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theY4Kman
Join Date: Jun 2007
Location: Yak
Old 06-12-2010 , 14:00   Re: [EXTENSION] Viper
Reply With Quote #31

Quote:
Originally Posted by alinayg View Post
Has anything been made using your Viper Extension yak?
As far as I know... no. But that's because I haven't been doing much development on Viper.
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JmZ
New Member
Join Date: Jun 2010
Old 06-27-2010 , 12:36   Re: [EXTENSION] Viper
Reply With Quote #32

Quote:
Originally Posted by theY4Kman View Post
As far as I know... no. But that's because I haven't been doing much development on Viper.
Get it working for source games (e.g. TF2) on Linux and i'll use this for sure. Nothing better than having python embedded in a game. It should be far more powerful than 'Pawn' plus I already know it thoroughly so it would allow me to code some rather good plugins.
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gavintlgold
Member
Join Date: Mar 2010
Location: New York
Old 07-06-2010 , 13:47   Re: [EXTENSION] Viper
Reply With Quote #33

Any chance there'll be some love for SDKTools any time soon?
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 07-10-2010 , 22:56   Re: [EXTENSION] Viper
Reply With Quote #34

I've never used python.. it looks like I can create classes in python though!!!!!! Something I want for pawn. If this is true, I'm gonna move my stuff to this and say good riddance to pawn.

I'm wondering how speed is when comparing to pawn and python...

Last edited by Thraka; 07-10-2010 at 23:06.
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gavintlgold
Member
Join Date: Mar 2010
Location: New York
Old 07-11-2010 , 00:39   Re: [EXTENSION] Viper
Reply With Quote #35

The only thing that's keeping me from doing my project using Viper (it would be AMAZING done with OOP) is the lack of support for SDKTools and some other things.

I looked at eventscripts and there's little documentation on certain parts. I can see how it could be very easy to use if data needs to be READ, but when it comes to manipulating the game the entity properties stuff drives me crazy. Also, it seems out of date in certain areas.

In any case, Viper would be a perfect option. My project requires stuff like TF_RemoveWeaponSlot, however, along with some other SDKTools things, so until that works it's a no-go.
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 07-11-2010 , 01:46   Re: [EXTENSION] Viper
Reply With Quote #36

it says python25.dll is missing. You dont have any instructions on installing python itself.
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gavintlgold
Member
Join Date: Mar 2010
Location: New York
Old 07-11-2010 , 01:47   Re: [EXTENSION] Viper
Reply With Quote #37

Quote:
Originally Posted by Thraka View Post
it says python25.dll is missing. You dont have any instructions on installing python itself.
INSTRUCTIONS ON INSTALLING PYTHON:
  1. Go here http://python.org/download/
  2. Open setup executable and follow instructions.
  3. You're done!

(you don't need 2.5, just anything above it and under 3.0)
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 07-11-2010 , 02:21   Re: [EXTENSION] Viper
Reply With Quote #38

But I dont have access to the physical hardware my server is hosted on. Just an FTP

Bah.. Nuclear Fallout says to have the author include python like ES does because they don't support external libraries. DAMNIT.. I really wanted some OOPs...

Last edited by Thraka; 07-11-2010 at 03:45.
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gavintlgold
Member
Join Date: Mar 2010
Location: New York
Old 07-11-2010 , 02:25   Re: [EXTENSION] Viper
Reply With Quote #39

Quote:
Originally Posted by Thraka View Post
But I dont have access to the physical hardware my server is hosted on. Just an FTP
Hmm, that's a good point. I hadn't thought of that given that I ran viper from srcds on my computer and I already had python installed on it. I wonder what companies like gameservers would think about allowing the execution of python. I wouldn't imagine they'd think too kindly of it.
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 07-11-2010 , 13:35   Re: [EXTENSION] Viper
Reply With Quote #40

Yah it's too bad. I hope it somehow gets linked into the dll so i can use it. I started doing my sample plugin too.
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