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Poison_Jay
Senior Member
Join Date: May 2004
Old 07-19-2004 , 08:30  
#21

autoinstaller!!~~ lol
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BAILOPAN
Join Date: Jan 2004
Old 07-19-2004 , 08:46  
#22

I think that people will always use these because "to each his own".

Developers will realize that as of 0.20, it is trivial to make your own module in C++ (no more .def files, explicit attachment code), and then link it to your own AMX plugins. Essentially you can write AMX and Metamod plugins in C++ now as modules, which gives developers a great environment - the power of C++ and the simplicity of AMX Small.

The original AMX was not designed with much scability, this is something we have finally changed with AMX Mod X 0.20. I hate to say it, but a lot of the problems with AMX come from the original author's coding habits (which, well, they're not our style). Many of the changes have been simply rewriting parts from scratch. So much has changed that the cores are really no longer comparable - the 0.20 core is greatly superior to AMX 0.9.6j+.

I don't see Admin-Mod and ClanMod as competitors, it's all up to the user (and I have exchanged ideas with the AM dev team often, as did OLO). As long as we have the community-oriented development that we have now, the project has succeded
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|2ob
Senior Member
Join Date: Mar 2004
Location: Ontario, Canada
Old 07-19-2004 , 09:18  
#23

man i cant wait for an "offical" review and interview once 1.0 comes out

ill be like, "w00t go bail go!"

EDIT: Are the custom votes fixed? map votes, and such.
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I would put more, but they have a limit on chars
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UgLyPuNk
Member
Join Date: Jul 2004
Old 07-19-2004 , 09:55  
#24

is there any news on how the 64bit stuff is going.
I don't know about anyone else but ive been hanging for it.


Kingsley

PS. Yer I know im a forum noob but i have been watching for a while
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BAILOPAN
Join Date: Jan 2004
Old 07-19-2004 , 10:01  
#25

the 64bit stuff will be done when AMX Mod X is feature and bug complete. This is because it's a LARGE amount of work and it makes more sense to sit down and iron everything out before tinkering with something so touchy.

It's DEFINITELY on our to-do list, though, so don't lose hope!

This is an area where we really want to contribute back to the community - any 64bit findings we make will be relayed back to Admin-Mod and ITB CompuPhase as we know both of them have been working on it, unsuccessfully.

Basically we know how we want to do it, but we haven't gotten around to figuring out how to do it yet
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hondaman
Senior Member
Join Date: Mar 2004
Location: Dallas, Texas
Old 07-19-2004 , 12:24  
#26

Any information on changes or improvements to the stats module?

hondaman
www.hardgaming.com
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BAILOPAN
Join Date: Jan 2004
Old 07-19-2004 , 12:36  
#27

CSSTATS has been upgraded to CSSTATS2 by SidLuke.

The crash bug is fixed. 0.20 uses StatsX instead of Stats.
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Abe
Member
Join Date: Jul 2004
Old 07-19-2004 , 12:42  
#28

please add a function to check wether a point is in the map (i.e the movable area) i have tried using pointcontents but it nearly always returns -2 (partly becuase clip was changed from -6 to -2) so i don't know how to check if a point is in a wall or not

if there is another way or function i can check this please post

note: I am attempting to make a random respawn part to my plugin rather like BAILOPAN's CSDM but i cant find how he does it in that, so please post if anyone knows the way to do this

also (i don't know if this is possible or not) but is there any chance of a function for uploading files like a plugin requests a file and is then automatically uploaded to the server
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BAILOPAN
Join Date: Jan 2004
Old 07-19-2004 , 12:50  
#29

TBH I'm not sure how to check if a point is in the wall or not. Search for the forum for PointContents as I'm sure it's been mentioned before (by AssKicr).

I can make a wrapper function but most likely it would do the samething yours does.

CSDM does not employ truly random respawning. It selects a random spawn point from a predefined list. I didn't try to do anything special, I had to go through each map and write down coordinates
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Abe
Member
Join Date: Jul 2004
Old 07-19-2004 , 12:55  
#30

yea i thought you might have done but on csdm it works on custom maps dont it? (aint tried)

i have searched forums about pointcontents but it says

Quote:
#define CONTENTS_EMPTY -1
#define CONTENTS_SOLID -2
#define CONTENTS_WATER -3
#define CONTENTS_SLIME -4
#define CONTENTS_LAVA -5
#define CONTENTS_SKY -6
#define CONTENTS_ORIGIN -7 /* removed at csg time */
#define CONTENTS_CLIP -8 /* changed to contents_solid */
#define CONTENTS_CURRENT_0 -9
#define CONTENTS_CURRENT_90 -10
#define CONTENTS_CURRENT_180 -11
#define CONTENTS_CURRENT_270 -12
#define CONTENTS_CURRENT_UP -13
#define CONTENTS_CURRENT_DOWN -14
#define CONTENTS_TRANSLUCENT -15
#define CONTENTS_LADDER -16
so if you changed #define CONTENTS_CLIP back to itself rather than content_solid then it would mean you can check if the point was a clip (wall) rather than the air becuase atm they both return as solid :/

cheers for speedy reply

also what do you mean by a wrapper function?
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