I managed to get this extension work on the windows server. All you need to run the extension:
CSS server v72 (and client)
MetaMod:Source v1.9.0
SourceMod v1.4.8-dev
SDKhooks
I can share all the necessary files.
I also made a list of new signatures:
http://rghost.ru/48429824 (all the table offsets may be wrong )
100% correct gamedata for css72 with binares:
http://rghost.ru/48430006 ( it will help to find the necessary signatures in the future)
http://rutube.ru/video/5e29fc344a314...8905d6e3cf536/
Conslole log:
Code:
[SDKTOOLS] Sigscan for FireOutput failed - Disabling detour to prevent crashes
[MONSTER] Getting g_AI_SensedObjectsManager - Success
[MONSTER] Getting g_vecAttackDir - Success
[MONSTER] Getting m_DefaultRelationship - Success
[MONSTER] Getting m_lastInteraction - Success
[MONSTER] Getting g_SoundController - Success
[MONSTER] Getting decalsystem - Success
[MONSTER] Getting g_pPredictionSystems - Success
[MONSTER] Getting te - Success
[MONSTER] Getting my_g_MultiDamage - Success
[MONSTER] Getting g_Templates - Success
[MONSTER] Getting g_EntityListPool - Success
[MONSTER] Getting g_CEventQueue - Success
[MONSTER] Getting g_TouchTrace - Success
[MONSTER] Getting g_PostSimulationQueue - Success
[MONSTER] Getting EventQueuePrioritizedEvent_t_s_Allocator - Success
[MONSTER] Getting gm_AllHints - Success
[MONSTER] Getting s_GameSystems - Success
[MONSTER] Getting AI_Waypoint_t_s_Allocator - Success
[MONSTER] Getting g_AIFriendliesTalkSemaphore - Success
[MONSTER] Getting g_AIFoesTalkSemaphore - Success
[MONSTER] Getting Valve System g_CheckClient - Success
[MONSTER] Getting Valve System g_PropDataSystem - Success
[MONSTER] Getting Valve System g_SoundEmitterSystem - Success
[MONSTER] Getting Valve System g_FlexSceneFileManager - Success
[MONSTER] Getting Valve System g_pResponseSystem - Success
****************************************************
Monster Extension Core LOADED
By ZombieX2.net
****************************************************
Executing dedicated server config file server.cfg
[MONSTER] Server may crash at this time!
[MONSTER] Getting g_EntityCollisionHash - Success
[MONSTER] Getting g_WorldEntity - Success
[MONSTER] Getting m_pActivitySR - Success
[MONSTER] Getting m_iNumActivities - Success
[MONSTER] Getting m_pEventSR - Success
** Duplicate Hammer Node IDs: SoundEmitter: adding map sound overrides from scripts/sm_monster/game_sounds_BaseNpc.txt [4 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_headcrab.txt [12 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_fastheadcrab.txt [7 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_blackheadcrab.txt [14 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_zombie.txt [17 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_fastzombie.txt [19 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_poisonzombie.txt [11 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_manhack.txt [13 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_antlionguard.txt [15 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_antlionguard_episodic2.txt [2 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_antlionguard_episodic.txt [9 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_stalker.txt [24 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_antlion.txt [22 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/game_sounds_weapons.txt [16 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/game_sounds_items.txt [12 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_vortigaunt.txt [428 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_rollermine.txt [16 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_antlion_episodic.txt [12 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_combine_cannon.txt [1 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_env_headcrabcanister.txt [6 total, 0 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/sm_monster/npc_sounds_turret.txt [29 total, 0 replacements, 0 duplicated replacements]
Unfortunately, after spending a week I did not understand how it all works, even though I am a good c++ programmer. The source code is very strange. Need to be a a genius to write such a code without any documentation and information about all of this. I have tried to talk with raydan to get at least some kind of information, but he does not want to talk. No one from the community can help.
It seems all this will remain a mystery. Even so, if someone decides to take on this, I am always ready to help. I'm pretty sure that in the community there are people who can make sense of this...
I do not know exactly how it works, but maybe in some cases it is possible to use the old dll, instead of searching for signatures in the new dll. Just put the old dll next to the new dll and make calls from it