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  • Members: 384
  • Category: Game Programming
  • Founded: Mar 31, 2001
  • Language: English
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#550 From: HJ <InzaneKaoz@...>
Date: Tue Feb 10, 2004 1:39 am
Subject: Cygwin, gcc 3.3.1, linking issues
InzaneKaoz
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Greetings,

I'm having some difficulty getting metamod to work; I have both
metamod 1.17 and the hlsdk modified with all the goodies from
November (SequenceGet, etc).

I have gotten metamod to compile and link...
but something's gone haywire.

As I have both metamod and the hlsdk under revision-control, I had a
friend with MSVC check out the same version as I'm trying to get
working -- and has built a metamod.dll that works.

This implies to me linker/export troubles, or headers which may not
be quite-right for Cygwin ('in MingW mode, gcc 3.3.1'; aka
-mno-cygwin), but are close enough that it all compiles and links.


In-particular, when attempting to load my .dll (no matter how I've
linked it) I get the errors below in Half-Life's console after
attempting to start a new game:


LoadLibrary failed on
c:\games\Steam\steamapps\e@mailpls\counter-strike\cstrike\addons\metamod\dlls\me\
tamod.dll
(-1073741674)
Host_Error: Couldn't get DLL API from
c:\games\Steam\steamapps\e@mailpls\counter-strike\cstrike\addons\metamod\dlls\me\
tamod.dll



I'm assuming DLLEXPORT for metamod should be __declspec(dllexport)
and WINAPI to be __stdcall.


I am attaching my Makefile, to see if anybody notices something
glaringly obvious that I've missed.  Yes, I've tried almost every
linker configuration under the sun, from dlltool and dllwrap to gcc
and g++ and everything else.

Unfortunately, I do not have access to a gcc 2.9x series compiler
any longer, nor do I wish to leave recent-gcc's in the dust for
being picky.

Dll's either myself or my friend have built (for examination via
objdump, perhaps) available upon private request off-list.

~K

#551 From: "InzaneKaoz" <InzaneKaoz@...>
Date: Wed Feb 11, 2004 8:22 am
Subject: Re: Cygwin, gcc 3.3.1, linking issues [RESOLVED]
InzaneKaoz
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After a days' rest from coding and some sleep followed by caffiene, I
came to realise that my whole Counter-Strike setup was broken; it
didn't even like the official metamod.dll.

Several tests and recompiles later and Half-Life has decided to like
not only the official metamod.dll, but the one I built as well; also,
all of the example plugins from source.

For the curious, here's the linker variable I ended up using:
(for Cygwin, gcc 3.3.1)

LINK_WIN=g++ -g -shared -Wl,--add-stdcall-alias -mwindows -mno-cygwin \
-o $@ $(OBJ_WIN) $(RES_OBJ_WIN)


The remainder of the makefile was trivial to fix.


Cheers,
~K

#552 From: "player220101" <player220101@...>
Date: Sat Feb 14, 2004 4:13 am
Subject: RemoveEntity(edict_t *e)
player220101
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I'm writing a metamod plugin to hook RemoveEntity() and for some
reason it is not working... I kept on removing code until it was bare
bones, but it appears the hook isn't even registering.

To investigate I loaded the trace plugin, set trace_engine 50 and
trace RemoveEntity and trace_unlimit 1, and called REMOVE_ENTITY on a
few ents... no response from trace.

Is this a bug in my code, trace's code, or metamod?  What could be
going wrong?

I posted a snippet of what I did below.  Thanks for any help.
      -----David "BAILOPAN" Anderson

void RemoveEntity(edict_t *e)
{
	 SERVER_PRINT("This is a test.\n");
	 META_RES result = MRES_SUPERCEDE;
}

enginefuncs_t meta_engfuncs;
C_DLLEXPORT int GetEngineFunctions(enginefuncs_t *pengfuncsFromEngine,
int *interfaceVersion ) {
	 meta_engfuncs.pfnRemoveEntity = RemoveEntity;
	 memcpy(pengfuncsFromEngine, &meta_engfuncs, sizeof(enginefuncs_t));
	 return(TRUE);
}

#553 From: "Kevin Masterson" <cybermind@...>
Date: Sat Feb 14, 2004 11:01 am
Subject: Re: RemoveEntity(edict_t *e)
cybermind@...
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MetaMod only calls hooks when a DLLAPI or NEWAPI function is called from the
engine, or when an engine function is called from the DLL. MetaMod does not
call hooks when a plugin calls any HLSDK function.

#554 From: "jake987722" <jake987722@...>
Date: Tue Feb 17, 2004 3:54 am
Subject: Metamod Functionality Problem
jake987722
Send Email Send Email
 
I have installed metamod 1.17 on my server. I'm pretty sure I did it
right, but I have a problem. When I type "meta" in the console, there
are only 2 commands I can issue:
meta list
meta version
Not only can I not make it load any plugins, but I added installed
some plugins and added them to the plugin.ini file, and it won't load
them automatically either. It seems like metamod is only partially
working, which doesnt make any sense to me. Any suggestions?

#555 From: "Dsned" <dsnedecor@...>
Date: Tue Feb 17, 2004 6:08 pm
Subject: Re: Metamod Functionality Problem
Dsned
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If you are running metamod on a dedicated server, you need to either
run the meta commands from the server console or using the rcon
command.  It looks like you are getting only the client side
commands.  If that's not the issue maybe someone else can help.

David S.

--- In metamod@yahoogroups.com, "jake987722" <jake987722@h...> wrote:
> I have installed metamod 1.17 on my server. I'm pretty sure I did
it
> right, but I have a problem. When I type "meta" in the console,
there
> are only 2 commands I can issue:
> meta list
> meta version
> Not only can I not make it load any plugins, but I added installed
> some plugins and added them to the plugin.ini file, and it won't
load
> them automatically either. It seems like metamod is only partially
> working, which doesnt make any sense to me. Any suggestions?

#556 From: Marcelo Bezerra <mosca@...>
Date: Wed Feb 18, 2004 3:58 pm
Subject: What function to hook so I can force clients to download resources?
mosca@...
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I want to write a metamod plugin that does what this amx plugin does:
http://amxmod.net/amx-showplugin.php?id=44896

But I couldn't figure out which function I should hook with metamod.
Any sugestions?

#557 From: "mogul08" <mogul08@...>
Date: Mon Feb 23, 2004 11:54 am
Subject: meta plugin
mogul08
Send Email Send Email
 
I would like to request a plugin for metamod(excuse my english..i'm from
romania) that would do something like that:
I want to make a 'network' of dedicated servers in each server is ranked with
some 'points'.Every player is ranked by the camping time,plant/defuse
attempts,number of bomb planted/defused,total time camped(in a mysql table) and
gets a number(a skill).When that player connects to a server..by the skill his
connection is accepted or refused on that server and he is redirected to another
server that has a lower minimum skill.
The advantage of this ranking system is that ,on a particular server,every
player has the same skill(the teams will be verry balanced) and most of all
..the ranking isn't made by the number of frags(the fragnatcs will be gone).
So please if u can do this...do it..plz
I don't know if i was explicite..if u didn't understand completely what i
mean..pliz reply me..
THX for reading this

#558 From: "Kevin Masterson" <cybermind@...>
Date: Mon Feb 23, 2004 6:16 pm
Subject: Re: What function to hook so I can force clients to download resources?
cybermind@...
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You would want to hook DispatchSpawn (or just Spawn, I've seen it named
either) and then check to see that the v.classname member of the edict is
"worldspawn"

int Spawn(edict_t* ed ) {
     if (FStrEq(STRING(ed->v.classname), "worldspawn")) {
         PRECACHE_SOUND("sound/misc/blah.wav");
         ...
     }
}

#559 From: "c0ld" <c0ldfyr3@...>
Date: Tue Feb 24, 2004 3:52 pm
Subject: Re: meta plugin
c0ldfyr3
Send Email Send Email
 
Yes, and nobody on this list has anything better to be doing that
writing plugins for people who can't even be bothered explaining
fully what they want.

Can you see the sarcasm here or did I not make it easy enough ?

--- In metamod@yahoogroups.com, "mogul08" <mogul08@y...> wrote:
> I would like to request a plugin for metamod(excuse my english..i'm
from romania) that would do something like that:
> I want to make a 'network' of dedicated servers in each server is
ranked with some 'points'.Every player is ranked by the camping
time,plant/defuse attempts,number of bomb planted/defused,total time
camped(in a mysql table) and gets a number(a skill).When that player
connects to a server..by the skill his connection is accepted or
refused on that server and he is redirected to another server that
has a lower minimum skill.
> The advantage of this ranking system is that ,on a particular
server,every player has the same skill(the teams will be verry
balanced) and most of all ..the ranking isn't made by the number of
frags(the fragnatcs will be gone).
> So please if u can do this...do it..plz
> I don't know if i was explicite..if u didn't understand completely
what i mean..pliz reply me..
> THX for reading this

#560 From: Marcelo Bezerra <mosca@...>
Date: Thu Feb 26, 2004 2:56 am
Subject: Re: What function to hook so I can force clients to download resources?
mosca@...
Send Email Send Email
 
Thanks for the reply, but I got it working by hooking "ServerActivate"
:)

On Mon, 2004-02-23 at 15:16, Kevin Masterson wrote:
> You would want to hook DispatchSpawn (or just Spawn, I've seen it named
> either) and then check to see that the v.classname member of the edict is
> "worldspawn"
>
> int Spawn(edict_t* ed ) {
>     if (FStrEq(STRING(ed->v.classname), "worldspawn")) {
>         PRECACHE_SOUND("sound/misc/blah.wav");
>         ...
>     }
> }
>
>
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>
>

#561 From: "abnrugby82" <abnrugby82@...>
Date: Fri Feb 27, 2004 1:35 am
Subject: help
abnrugby82
Send Email Send Email
 
need help with my gamespy i downloaded it and for some reason it
wont  bring up my server window.evertime i click on one of my games
in the window to bring up the server window nothing will happen.i
have downloaded and reloaded game spy about 2 to three times.anyone
out can help. thanks...........abnrugby82..........my email is
abnrugby82@....

#562 From: "Steven Hartland" <killing@...>
Date: Fri Feb 27, 2004 2:48 pm
Subject: Re: help
steven_hartland
Send Email Send Email
 
This doesn't have anything to do with metamod that I can see. Best ask in a
more appropriate place.
   
    Steve / K
----- Original Message -----
From: abnrugby82
Sent: 27 February 2004 01:35
Subject: [metamod] help

need help with my gamespy i downloaded it and for some reason it
wont  bring up my server window.evertime i click on one of my games
in the window to bring up the server window nothing will happen.i
have downloaded and reloaded game spy about 2 to three times.anyone
out can help. thanks...........abnrugby82..........my email is
abnrugby82@.....

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#563 From: "player220101" <player220101@...>
Date: Wed Mar 3, 2004 4:14 am
Subject: Metamod Forks
player220101
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I have noticed that due to inactivity people are beginning to fork
Metamod ("Metamod+" and some homebrewn trivial hacks) in order to keep
it patched with the latest mods such as Natural Selection 3.

Are there any plans to release a new metamod that will be compatible
with these mods?

I am on the development team for the next version of "AMX Mod" and
having multiple forks of Metamod floating around will be a largely
annoying issue, and forking it ourselves would tack on quite a bit of
development, but it may be necessary if we can't offer support for all
mods.

It would be great if we could have some insight to this =D

Thanks,
      -----David "BAILOPAN" Anderson

#564 From: Florian Zschocke <zschocke@...>
Date: Wed Mar 3, 2004 9:35 am
Subject: Re: Metamod Forks
zschocke@...
Send Email Send Email
 
player220101 wrote:
> I have noticed that due to inactivity people are beginning to fork
> Metamod ("Metamod+" and some homebrewn trivial hacks) in order to keep
> it patched with the latest mods such as Natural Selection 3.
>
> Are there any plans to release a new metamod that will be compatible
> with these mods?

Maybe it's time to make the SourceForge presence of Metamod more
public so that people can leave patches they wish to be added to
MM in the patches tracker on SF and Will can then put them in.
That would be preferable over many people releasing their own
patched versions.

Then again, who am I fooling? Noone in this community seems to be
sharing patches they do but rather keep them for themselves.

Florian

#565 From: David Anderson <player220101@...>
Date: Wed Mar 3, 2004 5:19 pm
Subject: Re: Metamod Forks
player220101
Send Email Send Email
 
Wow.  I did not even _know_ that Metamod was an SF
project.  I think your idea of publicizing that is
very good - how often does Will integrate these
patches and release a new Metamod?

You are very right about the community not seeming to
share patches... the entire reason behind the AMX Mod
community being split is because the developers
released hacked+closed fixes, and then disappeared
from time without any intention of telling anyone
what's going on.  As much as I like OLO's work, AMX
Mod development is dead and a large amount of the
source is basically closed.

      -----David "BAILOPAN" Anderson

P.S. This is offtopic but I actually patched Admin-Mod
to add all the functions from AMX that I didn't have
in AM (I still like AM better than AMX)... but I
figured giving that patch out on AM forums would have
gotten a nice ban from Wraith ;]

shameless plug:
http://www.sf.net/projects/amxmodx/


--- Florian Zschocke <zschocke@...> wrote:
> player220101 wrote:
> > I have noticed that due to inactivity people are
> beginning to fork
> > Metamod ("Metamod+" and some homebrewn trivial
> hacks) in order to keep
> > it patched with the latest mods such as Natural
> Selection 3.
> >
> > Are there any plans to release a new metamod that
> will be compatible
> > with these mods?
>
> Maybe it's time to make the SourceForge presence of
> Metamod more
> public so that people can leave patches they wish to
> be added to
> MM in the patches tracker on SF and Will can then
> put them in.
> That would be preferable over many people releasing
> their own
> patched versions.
>
> Then again, who am I fooling? Noone in this
> community seems to be
> sharing patches they do but rather keep them for
> themselves.
>
> Florian
>
>


__________________________________
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#566 From: Florian Zschocke <zschocke@...>
Date: Wed Mar 3, 2004 9:41 pm
Subject: Re: Metamod Forks
zschocke@...
Send Email Send Email
 
David Anderson wrote:
>
> Wow.  I did not even _know_ that Metamod was an SF
> project.  I think your idea of publicizing that is
> very good - how often does Will integrate these
> patches and release a new Metamod?

The SF site of Metamod hasn't had much activity so far. Will usually
puts in new game support or patches when he is send them, or when his
free time allows it. Currently the latter seems to be the limiting
factor.

Florian

#567 From: "weigao_99" <weigao_99@...>
Date: Thu Mar 4, 2004 7:56 am
Subject: Very strange behavor! Help!!
weigao_99
Send Email Send Email
 
Hi, there

I developed a metamod project, I named it as rcontrol. It's basicly
control another HL server (I use it to control HLTV), so user can
control HLTV from inside of game to connect, disconnect, record demo,
stop recording and so on. I use multithread, so network communicate
will not give any lag to the game. It works perfect, until ... ...

Each time, after steam got updated, game server keep crash when load
my metamod plugin. I tried delete custom.hpk file, and restart game
server, it still has the problem. After many times of test, finally,
I found that: Yes, each time, after steam got updated, game server
crash on loadding my metamod plugin. But if somebody (player) connect
to this game server, then my metamod plugin can be loadded safely.

And ofcause, a fresh new install will make my metamod plugin be
loadded safely also.

Any idea why this happen?

Thanks

Wei

#568 From: David Anderson <player220101@...>
Date: Thu Mar 4, 2004 3:23 pm
Subject: Re: Very strange behavor! Help!!
player220101
Send Email Send Email
 
My guess is you aren't using the latest SDK patches.
They are, unfortunately, scattered amongst hlcoders
posts from Alfred Reynolds.

Here is what he said last (I think!):
"To fix this problem you will need to update your SDK,
put the files in
this zip:
http://www.adminmod.org/downloads/updated_eiface.tgz
Into the "engine/" directory (so it overwrites
eiface.h and adds
Sequence.h and archtypes.h). These files are formatted
for linux
machines (i.e \n line endings, not \r\n). MSVC should
be able to handle
these files without a problem.

MetaMod also needs a code patch, the diff for it
(against version 1.17)
can be downloaded from:
http://www.adminmod.org/downloads/metamod_1.17_diff.gz"

For our project we just threw HLSDK and Metamod in our
own CVS to see the changes =)

     -----David "BAILOPAN" Anderson

--- weigao_99 <weigao_99@...> wrote:
> Hi, there
>
> I developed a metamod project, I named it as
> rcontrol. It's basicly
> control another HL server (I use it to control
> HLTV), so user can
> control HLTV from inside of game to connect,
> disconnect, record demo,
> stop recording and so on. I use multithread, so
> network communicate
> will not give any lag to the game. It works perfect,
> until ... ...
>
> Each time, after steam got updated, game server keep
> crash when load
> my metamod plugin. I tried delete custom.hpk file,
> and restart game
> server, it still has the problem. After many times
> of test, finally,
> I found that: Yes, each time, after steam got
> updated, game server
> crash on loadding my metamod plugin. But if somebody
> (player) connect
> to this game server, then my metamod plugin can be
> loadded safely.
>
> And ofcause, a fresh new install will make my
> metamod plugin be
> loadded safely also.
>
> Any idea why this happen?
>
> Thanks
>
> Wei
>
>


=====
-----David "BAILOPAN" Anderson
      http://www.tcwonline.org/
      http://www.sourceforge.net/projects/tcwphpalbum/

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#569 From: "weigao_99" <weigao_99@...>
Date: Fri Mar 5, 2004 6:03 am
Subject: Re: Very strange behavor! Help!!
weigao_99
Send Email Send Email
 
Thank you sooooo much. It safed my life. After apply the patch, my
program works so good.

Thanks

Wei

--- In metamod@yahoogroups.com, David Anderson <player220101@y...>
wrote:
> My guess is you aren't using the latest SDK patches.
> They are, unfortunately, scattered amongst hlcoders
> posts from Alfred Reynolds.
>
> Here is what he said last (I think!):
> "To fix this problem you will need to update your SDK,
> put the files in
> this zip:
> http://www.adminmod.org/downloads/updated_eiface.tgz
> Into the "engine/" directory (so it overwrites
> eiface.h and adds
> Sequence.h and archtypes.h). These files are formatted
> for linux
> machines (i.e \n line endings, not \r\n). MSVC should
> be able to handle
> these files without a problem.
>
> MetaMod also needs a code patch, the diff for it
> (against version 1.17)
> can be downloaded from:
> http://www.adminmod.org/downloads/metamod_1.17_diff.gz"
>
> For our project we just threw HLSDK and Metamod in our
> own CVS to see the changes =)
>
>     -----David "BAILOPAN" Anderson
>
> --- weigao_99 <weigao_99@y...> wrote:
> > Hi, there
> >
> > I developed a metamod project, I named it as
> > rcontrol. It's basicly
> > control another HL server (I use it to control
> > HLTV), so user can
> > control HLTV from inside of game to connect,
> > disconnect, record demo,
> > stop recording and so on. I use multithread, so
> > network communicate
> > will not give any lag to the game. It works perfect,
> > until ... ...
> >
> > Each time, after steam got updated, game server keep
> > crash when load
> > my metamod plugin. I tried delete custom.hpk file,
> > and restart game
> > server, it still has the problem. After many times
> > of test, finally,
> > I found that: Yes, each time, after steam got
> > updated, game server
> > crash on loadding my metamod plugin. But if somebody
> > (player) connect
> > to this game server, then my metamod plugin can be
> > loadded safely.
> >
> > And ofcause, a fresh new install will make my
> > metamod plugin be
> > loadded safely also.
> >
> > Any idea why this happen?
> >
> > Thanks
> >
> > Wei
> >
> >
>
>
> =====
> -----David "BAILOPAN" Anderson
>      http://www.tcwonline.org/
>      http://www.sourceforge.net/projects/tcwphpalbum/
>
> __________________________________
> Do you Yahoo!?
> Yahoo! Search - Find what you're looking for faster
> http://search.yahoo.com

#570 From: "c0ld" <c0ldfyr3@...>
Date: Sun Mar 28, 2004 10:32 pm
Subject: SequenceGet
c0ldfyr3
Send Email Send Email
 
Hey.
Anyone got any info on this at all ?
I've been playing with it but it doesn't wanna work at all.
This is what I've been trying...

int iSeq1 = *(int*)FN_SEQUENCEGET(sModel, "idle1" );

And im getting this error...

dllapi.cpp(107) : error C2564: 'void *(__cdecl *)(const char *,const
char *)' : function-style conversion to builtin type takes only one
argument

Anyone know howto use this damn function at all ?

Thanks.

#571 From: "lebnix" <lebnix@...>
Date: Mon Apr 5, 2004 10:39 pm
Subject: Compilation Errors
lebnix
Send Email Send Email
 
Hello,

I download metamod-1.17 and hlsdk-2.3.

I added the 3 .h files to the sdk, and patched metamod.

I am trying to compile but I have this error :


[...]

make -C trace_plugin
make[1]: Entre dans le répertoire `/home/sim/dev/metamod-
1.17/trace_plugin'
gcc -ggdb3 -Wall -Wno-unknown-pragmas -DOPT_TYPE=\"debugging\" -Wno-
unused -fno-rtti -fPIC -I. -I../metamod -I/home/sim/dev/hlsdk-
2.3/multiplayer/engine -I/home/sim/dev/hlsdk-2.3/multiplayer/common -
I/home/sim/dev/hlsdk-2.3/multiplayer/pm_shared -I/home/sim/dev/hlsdk-
2.3/multiplayer/dlls -I/home/sim/dev/hlsdk-2.3/multiplayer -o
debug.linux/engine_api_post.o -c engine_api_post.cpp
In file included from /home/sim/dev/hlsdk-
2.3/multiplayer/dlls/extdll.h:83,
                  from engine_api_post.cpp:41:
/home/sim/dev/hlsdk-2.3/multiplayer/engine/eiface.h:524:8: warning:
extra tokens at end of #endif directive
engine_api_post.cpp:1024: cannot convert `void (*) (FILE *, char *,
...)' to `void (*) (void *, char *, ...)' in initialization
engine_api_post.cpp:1024: cannot convert `void *(*) (edict_t *, long
int)' to `void *(*) (edict_t *, int)' in initialization
engine_api_post.cpp:1024: cannot convert `long unsigned int (*) (const
char *)' to `uint32 (*) (const char *)' in initialization
engine_api_post.cpp:1024: cannot convert `const char *(*) (long
unsigned int)' to `const char *(*) (unsigned int)' in initialization
engine_api_post.cpp:1024: cannot convert `long int (*) (long int, long
int)' to `int32 (*) (int, int)' in initialization
make[1]: *** [debug.linux/engine_api_post.o] Erreur 1
make[1]: Quitte le répertoire `/home/sim/dev/metamod-
1.17/trace_plugin'
make: *** [trace_plugin] Erreur 2


Anyone can help me please ?

Thx !!

#572 From: Marcelo Bezerra <mosca@...>
Date: Tue Apr 6, 2004 2:54 pm
Subject: Re: Compilation Errors
mosca@...
Send Email Send Email
 
Which gcc version are you using?
I guess you should compile with gcc 2.95.

On Mon, 2004-04-05 at 22:39 +0000, lebnix wrote:

> Hello,
>
> I download metamod-1.17 and hlsdk-2.3.
>
> I added the 3 .h files to the sdk, and patched metamod.
>
> I am trying to compile but I have this error :
>
>
> [...]
>
> make -C trace_plugin
> make[1]: Entre dans le répertoire `/home/sim/dev/metamod-
> 1.17/trace_plugin'
> gcc -ggdb3 -Wall -Wno-unknown-pragmas -DOPT_TYPE=\"debugging\" -Wno-
> unused -fno-rtti -fPIC -I. -I../metamod -I/home/sim/dev/hlsdk-
> 2.3/multiplayer/engine -I/home/sim/dev/hlsdk-2.3/multiplayer/common -
> I/home/sim/dev/hlsdk-2.3/multiplayer/pm_shared -I/home/sim/dev/hlsdk-
> 2.3/multiplayer/dlls -I/home/sim/dev/hlsdk-2.3/multiplayer -o
> debug.linux/engine_api_post.o -c engine_api_post.cpp
> In file included from /home/sim/dev/hlsdk-
> 2.3/multiplayer/dlls/extdll.h:83,
>                  from engine_api_post.cpp:41:
> /home/sim/dev/hlsdk-2.3/multiplayer/engine/eiface.h:524:8: warning:
> extra tokens at end of #endif directive
> engine_api_post.cpp:1024: cannot convert `void (*) (FILE *, char *,
> ...)' to `void (*) (void *, char *, ...)' in initialization
> engine_api_post.cpp:1024: cannot convert `void *(*) (edict_t *, long
> int)' to `void *(*) (edict_t *, int)' in initialization
> engine_api_post.cpp:1024: cannot convert `long unsigned int (*) (const
> char *)' to `uint32 (*) (const char *)' in initialization
> engine_api_post.cpp:1024: cannot convert `const char *(*) (long
> unsigned int)' to `const char *(*) (unsigned int)' in initialization
> engine_api_post.cpp:1024: cannot convert `long int (*) (long int, long
> int)' to `int32 (*) (int, int)' in initialization
> make[1]: *** [debug.linux/engine_api_post.o] Erreur 1
> make[1]: Quitte le répertoire `/home/sim/dev/metamod-
> 1.17/trace_plugin'
> make: *** [trace_plugin] Erreur 2
>
>
> Anyone can help me please ?
>
> Thx !!
>
>
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>

#573 From: "gustavsemail" <gustavsemail@...>
Date: Wed Apr 7, 2004 8:33 pm
Subject: MetaMod and AdminMod PROBLEMS PLEASE HELP!
gustavsemail
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Hi all

Wonder if someone has the time to help me.  I have installed MetaMod
and AdminMod  Version 2.50.58, and I am struggeling to get it to
work.

I have read through the supplied documentation and followed each
step as recommended, but still no luck.

The .js scripting file aslo does not work for my server.  Before the
installation, my CS 1.6 server was running through steam and it
worked fine.

PLEASE HELP!

#574 From: Florian Zschocke <zschocke@...>
Date: Thu Apr 8, 2004 2:41 pm
Subject: Re: MetaMod and AdminMod PROBLEMS PLEASE HELP!
zschocke@...
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You're not supplying enough information for anyone to help you.
"Does not work" is usually not much to go by.

Sorry,
Florian

#575 From: "sparkytech21" <gary@...>
Date: Fri Apr 9, 2004 12:07 am
Subject: downloading during a game
sparkytech21
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Im having trouble getting people to hang out long enough to get the
latest sound files or mods that I have added to my server. Is there a
way to allow them to download them during the game? Im sure this cant
be done with mods but what about sounds?

#576 From: "Michael Costa" <silentrunner3671@...>
Date: Fri Apr 9, 2004 2:04 pm
Subject: Re: downloading during a game
silentrunner...
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if you have a webserver you can enable the sv_downloadurl cvar on your server. for info on that go to htp://www.euvclan.com and search the public forum for a topic called sv_downloadurl.  if thats not an option you should maybe split up your downloads to several maps.
----- Original Message -----
Sent: Thursday, April 08, 2004 8:07 PM
Subject: [metamod] downloading during a game

Im having trouble getting people to hang out long enough to get the
latest sound files or mods that I have added to my server. Is there a
way to allow them to download them during the game? Im sure this cant
be done with mods but what about sounds?



To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com




#577 From: "Chuck Gibke" <cgibke@...>
Date: Fri Apr 9, 2004 3:44 pm
Subject: Re: downloading during a game
cgibke
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--- In metamod@yahoogroups.com, "sparkytech21" <gary@c...> wrote:
> Im having trouble getting people to hang out long enough to get the
> latest sound files or mods that I have added to my server. Is there
a
> way to allow them to download them during the game? Im sure this
cant
> be done with mods but what about sounds?

The game engine assumes that everything in the map resource files
(mapname.res) must be present before loading the game. Sounds are not
completely necessary - the recommendation was to split these up
between several files rather than one huge list - a good idea.

The other option is to have a zip file with all the sounds
availalable on a web site that folks could pre-load all the sounds
prior to joining (and have your message-of-the-day - MOTD - announce
that this is available). That is much faster than the in-game
download which is horribly slow...

Not sure how the download URL works that was recommended but it's
worth looking into...

#578 From: "lebnix" <lebnix@...>
Date: Sun Apr 11, 2004 6:50 pm
Subject: Re: Compilation Errors
lebnix
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Hello,

I used gcc-3.3

It works with 2.95

Thx a lot




--- In metamod@yahoogroups.com, Marcelo Bezerra <mosca@m...> wrote:
> Which gcc version are you using?
> I guess you should compile with gcc 2.95.
>
> On Mon, 2004-04-05 at 22:39 +0000, lebnix wrote:
>
> > Hello,
> >
> > I download metamod-1.17 and hlsdk-2.3.
> >
> > I added the 3 .h files to the sdk, and patched metamod.
> >
> > I am trying to compile but I have this error :
> >
> >
> > [...]
> >
> > make -C trace_plugin
> > make[1]: Entre dans le répertoire `/home/sim/dev/metamod-
> > 1.17/trace_plugin'
> > gcc -ggdb3 -Wall -Wno-unknown-pragmas -DOPT_TYPE=\"debugging\" -
Wno-
> > unused -fno-rtti -fPIC -I. -I../metamod -I/home/sim/dev/hlsdk-
> > 2.3/multiplayer/engine -I/home/sim/dev/hlsdk-
2.3/multiplayer/common -
> > I/home/sim/dev/hlsdk-2.3/multiplayer/pm_shared -
I/home/sim/dev/hlsdk-
> > 2.3/multiplayer/dlls -I/home/sim/dev/hlsdk-2.3/multiplayer -o
> > debug.linux/engine_api_post.o -c engine_api_post.cpp
> > In file included from /home/sim/dev/hlsdk-
> > 2.3/multiplayer/dlls/extdll.h:83,
> >                  from engine_api_post.cpp:41:
> > /home/sim/dev/hlsdk-2.3/multiplayer/engine/eiface.h:524:8:
warning:
> > extra tokens at end of #endif directive
> > engine_api_post.cpp:1024: cannot convert `void (*) (FILE *, char
*,
> > ...)' to `void (*) (void *, char *, ...)' in initialization
> > engine_api_post.cpp:1024: cannot convert `void *(*) (edict_t *,
long
> > int)' to `void *(*) (edict_t *, int)' in initialization
> > engine_api_post.cpp:1024: cannot convert `long unsigned int (*)
(const
> > char *)' to `uint32 (*) (const char *)' in initialization
> > engine_api_post.cpp:1024: cannot convert `const char *(*) (long
> > unsigned int)' to `const char *(*) (unsigned int)' in
initialization
> > engine_api_post.cpp:1024: cannot convert `long int (*) (long int,
long
> > int)' to `int32 (*) (int, int)' in initialization
> > make[1]: *** [debug.linux/engine_api_post.o] Erreur 1
> > make[1]: Quitte le répertoire `/home/sim/dev/metamod-
> > 1.17/trace_plugin'
> > make: *** [trace_plugin] Erreur 2
> >
> >
> > Anyone can help me please ?
> >
> > Thx !!

#579 From: "lebnix" <lebnix@...>
Date: Mon Apr 12, 2004 12:08 am
Subject: Server ip/port
lebnix
Send Email Send Email
 
Hello,

I would like to know how to retrieve the server ip and port ?
I managed to get the server name using : CVAR_GET_STRING("hostname")
but didnt find out how to get the ip and the port...

And I would like to know how can i detect when a user changes his nick ?


Thx a lot

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