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Module: Orpheu (v2.6.3)


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wicho
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Join Date: Feb 2012
Location: GuateAmala
Old 11-13-2014 , 20:24   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1331

So this update fixes the crashes when map change?
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meTaLiCroSS
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Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 11-13-2014 , 20:41   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1332

Quote:
Originally Posted by wicho View Post
So this update fixes the crashes when map change?
Test it and tell us. Did that was a bug reported? Maybe now it changed, you wont lose by testing the latest binary.
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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wicho
Veteran Member
Join Date: Feb 2012
Location: GuateAmala
Old 11-13-2014 , 20:52   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1333

I used this signatures https://forums.alliedmods.net/showpo...2&postcount=10 (to edit team scoring) and my server crashes when change map (sometimes), anyway i will test when i get home and i report..

Last edited by wicho; 11-13-2014 at 20:53.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 11-14-2014 , 04:59   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1334

Quote:
Originally Posted by meTaLiCroSS View Post
Bad thing is they have the same name, which isn't the case of PM_Jump which his second part is PM_Jump_part_2
Yeah looking at IDA, PM_Jump is cut as well.

Originally, the function PM_Jump in CS starts like that:
Code:
void PM_Jump (void)
{
	if (pmove->dead)
	{
		pmove->oldbuttons |= IN_JUMP ;
		return;
	}

	if (pmove->waterjumptime)
	{
		pmove->waterjumptime -= pmove->cmd.msec;
		if (pmove->waterjumptime < 0)
		{
			pmove->waterjumptime = 0;
		}
		return;
	}

	if (pmove->waterlevel >= 2)
	{
		pmove->onground = -1;
[...]
But now, you have PM_Jump, like this:
Code:
void PM_Jump (void)
{
    if (pmove->dead)
    {
        pmove->oldbuttons |= IN_JUMP ;
        return;
    }

    if (pmove->waterjumptime == 0)
    {
        PM_Jump_part_2();  <-- 
    }
    else
    {
        pmove->waterjumptime -= pmove->cmd.msec;
        if (pmove->waterjumptime < 0)
        {
            pmove->waterjumptime = 0;
        }
    }
}
and PM_Jum_part_2() starts there :

Code:
void PM_Jump_part_2(void)
{
    if (pmove->waterlevel >= 2)
    {
        pmove->onground = -1;
        
    [...] 
}
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Arkshine
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Join Date: Oct 2005
Old 11-14-2014 , 05:11   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1335

Quote:
Originally Posted by wicho View Post
I used this signatures https://forums.alliedmods.net/showpo...2&postcount=10 (to edit team scoring) and my server crashes when change map (sometimes), anyway i will test when i get home and i report..
This is unlikely crash is related to this plugin or Orpheu but yeah won't hurt to test.
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meTaLiCroSS
Gaze Upon My Hat
Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 11-14-2014 , 20:47   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1336

Anyway we need people to test Orpheu, since Arkshine edited we need to know if everything is working fine. Binary changed a lot and tested half.
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 11-15-2014 , 04:29   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1337

Did you fixed the crash when hooking vector class ?
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 11-15-2014 , 09:44   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1338

By design, Orpheu doesn't support "Vector" type, it's written in the first post. But I could try to see if it can be supported, though it's going most likely to be tricky. Meanwhile, you can use Okapi.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 11-15-2014 , 10:03   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1339

Quote:
Originally Posted by Arkshine View Post
By design, Orpheu doesn't support "Vector" type, it's written in the first post. But I could try to see if it can be supported, though it's going most likely to be tricky. Meanwhile, you can use Okapi.
Yes, but I don't like in okapi the fact that you don't have signatures, everything is hard coded into the source, and for offsets it's even worse. You need to check is_linux_server and to decide which value to choose. Hope you will be able to get it working.
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Last edited by HamletEagle; 11-15-2014 at 10:03.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 11-15-2014 , 10:53   Re: Module: Orpheu (v2.5.1)
Reply With Quote #1340

that you don't have signatures <- What do you mean? Okapi supports signatures/symbols like Orpheu

everything is hard coded into the source <- I don't like much too, it has pro/cons, for community likely better to have a config file. At least simple one, where you can store easily sig/symbols without the hassle of orpheu.

You need to check is_linux_server <- Unless we are not talking the same thing, no you don't need.
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