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Search: Posts Made By: joropito
Forum: Module Coding 03-07-2017, 22:11
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

filter by key? seems to be nosteam
Forum: Module Coding 03-31-2014, 09:29
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu (v2.5.1)

That's not the way to talk about others...

http://en.wikipedia.org/wiki/Protected_class
Forum: Module Coding 08-22-2013, 08:35
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu (v2.5.1)

You can't change maxplayers on-the-fly because there're fixed size structures on memory allocated based con maxplayers parameter at command line.

Changing maxplayers it's easy, but it will not...
Forum: Module Coding 08-17-2013, 09:00
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu (v2.5.1)

I use orpheu to cook pizza
Forum: Module Coding 08-09-2013, 00:41
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu (v2.5.1)

Here it's explained

https://forums.alliedmods.net/showthread.php?t=138497

20504 may differs from linux to windows. I don't work on windows so I can't confirm that.
Forum: Module Coding 07-24-2013, 10:16
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu (v2.5.1)

Just enable VAC on your server
Forum: Module Coding 06-24-2013, 08:32
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu (v2.5.1)

Orpheu was build with a previous version of boost.

You have to work hard to make it work with latest boost
Forum: Module Coding 04-10-2013, 09:32
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu (v2.4)

"setmaster add" is not available anymore in latest updates of engine.

You're using a cracked server, with or without dproto that's illegal so you've asked for support to be able to run it. Nice.
...
Forum: Module Coding 11-26-2012, 13:21
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

When hamsandwitch was updated, linux version of svencoop was not released. The 0x0 it's wrong. Try to increase one by one until found some functions.
Forum: Module Coding 11-25-2012, 15:45
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

Which svencoop server linux version are you using?
Forum: Module Coding 08-05-2012, 20:01
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

Check your signatures.

Using latest engine need an updated signatures for that library.
Forum: Module Coding 06-30-2012, 12:22
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

My server doesn't crash (linux). Maybe only in windows and maybe only on listenserver.

alexclaudiu2003 (http://forums.alliedmods.net/member.php?u=151015):

Make a video with all these steps:
...
Forum: Module Coding 02-27-2012, 21:49
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

Is there a native to write on memorya address without any symbol name?

Like this



But to write on memory.
Forum: Module Coding 02-10-2012, 15:00
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

It crash.

I found with other call, return type pointer for void* is needed... Maybe that is the problem.
Forum: Module Coding 02-09-2012, 17:50
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

I'm trying to hook engine function "SuckOutClassname"

My signature file (it's a local symbol so can't be found using it's name)


{
"name" : "SuckOutClassname",
"library" :...
Forum: Module Coding 09-18-2010, 10:26
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

If I want to hook a function which parameters are of a non supported structure, can I use something like (void *) and then access memory directly from the plugin?

Any example?

Thanks
Forum: Module Coding 08-01-2010, 18:31
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

Hi everyone!

I don't know too much on how to setup orpheu for some specific function.

I need to hook this one:


void SV_ParseVoiceData(client_t *cl)
Forum: Module Coding 07-11-2010, 20:46
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

Maybe this can help

http://forums.alliedmods.net/showpost.php?p=1107314&postcount=5
Forum: Module Coding 07-11-2010, 08:47
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

OT, are you starting the message with SVC_TEMPENTITY type, then send SVC_SPAWNSTATICSOUND as the first byte?
Forum: Module Coding 07-10-2010, 17:35
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

I think it's PF_ambientsound_I inside engine binary but I'm not sure.
Forum: Module Coding 07-02-2010, 18:07
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a

Maybe this can help.
As I see, it's the same in CS, so the buttons should be any different from IN_SCORE.


BOOL fAnyButtonDown = (pev->button & ~IN_SCORE );

// wait for all...
Forum: Module Coding 06-16-2010, 13:53
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a (Fixed for windows server editions)

For example at CBasePlayer::Spawn

http://code.google.com/p/cs-sdk/source/browse/trunk/player.cpp#782
Forum: Module Coding 06-16-2010, 10:45
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a (Fixed for windows server editions)

Oh sorry, I thought it was for that.

About sig... I'm not sure, just wait for quim or arkshine :mrgreen:
Forum: Module Coding 06-16-2010, 10:07
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a (Fixed for windows server editions)

Have you checked CBaseEntity::FVisible(CBaseEntity *pEntity) (Ham_FVisible) and CBaseEntity::FVisible(const Vector &vecOrigin) (Ham_FVecVisible)?


signed int __cdecl CBaseEntity__FVisible(int a1,...
Forum: Module Coding 06-15-2010, 09:10
Replies: 1,508
Views: 909,090
Posted By joropito
Re: Module: Orpheu2.3a (Fixed for windows server editions)

I guess he want to block normal sounds to avoid sound based cheats
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