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Search: Posts Made By: Arkshine
Forum: Module Coding 07-24-2016, 15:06
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

The same with the difference this function is split in two, one optimized skipping the first checks and one normal function with the first checks which calls the optimized one.
Forum: Module Coding 07-24-2016, 12:28
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

This function seems to be optimized by the compiler. When it's called, the passed arguments are not pushed on the stack but instead are saved into the registers (fastcall convention?). This means...
Forum: Module Coding 02-14-2016, 20:25
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

If you have SELinux, try to set to disable it or set to permissive to see if it helps.

I vaguely remember someone having a similar issue (maybe posted here?) but can't remember if we found a...
Forum: Module Coding 12-15-2015, 04:14
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

Hooking 23 with register_event (more register_message for blocking) works, but you won't be able to hook message sent from others plugins.

This might help as well:...
Forum: Module Coding 12-12-2015, 16:09
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

Then you're using an old engine version, but I don't think I have that anymore.
Forum: Module Coding 12-12-2015, 15:23
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

Parsing file "SV_DropClient" started
Argument type "int" validated
Argument type "int" validated
Argument type "char *" validated
...
Forum: Module Coding 12-07-2015, 17:47
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

@souvikdas95:
For SV_DropClient, you can try
[0x55,0x8B,"?",0x81,"?","?","?","?","?",0x8B,0x4D,"?","?",0x56,0x8D,"?","?",0x57,0x50,0x51,0x8D]


@addicted2sex: Yes, this used for use with...
Forum: Module Coding 12-06-2015, 06:54
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

About dev, there is no change log yet : https://forums.alliedmods.net/showpost.php?p=2363183&postcount=17
About SV_DropClient, you will need to show output of the following command: orpheu config
Forum: Module Coding 08-27-2015, 10:39
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

This global array in CS is actually used only from an alias command. Don't remember exactly but I think alias is used only when you're using VGUI buy menu (and manually in console of course).

A...
Forum: Module Coding 05-11-2015, 17:46
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

Orpheu does nothing unless a plugin uses it. Check the plugins instead.

If you think there is a bug with Orpheu, give me an exact way of reproducing easily the issue.
Forum: Module Coding 05-06-2015, 10:53
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

It will be loaded when you will use a plugin which requires Orpheu.
Forum: Module Coding 03-31-2015, 10:18
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

There is. This makes no sense to add two modules doing the same thing, especially when Okapi is better overall. Orpheu was the first joaquimandrade's playground. It has some ugly, hardcoded and hacky...
Forum: Module Coding 12-31-2014, 12:35
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.3)

For people running 1.8.2, Orpheu 2.6.3 should load now.

I've removed all attachments, but original version is still available in /legacy directory on the GitHub repository.
Forum: Module Coding 12-30-2014, 14:45
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.2)

Nope. But Okapi has a good chance, it's similar to Orpheu, and I'm already working to update it to add missing things (removing treemap, factorize natives, more lib support, structures support, etc)....
Forum: Module Coding 12-30-2014, 10:15
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.2)

It's on the TODO list. But it needs to be thought properly as signature are shared among Orpheu/Okapi/Rage/Others. Just listing signature as it is will be a pain to maintain. Maybe some online tool...
Forum: Module Coding 12-28-2014, 09:26
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.2)

I see. You know, if you provide edict_s * as type for ClientPutInServer, Orpheu will convert automatically to an index. Tried, and it works fine.

Assuming you want to work with edict, I've also...
Forum: Module Coding 12-28-2014, 05:57
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.2)

Don't understand the question. It's anyway unlikely issue is with Orpheu, you do something wrong with the function. Maybe you should start by explaining what are you doing, from where you retrieve an...
Forum: Module Coding 12-28-2014, 05:23
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.2)

That you call directly this function is likely you provide a wrong edict.

Code is something like that:

int IndexOfEdict(const edict_t *pEdict)
{
if (!pEdict)
{
return 0;
...
Forum: Module Coding 12-27-2014, 12:31
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.6.2)

I've no idea. Someone has well confirmed with 2.6.2 that error is gone.

Are you saying you can reproduce the issue or you get randomly such error?
Forum: Module Coding 12-03-2014, 11:37
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.5.1)

What windows version?

That you get this error should be expected as windows binary doesn't have symbol names. That it crashes just by loading module is not expected.
Does it happen if you force...
Forum: Module Coding 12-03-2014, 03:33
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.5.1)

What AMXX version? What Orpheu version?
Forum: Module Coding 11-24-2014, 10:01
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.5.1)

I should really create a thread about listing all known signatures/symbols. I guess will do something after updating Okapi.
Forum: Module Coding 11-24-2014, 09:44
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.5.1)

CheckMapConditions__18CHalfLifeMultiplay -> _ZN18CHalfLifeMultiplay18CheckMapConditionsEv
CheckWinConditions__18CHalfLifeMultiplay -> _ZN18CHalfLifeMultiplay18CheckWinConditionsEv
...
Forum: Module Coding 11-24-2014, 09:18
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.5.1)

Replace the first
"value" : "InstallGameRules__Fv"

by

"value" : "_Z16InstallGameRulesv"
Forum: Module Coding 11-24-2014, 08:58
Replies: 1,508
Views: 908,819
Posted By Arkshine
Re: Module: Orpheu (v2.5.1)

Could you show the current content of amxmodx/configs/orpheu/functions/InstallGameRules file?
Showing results 1 to 25 of 361

 
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