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[TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshots [May 15, 2014]


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^SmileY
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Old 11-05-2013 , 10:20   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshot
Reply With Quote #11

Whell, it is possible to parse using eclipse for this?
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Subject
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Old 11-14-2013 , 16:44   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshot
Reply With Quote #12

Hey, a friend and I have started a project for a server plugin for CS GO. We're trying to go stock -- no MetaMod, no AMX, no nothing, just our own vanilla plugin compiled against valve's SDK.


We're running a 32-bit Ubuntu VM for our test bed with Arch Linux (x64) as a host.

We have successfully installed the source dedicated server, the steam client runtime, and the 2013 Source SDK.

In the SDK, there is a sample server plugin that valve provides. All we wish to do is compile either of the two files in that folder, since we really can't get any work done with the server plugin without being able to compile it.

The problem we're running into is one of dependencies. It seems like VALVE was very schizophrenic in the way they organized their header/include files, and some of their files reference tertiary includes that aren't even provided with the SDK.


Basically, all I'm asking for is a command line argument that we could run with a default, barebones setup of the SDK and runtime that will give us a valid .so. We've been using gcc with the paramaters -shared -o libraryname.so filename.cpp (along with a bunch of others we've tried).

Is there a particular way these directories must be set up? Is there a particular path we should be running gcc from?


This seems to be the last link in the chain for us to get the plugin part of the project underway. Just to make sure we could get a .so to load into the server, I did successfully get the metamod plugin running on our machine. So, would anyone mind helping us compile this .so?
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claudiuhks
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Old 03-17-2014 , 19:13   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshots [Mar 18, 2014]
Reply With Quote #13

New information provided, regarding compatibility between operating systems. New files attached.
The first given information was somehow not complete since compiled projects were only working on the same machine.
32-bit machines are required to compile a project properly.
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Last edited by claudiuhks; 03-17-2014 at 19:14.
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Exoid
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Old 03-22-2014 , 22:33   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module)
Reply With Quote #14

Quote:
Originally Posted by claudiuhks View Post
[font=Tahoma]Because some persons voted this thread as not detailed enough, another information is given below.

>> Windows MinGW's GCC Compiler <<

1. Installing.

- Type into Google "MinGW for Windows" and download it then install properly with its default settings.

2. Configuring.

- Go to Control Panel\System\Advanced System Settings\Environment Variables.
- Now you see two titles, "User Variables for $USERNAME$" and "System Variables".
- Click on variable "Path" from "System Variables" and then press Edit button.
- Into "Variable Value" field, add the line listed below, at the end.

Code:
;C:\MinGW\bin
- Save everything.

3. Compiling.

- Now you will be able to type in Command Prompt commands like "GCC".
- Download and install Windows GCC
- Create a example.bat file at C:/Users/username
- Write the following at example.bat:
PHP Code:
prompt $T$G
path C
:\MinGW\bin\;%PATH%
cd C:\Users\username\project_source_path
- Save and when go to cmd just run the bat: ->cmd -> example (enter)

Now you can use gcc command's under cmd without change system variables..
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yokomo
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Old 05-10-2014 , 12:44   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshots [Mar 18, 2014]
Reply With Quote #15

Yo, i was wondering how can i compile my module into .so using my Windows OS? is it possible to compile linux module in Windows?

I mean without using virtual machine.
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Arkshine
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Join Date: Oct 2005
Old 05-10-2014 , 12:56   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshots [Mar 18, 2014]
Reply With Quote #16

You will have to use MinGW or similar.
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yokomo
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Old 05-10-2014 , 13:09   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshots [Mar 18, 2014]
Reply With Quote #17

Quote:
Originally Posted by Arkshine View Post
You will have to use MinGW or similar.
It would be great if we got a tutorial for compiling amxx module for linux in Windows OS.

MinGW eh, gonna look at this, Thanks.

By the way Arkshine you also using this MinGW?
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✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
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Arkshine
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Join Date: Oct 2005
Old 05-10-2014 , 13:29   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshots [Mar 18, 2014]
Reply With Quote #18

Nope, I've a server under linux. Before I was using a virtual machine, it was working great too. I've tried using MinGW too, but It's a pain and slow. It's probably a bit outdated, but it could give you some way: http://forums.bots-united.com/showthread.php?t=4822
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Old 05-10-2014, 15:47
commonbullet
This message has been deleted by commonbullet. Reason: I haven't seen he doesn't want to use a VM anyway.
meTaLiCroSS
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Old 05-10-2014 , 16:10   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshots [Mar 18, 2014]
Reply With Quote #19

Having access to a server which is under linux.. what should I check before compiling? (and what to do for compile a simple module (like fun))
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You're right Metalicross
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Arkshine
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Join Date: Oct 2005
Old 05-10-2014 , 16:38   Re: [TUTORIAL] Writing an Extension (AMX Mod X Module) + Screenshots [Mar 18, 2014]
Reply With Quote #20

https://wiki.alliedmods.net/Building_AMX_Mod_X
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