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Module: Orpheu (v2.6.3)


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Kryzu
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Join Date: Feb 2009
Old 04-09-2010 , 17:41   Re: Module: Orpheu2.3
Reply With Quote #361

I'm not really the guy who knows much about Orpheu, C++ and Half Life engine 1 "teamwork", but joaquimandrade, you should try to minimize this huge difference of map changing time with servers WITH Orpheu and WITHOUT Orpheu.

I know it loads stuff... but ye, it's the only annoying thing of that AMAZING module.
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joropito
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Old 04-09-2010 , 17:47   Re: Module: Orpheu2.3
Reply With Quote #362

Quote:
Originally Posted by Kryzu View Post
I'm not really the guy who knows much about Orpheu, C++ and Half Life engine 1 "teamwork", but joaquimandrade, you should try to minimize this huge difference of map changing time with servers WITH Orpheu and WITHOUT Orpheu.

I know it loads stuff... but ye, it's the only annoying thing of that AMAZING module.
Caching signatures plus schedule scanning should be a nice feature.
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Arkshine
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Old 04-09-2010 , 17:52   Re: Module: Orpheu2.3
Reply With Quote #363

Is it not already cached ? I don't see any difference on my test server, I have a lot of signatures.
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LaineN
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Old 04-09-2010 , 17:56   Re: Module: Orpheu2.3
Reply With Quote #364

Quote:
Originally Posted by Arkshine View Post
Do you have the signature in orpheu/virtualFunctions/CGameRules/ ?
Yes.
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Kryzu
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Old 04-09-2010 , 18:29   Re: Module: Orpheu2.3
Reply With Quote #365

Quote:
Originally Posted by Arkshine View Post
Is it not already cached ? I don't see any difference on my test server, I have a lot of signatures.

i've only one(max money) and the server is DOWN for some seconds.
At server start it loads stuff some seconds. Not having opportunity to see that loading stuff atm
It does it every mapchange for me:/
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joaquimandrade
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Join Date: Dec 2008
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Old 04-09-2010 , 20:56   Re: Module: Orpheu2.3
Reply With Quote #366

Which version are you using?

I don't remember on which was but starting on one version it includes signature caching.
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Last edited by joaquimandrade; 04-09-2010 at 20:58.
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kielor
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Join Date: Jan 2009
Location: Russia, Novosibirsk
Old 04-10-2010 , 03:10   Re: Module: Orpheu2.3
Reply With Quote #367

Quote:
Originally Posted by Arkshine View Post
For your problem, you have to alter the 1.6 value by 0, so, the following check will be true and the code won't be executed.
ehm, what value? how to patch?
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Arkshine
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Old 04-10-2010 , 09:02   Re: Module: Orpheu2.3
Reply With Quote #368

Quote:
Originally Posted by LaineN View Post
Yes.
So, you can tell that the function is well called when you put some debug into ?
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Arkshine
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Old 04-10-2010 , 09:06   Re: Module: Orpheu2.3
Reply With Quote #369

Quote:
Originally Posted by kielor View Post
ehm, what value? how to patch?
You have to find the address where is used the value. Then just create a file in memory, and use OrpheuMemorySet(). Look the code in HLSDK, the purpose is to change the 1.7 value ( 1.6 in CS ) by 0, so the check "if ( maxscaledspeed <= 0.0f )" will be true and the code won't be executed, it's the same like superceding the function ( though you can't for this one ).
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LaineN
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Old 04-10-2010 , 18:31   Re: Module: Orpheu2.3
Reply With Quote #370

Quote:
Originally Posted by Arkshine View Post
So, you can tell that the function is well called when you put some debug into ?
I now see that I have orpheu/virtualFunctions/CGameRules/FPlayerCanRespawn, but not orpheu/functions/CHalfLifeMultiplay/FPlayerCanRespawn.
Do I need FPlayerCanRespawn in CHalfLifeMultiplay folder too?
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