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Module: CSX Extended 2.0.1.0


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GordonFreeman (RU)
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Join Date: Jan 2010
Location: Uzbekistan
Old 03-20-2014 , 11:02   Re: Module: CSX Extended [v1.3]
Reply With Quote #41

Thanks. Compiling module from source solved this problem.
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Last edited by GordonFreeman (RU); 03-20-2014 at 11:13.
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Old 03-24-2014, 16:39
souvikdas95
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souvikdas95
Senior Member
Join Date: Mar 2012
Old 03-27-2014 , 09:54   Re: Module: CSX Extended [v1.4.1]
Reply With Quote #42

@everyone - I really apologise for depreciated release of the module v 1.4.1 . Please consider using v1.2 or original CSX module ( incl in amxmodx package ) for now. In 2-3 hours, I will be done testing the fixed module update for this.
Thank you
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9iky6
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Join Date: Nov 2012
Old 03-27-2014 , 12:29   Re: Module: CSX Extended [v1.5]
Reply With Quote #43

Can upload files 1 archive?
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souvikdas95
Senior Member
Join Date: Mar 2012
Old 03-27-2014 , 12:56   Re: Module: CSX Extended [v1.5]
Reply With Quote #44

New Update :

1.5 :
  • Improved: Accuracy for Score Detection. (Major Update)
  • Fixed: Previous Release
  • Added: Support for Windows XP

Last edited by souvikdas95; 03-27-2014 at 12:56.
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Shooting King
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Join Date: Mar 2012
Location: India
Old 03-28-2014 , 10:27   Re: Module: CSX Extended [v1.5]
Reply With Quote #45

Quote:
Originally Posted by souvikdas95 View Post
Improved: Accuracy for Score Detection. (Major Update)
Details ??
Quote:
Originally Posted by souvikdas95 View Post
Added: Support for Windows XP
O.O
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souvikdas95
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Join Date: Mar 2012
Old 03-28-2014 , 11:22   Re: Module: CSX Extended [v1.5]
Reply With Quote #46

The last kill before round end will be counted, suicide detection improved, put clearstats in Round_Start... execute uniform rank update on Round_End... Removed ResetHUD...

Earliar did not include _xp in dll compilation...

Last edited by souvikdas95; 03-28-2014 at 11:25.
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Shooting King
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Join Date: Mar 2012
Location: India
Old 04-01-2014 , 10:50   Re: Module: CSX Extended [v1.5]
Reply With Quote #47

1. You dont need to create a new object here. (was fixed in v1.2)
Spoiler

to
Spoiler

also in set_user_score()
Spoiler

2. In push_stats(), you are creating a new memory, so you have to set all the stats.
Spoiler

3. You are missing the player with '32' Index. Lines 627 and 642. ( was fixed in v1.2 )
PHP Code:
for (int i=1;i<=gpGlobals->maxClients;i++)
{
       
//....

4. You can merge csstats.inc and csstats_ext.inc for better organization.
5. No backward compatibility here. You have to keep it get_stats_size() only
PHP Code:
stock xmod_get_stats_size()
{
    return 
8;

6. force_save_stats() (in v1.2) offers more functionality by saving the csstats.dat file with a new name and in any other directory. It seems you have not included it.
PHP Code:
/* 
*  Saves all the stats till previous round in the file 
*  Returns 1 

*  default stats file path : amxmodx/data/csstats.dat 
*  v1.2 - Now can Save the Stats file in any directory under cstrike.  
*/ 
native force_save_stats( const path[]="" ); 
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souvikdas95
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Join Date: Mar 2012
Old 04-01-2014 , 11:57   Re: Module: CSX Extended [v1.5]
Reply With Quote #48

1. I will still not support force_save_Stats for files other than csstats. This is not a hub. One can create various plugins. Module is meant for a specific purpose only. Open configs/core.ini and edit oneself the name of file. Or Windows have such great features like [CTRL + C] and [CTRL + V] or Linux with "cp". One can become the god in file management in any OS. Why port such ability to gaming module for any reason indeed? The only purpose for it is to save stats before map restart inside the file.

2. As for get_stats_size, check again. it's xmod_get_stats_size. You must look at the way it's registered in AMX_NATIVE info. The function name is different from it's native name

3. The code maybe a little simple but I am more concerned at maintaining a uniformity in the program. In any case, creating a new object is not causing any harm.

Rather read this :

https://wiki.alliedmods.net/Optimizi...d_X_Scripting)

Section : Don't Re-index Arrays

Although it's for plugin coding, the logic still remains the same

ReCheck the definition of GET_PLAYER_POINTER_I

4. True about maxclients thing. It's now corrected. Thanks for the info.

5. For the setting up of stats in push_stats(), you actually don't need to set all stats. I don't know what exactly you were referring to but the following may find your perusal.
  • stats2 is not included. It can be achieved using set_user_stats2 or set_stats2. However, if more people think it should be included in it, then we would add it. Need more reviews on that.
  • I hope you don't mean why not all stats are defined inside push_stats(), just because we're creating a new entry? It's been like that since always and Creating a new Entry automatically clears the stats to 0. The constructor to Stats::Stats() does it. See CPlayer::PutinServer() from old revisions of CSX.

6. Regarding merging, does it matter now? It's always better to keep one's revisions aside unless officially released.

Last edited by souvikdas95; 04-01-2014 at 12:11.
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Shooting King
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Join Date: Mar 2012
Location: India
Old 04-01-2014 , 12:35   Re: Module: CSX Extended [v1.5]
Reply With Quote #49

Quote:
Originally Posted by souvikdas95 View Post
1. I will still not support force_save_Stats for files other than csstats. This is not a hub. One can create various plugins. Module is meant for a specific purpose only. Open configs/core.ini and edit oneself the name of file. Or Windows have such great features like [CTRL + C] and [CTRL + V] or Linux with "cp". One can become the god in file management in any OS. Why port such ability to gaming module for any reason indeed? The only purpose for it is to save stats before map restart inside the file.
Taking backup of things doesn't do any bad. With that function one can easily backup the Whole stats before reset(or when one needs to save stats). You want people to Copy-Paste things whenever they need to save all the stats ? And one more thing, this is not *your* module. We all are contributing to AmxModx to make it better. You don't need to support this.

Quote:
Originally Posted by souvikdas95 View Post
2. As for get_stats_size, check again. it's xmod_get_stats_size. You must look at the way it's registered in AMX_NATIVE info. The function name is different from it's native name


Quote:
Originally Posted by souvikdas95 View Post
3. The code maybe a little simple but I am more concerned at maintaining a uniformity in the program. In any case, creating a new object is not causing any harm.

https://wiki.alliedmods.net/Optimizi...d_X_Scripting)
You must read it again. Don't re-index array's too many times. That doesn't mean that you can declare a temp variable which is being used just once or twice.
This is Gud


But This isn't


Quote:
6. Regarding merging, does it matter now?
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Last edited by Shooting King; 04-01-2014 at 12:39.
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souvikdas95
Senior Member
Join Date: Mar 2012
Old 04-01-2014 , 13:10   Re: Module: CSX Extended [v1.5]
Reply With Quote #50

yes make it better... not a hub -_-
As long as purpose is served, one should be happy. Plus don't you think, the entire concept of using csstats.dat becomes pointless with that silly additive. The sanity of the module is disturbed because of such lame additives.

You better look at your knowledge before pointing at me. check once again. xmod_get_stats_size is correct. The other one is invalid. I already told you why. You just keep ignoring me -_- Sigh!

Code:
AMX_NATIVE_INFO stats_Natives[] = {
:
	{ "xmod_get_stats_size", get_stats_size },
:
}

Quote:
You must read it again. Don't re-index array's too many times. That doesn't mean that you can declare a temp variable which is being used just once or twice.
That's your assumption that it's used once or twice. AmxModX doesn't run on probablities. Exploit is a fashion nowadays. Almost anybody can make plugins these days. One can call any native as many times as one requires ( even unintentionally )

Last edited by souvikdas95; 04-01-2014 at 14:16.
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