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[TF2] Hidden dev attributes


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Author
crafting
Senior Member
Join Date: May 2014
Location: Somewhere on Earth
Plugin ID:
7264
Plugin Version:
1.2
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Enables the use of attributes hidden into the code that never got added into items_game.txt
    Old 12-02-2020 , 19:45   Re: [TF2] Hidden dev attributes
    Reply With Quote #1

    After alot of testing with the plugins I use, it appears "tf2hiddenattribs" isn't applying the attributes. The plugin loads and I had a friend double check the gamedata (inwhich appeared to be all correct), so it's something within the plugin itself.

    tf2hiddenattribs stopped working for me after the Halloween update, but would randomly work. But now nothing. I really need this fixed, if anyone has any ideas.

    I use https://forums.alliedmods.net/showthread.php?p=2608014 and a dev branch of https://forums.alliedmods.net/showthread.php?p=2436913. Dev attributes show up as invalid attributes.

    Last edited by crafting; 12-02-2020 at 19:46.
    crafting is offline
    PC Gamer
    Veteran Member
    Join Date: Mar 2014
    Old 12-02-2020 , 22:53   Re: [TF2] Hidden dev attributes
    Reply With Quote #2

    Quote:
    Originally Posted by crafting View Post
    tf2hiddenattribs stopped working for me after the Halloween update, but would randomly work. But now nothing. I really need this fixed, if anyone has any ideas.
    I just did a quick check on my server. My PyroShark plugin still allows players to breathe underwater using the "can breathe under water" attribute. Did you test that attribute on your server?

    PyroShark demonstrating breathe under water attribute:
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    nosoop
    Veteran Member
    Join Date: Aug 2014
    Old 12-02-2020 , 23:28   Re: [TF2] Hidden dev attributes
    Reply With Quote #3

    crafting's server has an out of date schema, so when the new one is loaded in on map change, it wipes all injected attributes.

    I'm not knowledgeable on his server configuration to pin down exactly why the schema is outdated and the new one isn't being written to disk, but I know that my method of gameinfo cloning has this issue (though hiddenattribs doesn't play nice on that setup for other reasons).

    The hotfix is to reinject the attributes on map change, that's doable by running sm_hiddenattribs_reload. I'm not particularly fond of that solution since I believe that doesn't free memory for existing injected attributes, but it is what it is.
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    Last edited by nosoop; 12-02-2020 at 23:55.
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    Mr_panica
    Senior Member
    Join Date: Jan 2017
    Location: Russia, Saint-Petersburg
    Old 12-17-2020 , 18:15   Re: [TF2] Hidden dev attributes
    Reply With Quote #4

    Good attributes, I created a godmod plugin with an ÜberCharge effect, basically it is just assigning an attribute "uber on damage taken" to the client.
    Attached Files
    File Type: sp Get Plugin or Get Source (Ugodmode.sp - 100 views - 1.8 KB)
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    Jessica The Gun Lady
    New Member
    Join Date: Jun 2021
    Location: England (unfortunately)
    Old 06-27-2021 , 17:55   Re: [TF2] Hidden dev attributes
    Reply With Quote #5

    Hey folks!

    I've been working on a new plugin which utilizes this one to add a custom attribute, intended for the Custom Weapons X plugin but really usable with anything, it adds the ability to replace weapon sounds, I'm hoping this doesn't count as advertising since I'm new to the forums, but I figured it might be worth it for those who are looking through here and might find use with such a thing.

    You can take a look at the plugin as well as download it from here if any of you can make good use of it in spite of it's flaws:
    https://github.com/JessicaTheGunLady...2-ReplaceSound

    Last edited by Jessica The Gun Lady; 06-27-2021 at 17:56.
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    FlaminSarge
    Veteran Member
    Join Date: Jul 2010
    Old 08-03-2021 , 22:39   Re: [TF2] Hidden dev attributes
    Reply With Quote #6

    Quote:
    Originally Posted by Jessica The Gun Lady View Post
    Hey folks!

    I've been working on a new plugin which utilizes this one to add a custom attribute, intended for the Custom Weapons X plugin but really usable with anything, it adds the ability to replace weapon sounds, I'm hoping this doesn't count as advertising since I'm new to the forums, but I figured it might be worth it for those who are looking through here and might find use with such a thing.

    You can take a look at the plugin as well as download it from here if any of you can make good use of it in spite of it's flaws:
    https://github.com/JessicaTheGunLady...2-ReplaceSound
    Not sure but I think it would be better to load the KV on plugin start into a StringMap (or even just an array of strings), and read from the StringMap during soundhook. If I remember correctly, KV operations are pretty expensive, doing them inside the SoundHook might slow the server down.

    What's the deal with the error if you don't force attribute 6000 to 0.0 for everything?
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    FlaminSarge is offline
    Fearts
    ferts of daeth
    Join Date: Oct 2008
    Old 11-15-2021 , 23:02   Re: [TF2] Hidden dev attributes
    Reply With Quote #7

    After the last TF2 update the gamedata signatures I believe have broken for this plugin. If someone could fix this it would be very helpful.
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    Mikusch
    AlliedModders Donor
    Join Date: Oct 2019
    Location: Germany
    Old 11-16-2021 , 17:40   Re: [TF2] Hidden dev attributes
    Reply With Quote #8

    Quote:
    Originally Posted by Fearts View Post
    After the last TF2 update the gamedata signatures I believe have broken for this plugin. If someone could fix this it would be very helpful.
    Valve changed something in CPopulationManager::FindPopulationFileByShort Name, so that signature needs updating, as well as the offset for g_pFullFileSystem.

    Update these lines:
    Code:
                "addr_g_pFullFileSystem"
                {
                    "linux"
                    {
                        "signature" "g_pFullFileSystem"
                        "read"    "0"
                    }
                    "windows"
                    {
                        "signature" "CPopulationManager::FindPopulationFileByShortName"
                        "read"    "52"
                        "read"    "0"
                    }
                }
    Code:
    "CPopulationManager::FindPopulationFileByShortName"
    {
        "library"        "server"
        "windows"    "\x55\x8B\xEC\x81\xEC\x04\x01\x00\x00\x8D\x85\xFC\xFE\xFF\xFF\x56\x68\x04\x01\x00\x00\x6A\x00\x50\xE8\x2A\x2A\x2A\x2A\x8B\x75\x08"
    }
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    Last edited by Mikusch; 11-16-2021 at 17:41.
    Mikusch is offline
    PC Gamer
    Veteran Member
    Join Date: Mar 2014
    Old 11-16-2021 , 19:33   Re: [TF2] Hidden dev attributes
    Reply With Quote #9

    Quote:
    Originally Posted by Mikusch View Post
    Valve changed something in CPopulationManager::FindPopulationFileByShort Name, so that signature needs updating, as well as the offset for g_pFullFileSystem.

    Update these lines:
    Tested and confirmed working. Thanks Mikusch!
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    Zethax
    Member
    Join Date: Sep 2015
    Location: In my couch
    Old 12-22-2021 , 01:27   Re: [TF2] Hidden dev attributes
    Reply With Quote #10

    I hope this doesn't count as advertising, but I made a repo for some custom attributes I'm making that use this plugin as a backbone. They can be applied onto custom weapons and base weapons alike.
    also if I could get some criticism on the code itself that'd be GREAT

    There's only one attribute in the repo at the time of writing, but I'm planning on adding more. Link
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