippets we get that use the new syntax.
Nice job SM crew! |
Re: SourceMod 1.7 released!
Very good!
Is it possible to compile plugin, using only 1.7 syntax? |
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FInally 1.7 officially stable :D
I supose was added because of dota 2? http://gyazo.com/913e5b6f8da89968c67db73f2a3ae0c4 |
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It gives you the damage amount after game logic makes adjustments to it (from critical hits, armor, other damage reduction/buffs), before the damage is actually applied. |
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cheers!
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So is that new hook be able to check only if the unit is alive and will I be able to check if unit health is zero with triggering after he die? Sorry for my extreme broken english. |
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Code:
#pragma newdecls required |
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VoiDeD, thanks :) But it looks like all of sdktools includes and several other still use old syntax... |
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In future version of sourcemod will be added int64 and double? Anyway, awesome release!
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Is it me or does the 1.7 compiler take like 2x longer to compile plugins?
For some plugins that are 4000+ lines of code it gets annoying to have to wait for the thing to compile, when it used to be instantaneous earlier. Perhaps because it has to watch out for and check old syntax and new syntax when compiling to bytecode? |
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Because if so, that would be the end of sourcemod for me, and I'm probably not alone in that regard either. Way too many nice plugins already exist in the old syntax and the scripting forum is still mostly using old syntax. |
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I know the new assembler is a lot slower, but it makes up for it in not being a pile of arse. Quote:
Maintaining binary compatibility is extremely important to us, and source code compatibility is also very important. We have had to break a minor amount source level compatibility for this release (all the new keywords, and some plugins were using completely made-up syntax that is now invalid due to conflicts with legitimate new stuff), but reserving all those keyworks now mean there won't be more problems in the future. |
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lol learning the new syntax willb efun
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This is total noobish, but is there a performance increase in using the new syntax? Obviously I will be switching my code over to the new syntax and using that from now on, but should I need to switch over all my plugins to the new syntax for a performance increase? There is of course the benefit that a lot of the code is smaller, which means less bits, thus compiled plugins are smaller, but is that the only benefit? Thanks for indulging my curiosity.
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No, it compiles to exactly the same bytecode, it's just syntactic changes.
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This is the local SM compiler that comes with sourcemod (spcomp). I haven't tested spider or webcompiler yet. Quote:
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Compilation time is not a big deal, and I'd rather have that overhead be paid during compile time and not on the SM VM on the server. BTW, is there any reason why SM devs took the route of having a separate binary compiler apart from the SM VM (like java does) rather than having the server JIT the source code to bytecode on runtime (like CPython does)? That is, on server boot up, compile the code to bytecode and then let the map loading begin. That would, in principle, eliminate a lot of GPL infractions, except for private commissions that run on modified sourcemods and don't obey the GPL. (Of course, it would make the server take longer to boot up, I guess.) Probably too late to do that now but eh, worth asking anyway. |
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Officiallly????? I been had 1.7 running on my server. is there an unofficial 1.7 or something?
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Hello,
since the 1.7.0 update sourcemod Linux, you can not ban a player with SourceBans: 06 "SourceBans" (1.4.11) by SourceBans Development Team Quote:
adminmenu_custom.txt an excerpt: Quote:
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