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Posts Made By:
gubka
Forum:
Snippets and Tutorials
02-28-2023, 12:14
Replies:
1
SDKCall for non standart conv function
Views:
2,582
Posted By
gubka
SDKCall for non standart conv function
Hello everyone, I have already published on the forum ways to call functions with __fastcall & __vectorcall conv or how to call functions where registers such as xmm are used to pass some parameters...
Forum:
Zombie:Reloaded
01-23-2023, 21:37
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.040
Hi all, I have some time now and I will update all sigs soon and release new update!
Forum:
Zombie:Reloaded
09-29-2021, 14:22
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.040
I updated the offsets for disarm sig. so it should work now. you can see them on github or here
Forum:
Zombie:Reloaded
01-23-2020, 12:39
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.034
Оружий
Forum:
Zombie:Reloaded
01-22-2020, 16:05
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.034
Замени все руки во всех моделях, ток так можно (
Forum:
Zombie:Reloaded
01-18-2020, 20:41
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.031
That's client-side warnings, it shouldn't create any gameplay problems.
Forum:
Snippets and Tutorials
01-15-2020, 13:49
Replies:
14
[CS:GO] Uncache all particles for custom maps [NEW]
Views:
10,722
Posted By
gubka
Re: [CS:GO] Uncache all particles for custom maps [NEW]
CParticleSystemDictionary does not exist on map end, when I test it last time, so i thought windows do not need that fix, but if I am incorrect, most of the sigs which I used in Linux, are not exist...
Forum:
Snippets and Tutorials
01-15-2020, 13:48
Replies:
0
[TYT] Calling functions with LTCG optimization via SDKCall on Windows
Views:
2,092
Posted By
gubka
[TYT] Calling functions with LTCG optimization via SDKCall on Windows
Since when using LTCG, internal functions often have their own call convention, you can't just call them via SDKCall on Windows, so you need to make a "translator" function that will match stdcall...
Forum:
Snippets and Tutorials
01-15-2020, 12:22
Replies:
0
[TYT] Calling functions with LTCG optimization via SDKCall on Windows
Views:
1,959
Posted By
gubka
[TYT] Calling functions with LTCG optimization via SDKCall on Windows
Since when using LTCG, internal functions often have their own call convention, you can't just call them via SDKCall on Windows, so you need to make a "translator" function that will match stdcall...
Forum:
Zombie:Reloaded
01-07-2020, 15:48
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.028
sig remain,
to find it
"CParticleSystemMgr::InitAttributeTable" x-ref are in -> "CParticleSystemMgr::CParticleSystemMgr" -> xref will be in function before destructor call...
Forum:
Zombie:Reloaded
09-24-2019, 21:37
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.028
May be you should use compiler from the sourcemod version which you used?
Forum:
Zombie:Reloaded
09-21-2019, 20:56
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.028
Try that sig \x55\x89\xE5\x53\x83\xEC\x14\x8B\x5D\x08\x8B\x8B\xD8\x04\x00\x00\x85\xC9\x74\x2A\x8B\x83\xD8\x04\x00\x00\x85\xC0\x74\x2A\x8B\x10\x85\xD2\x74\x2A\x8B\x55\x0C\x89\x04\x24
Forum:
Zombie:Reloaded
08-02-2019, 21:50
Replies:
20
[CSgo]How to modify the default number of bullets?
Views:
19,440
Posted By
gubka
Re: [CSgo]How to modify the default number of bullets?
Use Dhook to catch the Vfunction of MaxClip and set your value
Forum:
Zombie:Reloaded
08-02-2019, 21:49
Replies:
5
Auto-reconnect for particles [ZR]
Views:
6,105
Posted By
gubka
Re: Auto-reconnect for particles [ZR]
The best solution is to use ExtraParticleFilesTable which can force the client to load all custom particles on the first time download, but I couldn't make it work for two or more players at the same...
Forum:
Zombie:Reloaded
06-16-2019, 10:59
Replies:
0
[TYT] ZP for ZE
Views:
3,940
Posted By
gubka
[TYT] ZP for ZE
Hello everyone, today I will explain how config constructor works.
So all custom configs are in the 'maps' folder.
https://i.ibb.co/VwTYTJC/Screenshot-167.png
...
Forum:
Zombie:Reloaded
05-31-2019, 16:14
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.018
For example Nemesis class has "knockback" "0.0" and it works perfectly git (https://github.com/qubka/Zombie-Plague/blob/master/zp/manager/hitgroups.cpp#L604)
Forum:
Zombie:Reloaded
05-29-2019, 12:00
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.018
Maybe your maps have a lot of custom .pcf (particles, zp also used many of them) and it overload table and other textures cant be found probably because of wrong access to files, try make "chmod +x"...
Forum:
Zombie:Reloaded
05-29-2019, 11:58
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.018
reset knockback for current class on 0.0
Forum:
Zombie:Reloaded
05-22-2019, 12:23
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.018
it can be like that, in 017 or 018 that offet called, "CBaseViewModel::UpdateTransmitState"
{
"windows" "22"
"linux" "23"
}
...
Forum:
Zombie:Reloaded
05-06-2019, 13:30
Replies:
0
[CS:GO] ZP BotControl
Views:
939
Posted By
gubka
[CS:GO] ZP BotControl
Discription:
Control the bot attack against players on the zombie plague mod. I also update offsets
Dependencies:
BotControl (https://forums.alliedmods.net/showthread.php?t=220118)
Forum:
Zombie:Reloaded
05-03-2019, 16:48
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.017
Today we found some bugs, so next ver will be soon
Forum:
Zombie:Reloaded
05-02-2019, 20:55
Replies:
0
News: ZP Discord
Views:
818
Posted By
gubka
News: ZP Discord
Hello everyone, because I finish the global update X016 and I already started the writing ZP->ZR guide and fill mod wiki. I am not 24/7 on the allied modders forum but you can join the discord...
Forum:
Snippets and Tutorials
05-02-2019, 19:00
Replies:
22
[CS:GO/CSS] Increase HUD limit for money, heath and armor
Views:
25,936
Posted By
gubka
Re: [CS:GO/CSS] Increase HUD limit for money, heath and armor
I only update that sig
"ServerClassInit<DT_CSPlayer::ignored>" // Str: "DT_CSPlayer"
{
"library" "server"
"windows" ...
Forum:
Zombie:Reloaded
05-02-2019, 18:17
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.016
DISCORD CHANNEL (https://discord.gg/QUmDTm)
Forum:
Zombie:Reloaded
05-02-2019, 07:35
Replies:
995
Sticky:
[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
Views:
372,579
Posted By
gubka
Re: [CS:GO] Experimental: Zombie Plague X.015
Install 6403 sm dev build
Showing results 1 to 25 of 500
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