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Module: Orpheu (v2.6.3)


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CryWolf
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Old 03-09-2021 , 01:25   Re: Module: Orpheu (v2.6.3)
Reply With Quote #1501

Quote:
Originally Posted by loiraolhosazul View Post
got it, is there a tutorial here on how to find these signatures?
oh, my it's posted above :-j
Quote:
Originally Posted by Neeeeeeeeeel.- View Post
The signature of bytes is probably outdated. You can update it following this tutorial
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mrnv
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Old 09-20-2022 , 18:35   Re: Module: Orpheu (v2.6.3)
Reply With Quote #1502

hey im having troubles with this on my hl1 server (latest official hlds from steamcmd, windows). when i enable orpheu in modules.ini the server just crashes and no log is made. also crashes without any plugins that use it
does orpheu work on hl1 servers, or it works only on cs 1.6?

edit: on linux it just segfaults

Last edited by mrnv; 09-21-2022 at 17:36. Reason: linux
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CryWolf
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Old 09-21-2022 , 18:14   Re: Module: Orpheu (v2.6.3)
Reply With Quote #1503

Quote:
Originally Posted by mrnv View Post
hey im having troubles with this on my hl1 server (latest official hlds from steamcmd, windows). when i enable orpheu in modules.ini the server just crashes and no log is made. also crashes without any plugins that use it
does orpheu work on hl1 servers, or it works only on cs 1.6?

edit: on linux it just segfaults
https://github.com/Arkshine/Orpheu/releases
This works for me on cstrike

Be sure you're not using reHLDS , because it doesn't work on reHLDS.
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mrnv
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Old 09-22-2022 , 12:57   Re: Module: Orpheu (v2.6.3)
Reply With Quote #1504

Quote:
Originally Posted by CryWolf View Post
https://github.com/Arkshine/Orpheu/releases
This works for me on cstrike

Be sure you're not using reHLDS , because it doesn't work on reHLDS.
yes i am using normal hlds from steamcmd and i am using the "compatibility release" from github
i tested orpheu with tfc, dod and cs 1.6, and sure thing orpheu works just fine on them, so orpheu doesnt work only on half-life 1 (all mods were tested without plugins). at this point im just going to patch hl.so directly with ida
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DruGzOG
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Old 09-22-2022 , 13:37   Re: Module: Orpheu (v2.6.3)
Reply With Quote #1505

Quote:
Originally Posted by CryWolf View Post
https://github.com/Arkshine/Orpheu/releases
This works for me on cstrike

Be sure you're not using reHLDS , because it doesn't work on reHLDS.
That's not true.
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manubr
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Old 10-12-2022 , 09:13   Re: Module: Orpheu (v2.6.3)
Reply With Quote #1506

Awesome post !!! Thanks for sharing it.
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WaLkMaN
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Old 03-30-2023 , 12:55   Re: Module: Orpheu2.3
Reply With Quote #1507

Quote:
Originally Posted by Arkshine View Post
Code:
    #include <amxmodx>     #include <orpheu>     new Msg[ 100 ];     public plugin_precache()     {         register_srvcmd( "catch", "catch" );     }        public catch()     {         new OrpheuHook:handlePrintf = OrpheuRegisterHook( OrpheuGetFunction( "Con_Printf" ), "Con_Printf" );                 server_cmd( "stats" );         server_exec();                 OrpheuUnregisterHook( handlePrintf );         const tokensN  = 7;         const tokenLen = 19;                 static tokens[ tokensN ][ tokenLen + 1 ];         for ( new i = 0; i < tokensN; i++ )         {             trim( Msg );             strtok( Msg, tokens[ i ], tokenLen, Msg, charsmax( Msg ), ' ' );         }         new Float:cpu = str_to_float( tokens[ 0 ] );         new Float:in  = str_to_float( tokens[ 1 ] );         new Float:out = str_to_float( tokens[ 2 ] );         new uptime    = str_to_num  ( tokens[ 3 ] );         new users     = str_to_num  ( tokens[ 4 ] );         new Float:fps = str_to_float( tokens[ 5 ] );         new players   = str_to_num  ( tokens[ 6 ] );         server_print( "CPU[%f] IN[%f] OUT[%f] UPTIME[%d] USERS[%d] FPS[%f] PLAYERS[%d]", cpu, in, out, uptime, users, fps, players );     }     public OrpheuHookReturn:Con_Printf( const a[], const message[] )     {         copy( Msg,charsmax( Msg ), message );         return OrpheuSupercede;     }
ReAPI version:

Code:
#include <amxmodx> #include <reapi> static Msg[ 100 ]; static HookChain:g_handlePrintf; public plugin_precache() {     DisableHookChain( g_handlePrintf = RegisterHookChain( RH_Con_Printf, "Con_Printf_Pre" ) );     register_srvcmd( "catch", "catch" ); }    public catch() {     EnableHookChain( g_handlePrintf );         server_cmd( "stats" );     server_exec();         DisableHookChain( g_handlePrintf );     const tokensN  = 14;     const tokenLen = 19;         static tokens[ tokensN ][ tokenLen + 1 ];     for ( new i = 0; i < tokensN; i++ )     {         trim( Msg );         strtok( Msg, tokens[ i ], tokenLen, Msg, charsmax( Msg ), ' ' );     }     new Float:cpu = str_to_float( tokens[ 7 ] );     new Float:in  = str_to_float( tokens[ 8 ] );     new Float:out = str_to_float( tokens[ 9 ] );     new uptime    = str_to_num  ( tokens[ 10 ] );     new users     = str_to_num  ( tokens[ 11 ] );     new Float:fps = str_to_float( tokens[ 12 ] );     new players   = str_to_num  ( tokens[ 13 ] );     server_print( "CPU[%f] IN[%f] OUT[%f] UPTIME[%d] USERS[%d] FPS[%f] PLAYERS[%d]", cpu, in, out, uptime, users, fps, players ); } public Con_Printf_Pre( const message[] ) {     copy( Msg, charsmax( Msg ), message );     return HC_SUPERCEDE; }
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WaLkMaN
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Old 05-06-2023 , 06:01   Re: Module: Orpheu2.3a
Reply With Quote #1508

Quote:
Originally Posted by hjkwe654 View Post
Is have a way to block each round start money?
Quote:
Originally Posted by Arkshine View Post
After reviewing the code, try do the following :
  • Hook CHalfLifeMultiplay::RestartRound() as pre and post ;
  • In the function RestartRound() as pre, Hook and register CBasePlayer::AddAccount() as pre ;
  • In the function AddAccount(), supercede ;
  • In the function RestartRound() as post, unregister the AddAccount() forward.
With ReAPI:

Code:
#include <amxmodx> #include <reapi> new HookChain:handleHookAddAccount; public plugin_init() {     register_plugin( "Block Round Start Money", "1.0.0", "Arkshine" );     RegisterHookChain( RG_CSGameRules_RestartRound, "OnRestartRound_Pre", false );     RegisterHookChain( RG_CSGameRules_RestartRound, "OnRestartRound_Post", true ); } public OnRestartRound_Pre() {     handleHookAddAccount = RegisterHookChain( RG_CBasePlayer_AddAccount, "OnAddAccount", false ); } public OnAddAccount( const this, amount, RewardType:type, bool:bTrackChange ) {     return HC_SUPERCEDE; } public OnRestartRound_Post() {     DisableHookChain( handleHookAddAccount ); }
Attached Files
File Type: sma Get Plugin or Get Source (block_roundstart_money_reapi.sma - 168 views - 681 Bytes)
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rvIceBreaker
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Join Date: Nov 2023
Old 11-28-2023 , 10:04   Re: Module: Orpheu (v2.6.3)
Reply With Quote #1509

Quote:
Originally Posted by mrnv View Post
hey im having troubles with this on my hl1 server ...

edit: on linux it just segfaults
Having this issue too.
  • HLDS v1.1.2.2 (build 9891) running HL1/valve
  • AMXX 1.9.0
  • metamod 1.21.1
  • orpheu 2.6.3 compat. (from github)

I'm running other plugins but Orpheu being present causes an immediate segfault.

Am I missing something? Does anyone have any ideas for a fix?

I'm a bit new to this and some of these plugins are very confusing...

Edit: I think this is being caused by a plugin looking for an invalid signature/pattern but I can't really test it yet...

Last edited by rvIceBreaker; 11-28-2023 at 12:17.
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