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[L4D & L4D2] Left 4 DHooks Direct (1.146) [21-Apr-2024]


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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-28-2020 , 17:15   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #221

Quote:
Originally Posted by Mi.Cura View Post
Someone could help, I'm getting this error in the log, but I don't know why.


L 10/28/2020 - 15:47:16: SourceMod error session started
L 10/28/2020 - 15:47:16: Info (map "c5m1_waterfront") (file "d:\tcafiles\users\scotts1\41067\left4dead2\a ddons\sourcemod\logs\errors_20201028.log")
L 10/28/2020 - 15:47:16: [SM] Exception reported: Failed to get CreateInterface
L 10/28/2020 - 15:47:16: [SM] Blaming: dhooks-test.smx
L 10/28/2020 - 15:47:16: [SM] Call stack trace:
L 10/28/2020 - 15:47:16: [SM] [0] SetFailState
L 10/28/2020 - 15:47:16: [SM] [1] Line 100, C:\Users\Jannik\Documents\GitHub\DHooks2\buil d\package\addons\sourcemod\scripting\dhooks-test.sp::OnPluginStart
L 10/28/2020 - 15:47:16: [SM] Unable to load plugin "dhooks-test.smx": Error detected in plugin startup (see error logs)
Do you have the "dhooks-test.games.txt" gamedata file?

By the way, you don't need that plugin to be installed. It's just to test DHooks' functionality. Also, this is not the right thread to report this error. It's not caused by Left 4 DHooks.
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Mi.Cura
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Old 10-28-2020 , 17:19   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #222

Thanks Crasher...
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Spirit_12
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Location: Toronto, CA
Old 11-07-2020 , 16:24   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #223

I'm really struggling with the weapon attributes. Hopefully you can help. I believe I've attached all the necessary information, however hit me up, if you need anything else.

PHP Code:
version 2.2.0.6 8011 secure  (unknown)
os      Linux Dedicated 
PHP Code:
meta version
Metamod
:Source version 1.10.7-dev
Built from
: [url]https://github.com/alliedmodders/metamod-source/commit/6c8495f[/url]
Build ID971:6c8495f
Loaded 
As: Valve Server Plugin
Compiled on
Oct  8 2020
Plugin 
interface version15:14
SourceHook version
5:5
[url]http://www.metamodsource.net/[/url] 
PHP Code:
sm version
 SourceMod Version Information
:
    
SourceMod Version1.11.0.6633
    SourcePawn Engine
1.11.0.6633jit-x86 (build 1.11.0.6633)
    
SourcePawn APIv1 5v2 13
    Compiled on
Oct  8 2020 20:39:37
    Built from
https://github.com/alliedmodders/sourcemod/commit/eef96da6
    
Build ID6633:eef96da6
    http
://www.sourcemod.net/ 
PHP Code:
sm plugins info left4dhooks
  Filename
left4dhooks.smx
  Title
: [L4D L4D2Left 4 DHooks Direct (Left 4 Downtown and L4D Direct conversion and merger.)
  
AuthorSilverShot
  Version
1.29
  URL
https://forums.alliedmods.net/showthread.php?t=321696
  
Statusrunning
  Timestamp
10/10/2020 01:00:03
  Hash
c79d34cac3b15aa6d31fdf3f725523be 
I'm using the weapon attributes plugin to alter the weapon stats, however no luck. I'm attaching the plugin source code for reference as well. It is just a syntax update from the original work from Jahze.

PHP Code:
sm_weapon pumpshotgun damage 32
Bad weapon name
pumpshotgun
sm_weapon weapon_pumpshotgun damage 32
Bad weapon name
weapon_pumpshotgun
sm_weapon weapon_autoshotgun damage 32
Bad weapon name
weapon_autoshotgun 
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_weapon_attributes.sp - 142 views - 6.8 KB)
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Spirit_12
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Old 11-11-2020 , 18:32   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #224

Follow up to my previous reply. I dug up some more and it seems the plugin is running out of memory. I tried the test plugin provided along with the Left4Dhooks and uncommented the L4D2Direct functions. Specifically this area.

PHP Code:
    // =========================
    // NATIVES - l4d_direct.inc
    // =========================
    
    //PrintToServer("L4D2_GetTankCount %d",                    L4D2_GetTankCount()); //WORKING
    
PrintToServer("L4D2_GetWitchCount %d",                    L4D2_GetWitchCount()); //WORKING
    
PrintToServer("");
    
PrintToServer("");

    
PrintToServer("L4D_IsMissionFinalMap %d",                L4D_IsMissionFinalMap()); //WORKING
    
PrintToServer("L4D_IsFirstMapInScenario %d",            L4D_IsFirstMapInScenario()); //WORKING



    
if( g_bLeft4Dead2 )
    {
        
PrintToServer("");
        
PrintToServer("");

        
// l4d2weapons.inc
        
PrintToServer("L4D2_GetMeleeWeaponIndex: knife %d",                                        L4D2_GetMeleeWeaponIndex("knife"));
        
PrintToServer("L4D2_GetMeleeWeaponIndex: machete %d",                                    L4D2_GetMeleeWeaponIndex("machete"));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg0= %d",                                        L4D2_GetIntMeleeAttribute(0L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg1= %d",                                        L4D2_GetIntMeleeAttribute(1L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg2= %d",                                        L4D2_GetIntMeleeAttribute(2L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg3= %d",                                        L4D2_GetIntMeleeAttribute(3L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg4= %d",                                        L4D2_GetIntMeleeAttribute(4L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg5= %d",                                        L4D2_GetIntMeleeAttribute(5L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg6= %d",                                        L4D2_GetIntMeleeAttribute(6L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg7= %d",                                        L4D2_GetIntMeleeAttribute(7L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg8= %d",                                        L4D2_GetIntMeleeAttribute(8L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg9= %d",                                        L4D2_GetIntMeleeAttribute(9L4D2IMWA_DamageFlags));
        
PrintToServer("L4D2_GetIntMeleeAttribute:dmg10= %d",                                    L4D2_GetIntMeleeAttribute(10L4D2IMWA_DamageFlags));
        
PrintToServer("");
        
PrintToServer("");

        
PrintToServer("L4D2_GetIntMeleeAttribute (RumbleEffect): 1= %d",                        L4D2_GetIntMeleeAttribute(1L4D2IMWA_RumbleEffect));
        
PrintToServer("L4D2_GetIntMeleeAttribute (RumbleEffect): 2= %d",                        L4D2_GetIntMeleeAttribute(3L4D2IMWA_RumbleEffect));
        
PrintToServer("");
        
PrintToServer("");

        
int meleeID L4D2_GetMeleeWeaponIndex("knife");

        
PrintToServer("L4D2_GetFloatMeleeAttribute knife (Damage): %f",                            L4D2_GetFloatMeleeAttribute(meleeIDL4D2FMWA_Damage));
        
L4D2_SetFloatMeleeAttribute(meleeIDL4D2FMWA_Damage100.0);
        
PrintToServer("L4D2_SetFloatMeleeAttribute knife (Damage): %f",                            L4D2_GetFloatMeleeAttribute(meleeIDL4D2FMWA_Damage));

        
PrintToServer("L4D2_GetBoolMeleeAttribute knife (Decapitates): %d",                        L4D2_GetBoolMeleeAttribute(meleeIDL4D2BMWA_Decapitates));
        
L4D2_SetBoolMeleeAttribute(meleeIDL4D2BMWA_Decapitatestrue);
        
PrintToServer("L4D2_SetBoolMeleeAttribute knife (Decapitates): %d",                        L4D2_GetBoolMeleeAttribute(meleeIDL4D2BMWA_Decapitates));

        
PrintToServer("L4D2_GetIntMeleeAttribute knife (DamageFlags): %d",                        L4D2_GetIntMeleeAttribute(meleeIDL4D2IMWA_DamageFlags));
        
L4D2_SetIntMeleeAttribute(meleeIDL4D2IMWA_DamageFlags8);
        
PrintToServer("L4D2_SetIntMeleeAttribute knife (DamageFlags): %d",                        L4D2_GetIntMeleeAttribute(meleeIDL4D2IMWA_DamageFlags));
        
PrintToServer("");
        
PrintToServer("");

        
PrintToServer("L4D2_IsValidWeapon weapon_rifle: %d",                                    L4D2_IsValidWeapon("weapon_rifle"));
        
PrintToServer("L4D2_IsValidWeapon weapon_autoshotgun: %d",                                L4D2_IsValidWeapon("weapon_autoshotgun"));
        
PrintToServer("L4D2_IsValidWeapon weapon_smg: %d",                                        L4D2_IsValidWeapon("weapon_smg"));
        
PrintToServer("L4D2_IsValidWeaponF: %d",                                                L4D2_IsValidWeapon("smg")); // Changed to support this without "weapon_" required
        
PrintToServer("");
        
PrintToServer("");

        
PrintToServer("L4D2_GetFloatWeaponAttribute_A weapon_rifle (MaxPlayerSpeed): %f",        L4D2_GetFloatWeaponAttribute("weapon_rifle"L4D2FWA_MaxPlayerSpeed));
        
L4D2_SetFloatWeaponAttribute("weapon_rifle",                                            L4D2FWA_MaxPlayerSpeed300.0);
        
PrintToServer("L4D2_SetFloatWeaponAttribute_A weapon_rifle (MaxPlayerSpeed): %f",        L4D2_GetFloatWeaponAttribute("weapon_rifle"L4D2FWA_MaxPlayerSpeed));

        
PrintToServer("L4D2_GetFloatWeaponAttribute_B weapon_rifle (Range): %f",                L4D2_GetFloatWeaponAttribute("weapon_rifle"L4D2FWA_Range));
        
PrintToServer("L4D2_GetFloatWeaponAttribute_C weapon_rifle (MinInAirSpread): %f",        L4D2_GetFloatWeaponAttribute("weapon_rifle"L4D2FWA_MinInAirSpread));
        
PrintToServer("L4D2_GetFloatWeaponAttribute_D weapon_rifle (MaxMovementSpread): %f",    L4D2_GetFloatWeaponAttribute("weapon_rifle"L4D2FWA_MaxMovementSpread));
        
PrintToServer("");
        
PrintToServer("");

        
PrintToServer("L4D2_GetIntWeaponAttribute weapon_rifle (Bullets): %d",                    L4D2_GetIntWeaponAttribute("weapon_rifle"L4D2IWA_Bullets));
        
PrintToServer("L4D2_GetIntWeaponAttribute weapon_rifle (ClipSize): %d",                    L4D2_GetIntWeaponAttribute("weapon_rifle"L4D2IWA_ClipSize));
        
PrintToServer("L4D2_GetIntWeaponAttribute weapon_rifle (Damage): %d",                    L4D2_GetIntWeaponAttribute("weapon_rifle"L4D2IWA_Damage));
        
L4D2_SetIntWeaponAttribute("weapon_rifle",                                                L4D2IWA_ClipSize100);
        
PrintToServer("");
        
PrintToServer("");
        
L4D2_SetIntWeaponAttribute("weapon_rifle",                                                L4D2IWA_Damage100);
        
PrintToServer("L4D2_SetIntWeaponAttribute weapon_rifle (Damage): %d",                    L4D2_GetIntWeaponAttribute("weapon_rifle"L4D2IWA_Damage));
        
PrintToServer("");
        
PrintToServer("");

        
PrintToServer("L4D2_GetFloatWeaponAttribute_CA weapon_smg (MaxPlayerSpeed): %f",        L4D2_GetFloatWeaponAttribute("weapon_smg"L4D2FWA_MaxPlayerSpeed));
        
PrintToServer("L4D2_GetFloatWeaponAttribute_CB weapon_smg (Range): %f",                    L4D2_GetFloatWeaponAttribute("weapon_smg"L4D2FWA_Range));
        
PrintToServer("L4D2_GetFloatWeaponAttribute_CC weapon_smg (MinInAirSpread): %f",        L4D2_GetFloatWeaponAttribute("weapon_smg"L4D2FWA_MinInAirSpread));
        
PrintToServer("L4D2_GetFloatWeaponAttribute_CD weapon_smg (MaxMovementSpread): %f",        L4D2_GetFloatWeaponAttribute("weapon_smg"L4D2FWA_MaxMovementSpread));
        
PrintToServer("");
        
PrintToServer("");

        
// Test attribute tag mis-match
        // PrintToServer("L4D2_GetIntWeaponAttribute_DD: %d",        L4D2_GetIntWeaponAttribute("weapon_smg", L4D2FWA_MaxPlayerSpeed));

        
int scores[2];
        
L4D2_GetVersusCampaignScores(scores);
        
PrintToServer("L4D2_GetVersusCampaignScores A: %d / %d"scores[0], scores[1]);
        
scores[0] = 123;
        
scores[1] = 314;
        
L4D2_SetVersusCampaignScores(scores);
        
PrintToServer("L4D2_SetVersusCampaignScores B: %d / %d"scores[0], scores[1]);

        
float tankFlows[2];
        
L4D2_GetVersusTankFlowPercent(tankFlows);
        
PrintToServer("L4D2_GetVersusTankFlowPercent A: %f / %f"tankFlows[0], tankFlows[1]);
        
tankFlows[0] = 10.0;
        
tankFlows[1] = 15.0;
        
L4D2_SetVersusTankFlowPercent(tankFlows);
        
PrintToServer("L4D2_SetVersusTankFlowPercent B: %f / %f"tankFlows[0], tankFlows[1]);

        
float witchFlows[2];
        
L4D2_GetVersusWitchFlowPercent(witchFlows);
        
PrintToServer("L4D2_GetVersusWitchFlowPercent A: %f / %f"witchFlows[0], witchFlows[1]);
        
witchFlows[0] = 20.0;
        
witchFlows[1] = 25.0;
        
L4D2_SetVersusWitchFlowPercent(witchFlows);
        
PrintToServer("L4D2_SetVersusWitchFlowPercent B: %f / %f"witchFlows[0], witchFlows[1]);
        
PrintToServer("");
        
PrintToServer("");

        
PrintToServer("L4D2_CTimerHasStarted A: %d",                L4D2_CTimerHasStarted(L4D2CT_MobSpawnTimer));
        
PrintToServer("L4D2_CTimerReset: %d",                        L4D2_CTimerReset(L4D2CT_MobSpawnTimer));
        
PrintToServer("L4D2_CTimerHasStarted B: %d",                L4D2_CTimerHasStarted(L4D2CT_MobSpawnTimer));
        
PrintToServer("L4D2_CTimerStart: %d",                        L4D2_CTimerStart(L4D2CT_MobSpawnTimer10.0));
        
PrintToServer("L4D2_CTimerHasStarted C: %d",                L4D2_CTimerHasStarted(L4D2CT_MobSpawnTimer));
        
PrintToServer("L4D2_CTimerInvalidate: %d",                    L4D2_CTimerInvalidate(L4D2CT_MobSpawnTimer));
        
PrintToServer("L4D2_CTimerHasStarted D: %d",                L4D2_CTimerHasStarted(L4D2CT_MobSpawnTimer));

        
PrintToServer("L4D2_CTimerIsElapsed: %d",                    L4D2_CTimerIsElapsed(L4D2CT_MobSpawnTimer));
        
PrintToServer("L4D2_CTimerGetElapsedTime: %f",                L4D2_CTimerGetElapsedTime(L4D2CT_MobSpawnTimer));
        
PrintToServer("L4D2_CTimerGetRemainingTime: %f",            L4D2_CTimerGetRemainingTime(L4D2CT_MobSpawnTimer));
        
PrintToServer("L4D2_CTimerGetCountdownDuration: %f",        L4D2_CTimerGetCountdownDuration(L4D2CT_MobSpawnTimer));
        
PrintToServer("");
        
PrintToServer("");

        
PrintToServer("Testing Boomer timers:");
        
PrintToServer("L4D2_ITimerHasStarted A: %d",                L4D2_ITimerHasStarted(L4D2IT_BoomerDeathTimer));
        
PrintToServer("L4D2_ITimerGetElapsedTime: %f",                L4D2_ITimerGetElapsedTime(L4D2IT_BoomerDeathTimer));
        
PrintToServer("L4D2_ITimerStart: %f",                        L4D2_ITimerStart(L4D2IT_BoomerDeathTimer));
        
PrintToServer("L4D2_ITimerHasStarted B: %d",                L4D2_ITimerHasStarted(L4D2IT_BoomerDeathTimer));
        
PrintToServer("L4D2_ITimerInvalidate: %f",                    L4D2_ITimerInvalidate(L4D2IT_BoomerDeathTimer));
        
PrintToServer("L4D2_ITimerHasStarted C: %d",                L4D2_ITimerHasStarted(L4D2IT_BoomerDeathTimer));
        
PrintToServer("");
        
PrintToServer("");

        
PrintToServer("L4D_ResetMobTimer %d",                        L4D_ResetMobTimer()); //SEEMS WORKING

        // 1 - Finale Started; 6 - Rescue Vehicle Ready; 7 - Zombie Hordes; 8 - Tank; 10 - Combat Respite (nothing spawns)
        
PrintToServer("L4D2_ChangeFinaleStage %d",                    L4D2_ChangeFinaleStage(10"test")); // WORKING
        
PrintToServer("L4D2_ChangeFinaleStage %d",                    L4D2_ChangeFinaleStage(8"")); // WORKING
        
PrintToServer("");
        
PrintToServer("");
    } 
Line 573 is L4D2_GetTankCount and I commented it out for test, however got the same error for Line 574 - L4D2_GetWitchCount.

I'm getting the following errors which explicitly say that server is running out of memory, but it shouldn't be as 2GB is plenty for a L4D2 server.

PHP Code:
L 11/11/2020 18:09:18: [SMException reportedNot enough space on the heap
L 11
/11/2020 18:09:18: [SMBlamingleft4dhooks_test.smx
L 11
/11/2020 18:09:18: [SMCall stack trace:
L 11/11/2020 18:09:18: [SM]   [1Line 573F:\Desktop\scripting-l4d2\left4dhooks_test.sp::sm_l4dd
L 11
/11/2020 18:10:26: [SMException reportedNot enough space on the heap
L 11
/11/2020 18:10:26: [SMBlamingleft4dhooks_test.smx
L 11
/11/2020 18:10:26: [SMCall stack trace:
L 11/11/2020 18:10:26: [SM]   [1Line 574F:\Desktop\scripting-l4d2\left4dhooks_test.sp::sm_l4dd
L 11
/11/2020 18:20:43: [SMException reportedInvalid memory access
L 11
/11/2020 18:20:43: [SMBlamingleft4dhooks_test.smx
L 11
/11/2020 18:20:43: [SMCall stack trace:
L 11/11/2020 18:20:43: [SM]   [1Line 574F:\Desktop\scripting-l4d2\left4dhooks_test.sp::sm_l4dd 
The last one is different error because I tried to force the stack of the plugin.

PHP Code:
#pragma dynamic 131072 
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 11-12-2020 , 06:21   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #225

Last time I tested both GetTank/WitchCount natives before this L4DT alternative plugin existed, the results were bugged so I'm guessing it's the same for this one. Idk if it's because the 8+ player bug fixes extension also hooks the same signature for getting the Director address but it forced me to do a manual check instead.

Last edited by cravenge; 11-12-2020 at 06:22.
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Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 11-12-2020 , 10:05   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #226

Quote:
Originally Posted by cravenge View Post
Last time I tested both GetTank/WitchCount natives before this L4DT alternative plugin existed, the results were bugged so I'm guessing it's the same for this one. Idk if it's because the 8+ player bug fixes extension also hooks the same signature for getting the Director address but it forced me to do a manual check instead.
A lot of extensions and plugins hook the same functions. It's Linux so there is no need to wildcard signatures, so that shouldn't be the issue.

I will run the test on a clean server just to make sure.
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bw4re
Junior Member
Join Date: Nov 2017
Old 11-16-2020 , 23:28   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #227

Quote:
RE: Spirit_12 - l4d2_weapon_attributes.sp

sm_weapon pumpshotgun damage 32
Bad weapon name: pumpshotgun
sm_weapon weapon_pumpshotgun damage 32
Bad weapon name: weapon_pumpshotgun
sm_weapon weapon_autoshotgun damage 32
Bad weapon name: weapon_autoshotgun
// CHANGE //
if ( L4D2_IsValidWeapon(sWeaponName) )
{
PrintToServer("Bad weapon name: %s", sWeaponName);
return;
}
// TO //
if ( !L4D2_IsValidWeapon(sWeaponName) )
{
PrintToServer("Bad weapon name: %s", sWeaponName);
return;
}

Last edited by bw4re; 11-16-2020 at 23:32.
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Sam B
Junior Member
Join Date: Oct 2020
Old 11-18-2020 , 12:24   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #228

Hi guys, will this latest version of the plugin work with the game version 2.1.5.5 or should I search for an older version of it to use with that version of the game?
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 11-18-2020 , 14:18   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #229

Quote:
Originally Posted by Sam B View Post
Hi guys, will this latest version of the plugin work with the game version 2.1.5.5 or should I search for an older version of it to use with that version of the game?
Quote:
Originally Posted by Silvers View Post
1.22 (24-Sep-2020)
- Compatibility update for L4D2's "The Last Stand" update.
- Big thanks to "ProdigySim" for help updating various gamedata offsets and signatures.
- Added support for the 2 new melee weapons.
- Changed native "L4D_GetTeamScore" to accept values 0 and 1 which seems is the standard.
- Late loading with debug enabled now shows the g_pGameRules pointer.
- Moved hard coded Addon Eclipse offsets to gamedata.
In theory only add compatibility with Last Stand Update, but it is not a guarantee that it will not work in old versions, try it.

Last edited by Tonblader; 11-18-2020 at 14:19.
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Spirit_12
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Join Date: Dec 2012
Location: Toronto, CA
Old 11-18-2020 , 18:00   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #230

Quote:
Originally Posted by Sam B View Post
Hi guys, will this latest version of the plugin work with the game version 2.1.5.5 or should I search for an older version of it to use with that version of the game?

The only thing that was changed was signatures and offsets. The plugin should work with older version, however the question is why would you want to run the older version? You do realize non-steam is not supported right?
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