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Author
Skyy
AlliedModders Donor
Join Date: Jan 2010
Location: Toronto, Canada
Plugin ID:
6826
Plugin Version:
nls_v
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    nls
    Unapprover:
    Reason for Unapproving:
    No source code / plugin, upload source and use the Report Post button for a new review.
    Old 11-27-2019 , 14:37   -nls-
    Reply With Quote #1

    no longer supported.

    Last edited by Skyy; 12-16-2023 at 11:18. Reason: no longer supported
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    Lux
    Veteran Member
    Join Date: Jan 2015
    Location: Cat
    Old 11-28-2019 , 02:08   Re: [L4D2] SkyRPG Modular Class-based RPG plugin
    Reply With Quote #2

    Nice!, one huge monster of code this will take few weeks to understand

    It's good thing i still have SourcePawn Compiler 1.6.4-dev+4625 and compiled fine with some warnings.

    With compiling in 1.9 you have the issue i had for a while using var name client which causes this rpg/rpg_functions.sp(6260) : warning 219: local variable "client" shadows a variable at a preceding level
    Like ok so never used client variable name from now on happened with smlib include too.

    Altho it still does compile fine with 1.9 deprecated don't usually mean unusable.

    Nice job sharing.

    Ill give it a go and play with it.
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    Dragokas
    Veteran Member
    Join Date: Nov 2017
    Location: Ukraine on fire
    Old 12-09-2019 , 12:48   Re: [L4D2] SkyRPG Modular Class-based RPG plugin
    Reply With Quote #3

    wow! Very nice! Thanks for sharing.

    This one is really something unique for l4d.
    I already saw class system in one of the servers. However, without points / talents.
    I also developed on the paper some similar system, still had no time to realize unique features.

    It would be very interesting to read about classes structure and their abilities.
    I already read its names in code. Looks wonderful.
    However, it's also nice to get more understanding of its relationship, mechanics and points influence.
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    Dragokas
    Veteran Member
    Join Date: Nov 2017
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    Old 12-09-2019 , 14:49   Re: [L4D2] SkyRPG Modular Class-based RPG plugin
    Reply With Quote #4

    Thanks for the explanation. Like
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    SpiritBob
    Member
    Join Date: Jul 2011
    Old 02-23-2020 , 05:43   Re: [L4D2] SkyRPG Modular Class-based RPG plugin
    Reply With Quote #5

    File not found: addons\sourcemod\configs\readyup\readyup.cfg

    If I add that, I get a ton of other missing files for readyup.

    Such as maplist and whatnot.

    Could you fix this?
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    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 02-28-2020 , 12:50   Re: [L4D2] SkyRPG Modular Class-based RPG plugin
    Reply With Quote #6

    Quote:
    Originally Posted by Skyy View Post
    If people are having trouble getting l4downtown2 extension working, all hope is not lost - when I release the versus integration, I plan to have DHooks (and thus remove the l4downtown2 requirement) integrated, as well; Thanks to Lux for that request.
    Or you could use left4dhooks which includes downtown and l4d_direct stuff


    Also your archive structure is strange, why do you not put the include folder inside the scripting folder as SM uses?
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    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 02-28-2020 , 15:34   Re: [L4D2] Sky's RPGMaker
    Reply With Quote #7

    Left4Dhooks is a replacement for Left4Downtown which uses DHooks to achieve the same thing the extension does.

    Wasn't trying to be condescending, just making a comment and asking a question, sorry.
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    dustinandband
    Senior Member
    Join Date: May 2015
    Old 03-13-2020 , 20:56   Re: [L4D2] Sky's RPGMaker
    Reply With Quote #8

    Looks impressive. Curious though, why use "stock" keyword when declaring functions in your main plugin file? I was under the impression it's used within include files because you want to tell the compiler not to include all the unused functions within your code base.

    Quote:
    The stock keyword tells the compiler to simply not include the function in the compiled binary if it's not called somewhere in the code. This makes the function facultative so to speak, and it won't increase the binary size if its not used.

    https://stackoverflow.com/questions/...homolog-in-c-c
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    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 03-28-2020 , 22:01   Re: [L4D2] Sky's RPGMaker
    Reply With Quote #9

    Quote:
    Originally Posted by Skyy View Post
    I let someone run this mod before it was publicly-released on their server network; I discovered a while back through a recruiter on LinkedIn that I was apparently a thief, and didn't develop this mod. As it turns out, the fellow was claiming on his LinkedIn page to be the creator/developer.
    Interestingly-enough, the individual closed his steamgroup & website the same day I released the source code, publicly.
    Wow that's messed up. What is wrong with people? I've seen people selling my code or charging for simple modifications I could have done had I been contacted, not very nice. Well at least you showed them and shut them down.

    Yeah object returns with DHooks is currently not supported, although used in a rare few cases it would be handy. There are 2 functions on Linux that Left4DHooks cannot support because they require object returns. Maybe/hopefully in the future when Dynamic Detours is slowed transitioned into SourceMod DHooks it will become available. It seems Windows doesn't exactly have a problem with them but modifying a value would probably be problematic and crash.

    Edit: I just wanted to say "Left4DHooks" was a play on the name "Left4Downtown" since it replicates the extension + adds more features, and well I'm not Downtown and it uses DHooks, so naming it L4D seemed more appropriate, and I added L4D_Direct so it became "Left4DHooks Direct". I know it might be confusing for some who are not familiar with it but whatever it is what it is.
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    Last edited by Silvers; 03-28-2020 at 22:04.
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    Dragokas
    Veteran Member
    Join Date: Nov 2017
    Location: Ukraine on fire
    Old 03-29-2020 , 13:50   Re: [L4D2] Sky's RPGMaker
    Reply With Quote #10

    Quote:
    why use "stock" keyword when declaring functions in your main plugin file?
    Personally I used to always assign 'stock' keywords to universal standalone functions that can be re-used in other plugins. Habit.
    But in real that is actually mean this code will not be included in smx if it is not called from anywhere.

    Skyy, I already had a sad experience, a person takes what I publish on AM, then he tells others that I am stealing his server, because I'm obviously using same my works on my server. That's why I decided to patch sm blocking plugins list. And that's why one of the reason I don't like to publish most of my works on public.
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