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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-08-2021 , 08:04   Re: [ANY, L4D2(supported)] Sky's RPGMaker
Reply With Quote #11

Quote:
Originally Posted by Skyy View Post
Since this mod has trouble running on newer versions of Sourcemod due to calls that were deprecated, the version of Sourcemod (the untouched original structure) that I used during development and while actively running a server is available on my github, short of AM staff asking me to remove it.
Which functions does his use which were deprecated? Things SourceMod has deprecated most likely have been replaced by something newer/better. Such as "GuessSDKVersion" being replaced with "GetEngineVersion". I would advice against supporting older SM versions and force people to upgrade. Newer SM versions might have features other plugins use, various fixes and security patches. Anything below 1.10 is old and should be replaced. 1.11 will be the new standard when it's out of beta and released as stable.
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 07-08-2021 , 11:37   Re: [ANY(ish), L4D2(supported)] Sky's RPGMaker
Reply With Quote #12

Silvers, I think the most problems with transition at the moment is related to removing enum type name (like enum WeaponId{...}), and subsequent ability to declare a variable with enum name, which is a huge downgrade.

All such types are now should be int, and only using code comments you can understand what enum is applicable for input (same in API for devs, I mean when you write own .inc). Some modern IDE gave the opportunity to list those via intellisense. Now they can't (type == int).

Skyy, good luck with updating.
I never had a chance to try this build, but I'm sure it should amazing. With a ready-to-use build it should be easier now )
You can ask if you need some tips on updating.
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 07-09-2021 , 15:24   Re: [ANY(ish), L4D2(supported)] Sky's RPGMaker
Reply With Quote #13

Ahh, those word "transpiler" was new for me
Previously I had to transpile quite a lot of own and other forked plugins.
I would recommend 2 things:

A) For Syntax update only:

1) [VBS] Simple Regexp Syntax updater
2) There is also TOG's converter, me with Silvers ported to standalone EXE here. But, be attentive. It is sometimes cut the code entirely from the beginning or middle.

B) To move to using methodmaps:

1) MethodMapize by Peace-Maker, here is a batch file for easier using attached (you can create a shortcut for it in Win+R Shell:SendTo folder for easy access with Right mouse button -> SendTo).
2) More advanced version on PHP by Silvers.

----
Surely, many things are required to be adjusted manually after using those tools.
Attached Files
File Type: zip Transpilers.zip (65.5 KB, 75 views)
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Last edited by Dragokas; 07-09-2021 at 15:28.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 07-09-2021 , 15:55   Re: [ANY(ish), L4D2(supported)] Sky's RPGMaker
Reply With Quote #14

Also, I would suggest you to install on server - Sourcemod 1.9, and check how your RPG build will work there (without syntax updating yet).
Then upgrade to SM 1.10, and check again. Should work normally unless you are using some specific things, like manual calculation of datapack cells position ..., some deprecated func, e.t.c., not remember all, need to read major release changelog for 1.9 & 1.10.
If some problems occur, firstly make it work correctly on SM 1.10 (but compiled with old syntax yet on 1.7 compiler), or at least you will know which "logical errors in code" needs attention while updating syntax.
And only after that try to update the syntax.
Just my personal opinion.

P.S. As about SM 1.11, it has even more limitations related to code parser (on sourcepawn side).
I think that it makes no sense to focus on it at the moment (while updating old syntax), since the parser still undergoing changes and contain some bugs unlike SM 1.10.
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Last edited by Dragokas; 07-09-2021 at 15:57.
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dahyun4220
Member
Join Date: Sep 2021
Old 09-20-2021 , 10:42   Re: [ANY(ish), L4D2(supported)] Sky's RPGMaker
Reply With Quote #15

Does it work on the local server, too?

Last edited by dahyun4220; 09-20-2021 at 10:42.
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 10-15-2022 , 15:02   Re: [ANY(ish), L4D2(supported)] Sky's RPGMaker
Reply With Quote #16

Does anybody have more updated code of this project?
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musispo
New Member
Join Date: Aug 2015
Old 11-11-2022 , 20:18   Re: [ANY(ish), L4D2(supported)] Sky's RPGMaker
Reply With Quote #17

In the database.cfg file, you need to enable SQL access from within the database source rather than accessing it.
Please enable sql access in rum_rpg.sp
The rpg plugin doesn't seem to work either.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 11-13-2022 , 06:09   Re: [ANY(ish), L4D2(supported)] Sky's RPGMaker
Reply With Quote #18

I only briefly skimmed through.

Any plans to upgrade syntax? Can use one of the parsers to have it done very quickly.

Highly recommend changing all the CreateTimer calls where you supply a client index, you should put the client userid into them and retrieving client index from the userid in the timer callback to validate it's the same client.

Noticed you're using GetClientAuthString which is deprecated, use GetClientAuthId instead.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 11-13-2022 , 10:38   Re: [ANY(ish), L4D2(supported)] Sky's RPGMaker
Reply With Quote #19

Skyy, very cool, nice to know! Thanks for the link. Subscribed
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Configurator
Member
Join Date: Apr 2010
Location: Georgia
Old 11-17-2023 , 01:34   Re: [L4D2] Skyrpg v1.97.98
Reply With Quote #20

Hi! Tell me, does the mod work with default settings so that I can get used to and understand how and what works? Or is it necessary to configure configs?
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