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Search: Posts Made By: nosoop
Forum: Plugin/Gameplay Ideas and Requests 07-25-2021, 23:48
Replies: 4
Views: 629
Posted By nosoop
Re: [REQ] Sourcemod scripting plugin Extension

Google's Blockly library (https://developers.google.com/blockly) may be worth looking into if someone is interested in developing this.

I definitely think there's a bit of value for newbies in...
Forum: Coding MM:S Plugins & SM Extensions 07-20-2021, 06:13
Replies: 22
Views: 18,494
Posted By nosoop
Re: THE NEWBIE'S GUIDE TO FUNCTION SIGNATURE SCANNING

The posts from the devlog are available on the Internet Archive:

Oh, you've not hacked yet? (https://web.archive.org/web/20160407163917/http://www.sourcemod.net/devlog/?p=55)
Finding Functions,...
Forum: Source Servers (SRCDS) 07-16-2021, 07:25
Replies: 4
Views: 858
Posted By nosoop
Re: CW3 "/custom" command not working

You'll want to check your plugin list (via sm plugins list) and error logs (addons/sourcemod/logs/errors_*.log). It looks like CW3 may have registered the cvars before it fully finished loading;...
Forum: Source Servers (SRCDS) 07-15-2021, 10:25
Replies: 4
Views: 858
Posted By nosoop
Re: CW3 "/custom" command not working

Do you have a copy of the TF2 dedicated server software?
Is both Metamod:Source and SourceMod installed, and have you installed the correct version for your server host's operating system? (If you...
Forum: General 07-12-2021, 09:48
Replies: 2
Views: 668
Posted By nosoop
Re: Build Tool : SPSauce

My understanding is that bundling / vendoring dependencies should be fine since the resulting output has to be GPLv3 anyways (so the dependencies have to have a GPLv3 forward-compatible license). Of...
Forum: Extensions 07-12-2021, 08:14
Replies: 3
Views: 6,452
Posted By nosoop
Re: Source Scramble (memory patching and allocation natives)

This is a thread that I've neglected to update.

A feature that was requested a few times was the ability to preserve bytes from memory before it was patched. A preserve key has been introduced in...
Forum: Plugins 07-06-2021, 23:29
Replies: 8
Views: 594
Posted By nosoop
Re: [TF2] Building Overhaul

Regarding CTFPlayer::m_aObjects, it still contains every building past the sixth; you should be able to sort the entities in place with the 6 you want networked at the front.

I just casually...
Forum: Scripting 06-27-2021, 21:53
Replies: 3
Views: 417
Posted By nosoop
Re: I think my source code got corrupted... Any help, please?

It looks like your source file is completely hosed; can't recover anything meaningful from a long sequence of null bytes. The most you can do is use the disassembled / decompiled source as a...
Forum: Scripting 06-08-2021, 04:29
Replies: 4
Views: 379
Posted By nosoop
Re: How to use CheckCommandAcces

I did a write up to explain CheckCommandAccess here. (https://wiki.alliedmods.net/User:Nosoop/Guide/How_to_X#Determine_if_a_client_has_access_to_something) The "command name" is intended to describe...
Forum: Scripting 06-05-2021, 02:55
Replies: 1
Views: 407
Posted By nosoop
Re: tf2 block game over scoreboard

Sources suggest it's sent as a VGUIMenu usermessage named "scores".
Forum: Coding MM:S Plugins & SM Extensions 05-28-2021, 00:32
Replies: 1
Views: 559
Posted By nosoop
Re: MM:S plugin fails to compile due to stdlib-related error on newer toolchains

Ah, that's silly. Commenting out every instance of


#define swap V_swap


and


#undef swap
Forum: Coding MM:S Plugins & SM Extensions 05-28-2021, 00:06
Replies: 1
Views: 559
Posted By nosoop
MM:S plugin fails to compile due to stdlib-related error on newer toolchains

I'm trying to compile my fork of RCBot2 (https://github.com/nosoop/RCBot2) (a hybrid MM:S plugin and SourceMod extension), and it reports the following error message on the current Debian (Buster)...
Forum: Scripting 05-13-2021, 18:20
Replies: 3
Views: 502
Posted By nosoop
Re: Convert UTF-16 LE to UTF-8

There's the UCS-2 parsing logic in Doctor McKay's Enhanced Items plugin...
Forum: Scripting 05-02-2021, 14:18
Replies: 2
Views: 392
Posted By nosoop
Re: [TF2][HELP] Equipwearable Gamedata

2 is the current version.

However, I'd recommend using TF2Util_EquipPlayerWearable from TF2 Utils (https://github.com/nosoop/SM-TFUtils) so you don't have to maintain the offsets / SDKCall...
Forum: Plugins 04-02-2021, 14:23
Replies: 38
Views: 27,042
Posted By nosoop
Re: [TF2] NativeVotes MapChooser (v1.5.4, 2014-03-05)

Sounds like the known issue with NativeVotes on certain Linux distributions; see this post (https://forums.alliedmods.net/showpost.php?p=2669519&postcount=257).
Forum: Plugins 03-25-2021, 19:55
Replies: 604
Views: 339,670
Posted By nosoop
Re: [TF2] TF2Attributes (v1.2.1, 07/02/2015)

Nobody complained so it's been merged into my default branch now. Sarge'll get there eventually.
Forum: Plugins 03-16-2021, 04:14
Replies: 5
Views: 1,583
Posted By nosoop
Re: [TF2] Custom Weapons X (preview)

There's a few different ways you can check when a weapon is equipped:

post_inventory_application event (notably, this plugin spawns and equips all items before that event runs, so any item checks...
Forum: Plugins 03-15-2021, 16:51
Replies: 10
Views: 2,990
Posted By nosoop
Re: [TF2] Custom Attributes

You can currently use the raw KeyValues access functions:


KeyValues attributes = TF2CustAttr_GetAttributeKeyValues(entity);
if (attributes) {
attributes.DeleteKey(attribName);...
Forum: Plugins 03-13-2021, 13:39
Replies: 5
Views: 1,583
Posted By nosoop
Re: [TF2] Custom Weapons X (preview)

The custom item schema will remain file-based for the time being since it's easier for the average server operator to work with, though the plan is to parse it out into an enum struct internal...
Forum: Plugins 03-13-2021, 05:15
Replies: 5
Views: 1,583
Posted By nosoop
[TF2] Custom Weapons X (preview)

⚠️ This is currently a preview. While I consider the core of it usable, there's still some additional QoL things that need work. ⚠️

Description:
New weapons in TF2? Want to BYOHU (Bring Your...
Forum: General 03-06-2021, 09:05
Replies: 4
Views: 363
Posted By nosoop
Re: [TF2] Crash from TFCond_PlagueRune

Could you please provide the error message at the top of the stack view (https://crash.limetech.org/ooqhlfdeizhb/carburetor) and the first two chunks of the topmost stack trace (registers and...
Forum: Snippets and Tutorials 02-28-2021, 23:50
Replies: 7
Views: 5,671
Posted By nosoop
Re: [Github Action] Setup SourcePawn

Nifty; saw it a while back but never got around to using Gtihub workflows until now.
Integrating it with my plugin project template...
Forum: Snippets and Tutorials 02-24-2021, 09:49
Replies: 0
Views: 1,470
Posted By nosoop
[Github Template] Ninja Build for SourcePawn

A Github project template / repository designed to build SourceMod plugins with Ninja (https://ninja-build.org/), a make-like build system.

Encourages decoupling dependencies from the main...
Forum: Scripting 02-15-2021, 08:25
Replies: 3
Views: 361
Posted By nosoop
Re: Does OnPlayerRunCmd Ever Spew Invalid Client Indexes?

It shouldn't, assuming you're running plugins that aren't invasive.

That said with DHooks (or dynhooks) in the mix, you're bound to find some weird issues if the issue with Sourcehooks or how...
Forum: Plugins 02-14-2021, 07:38
Replies: 604
Views: 339,670
Posted By nosoop
Re: [TF2] TF2Attributes (v1.2.1, 07/02/2015)

I now have a developer preview up in my releases that adds support for string attributes. (https://github.com/nosoop/tf2attributes/releases/tag/1.7.0-pre.1)

You still can't do things like set...
Showing results 1 to 25 of 500

 
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