Metamod is "production/stable" and I don't think we're
really looking to update it unless a serious issue
comes up or an API call is needed by a plugin. The
functionality you want already exists via the config
file portion Jussi and I both linked you to.
However, the display bug is valid and I can fix that
in CVS (Jussi could on his end, too). But neither of
us would re-release for that so you'd be on your own
for making builds.
---David "BAILOPAN" Anderson
http://www.bailopan.net/
--- sourceforager <sourceforager@...> wrote:
> Please refer to this thread:
>
http://sourceforge.net/forum/forum.php?thread_id=1714977&forum_id=459109
>
> I'm starting my server using:
> [root@wilber /hlds]# ./hlds_run -game tfc -steamerr
> +ip
> 220.233.224.217 +port 27015 +maxplayers 12 +sv_lan 0
> +sv_region 5
>
> /hlds/tfc/liblist.gam:
> gamedll_linux
> "addons/Metamodv1.19/dlls/metamod_i386.so"
>
>
> Can you just work out where you are in the
> filesystem and then just
> look for /hlds/tfc/addons/Metamodv1.19/plugins.ini
> rather than looking for just
> addons/metamod/plugins.ini ??
>
> Regards,
> sourceforager
>
>
>
>
> --- In metamod@yahoogroups.com, David Anderson
> <player220101@...> wrote:
> >
> > It's not hardcoded. Read the section about
> > config.ini:
> >
> > http://metamod.org/metamod.html
> >
> > ---David "BAILOPAN" Anderson
> > http://www.bailopan.net/
> >
>
>
>
__________________________________________________
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Please refer to this thread:
http://sourceforge.net/forum/forum.php?thread_id=1714977&forum_id=459109
I'm starting my server using:
[root@wilber /hlds]# ./hlds_run -game tfc -steamerr +ip
220.233.224.217 +port 27015 +maxplayers 12 +sv_lan 0 +sv_region 5
/hlds/tfc/liblist.gam:
gamedll_linux "addons/Metamodv1.19/dlls/metamod_i386.so"
Can you just work out where you are in the filesystem and then just
look for /hlds/tfc/addons/Metamodv1.19/plugins.ini
rather than looking for just addons/metamod/plugins.ini ??
Regards,
sourceforager
--- In metamod@yahoogroups.com, David Anderson <player220101@...> wrote:
>
> It's not hardcoded. Read the section about
> config.ini:
>
> http://metamod.org/metamod.html
>
> ---David "BAILOPAN" Anderson
> http://www.bailopan.net/
>
It's not hardcoded. Read the section about
config.ini:
http://metamod.org/metamod.html
---David "BAILOPAN" Anderson
http://www.bailopan.net/
--- sourceforager <sourceforager@...> wrote:
> I'm running the latest version of Metamod-P:
> meta version
> Metamod v1.19p31 2007/04/05 (5:13)
> by Will Day
> http://www.metamod.org/
> Patch: Metamod-P (mm-p) v31
> by Jussi Kivilinna
> http://metamod-p.sourceforge.net/
> compiled: Apr 5 2007, 11:07:06 EET (optimized)
>
>
> I have my liblist.gam file setup as:
> ]# grep gamedll /hlds/tfc/liblist.gam
> gamedll "dlls\tfc.dll"
> //gamedll_linux "dlls/tfc_i386.so"
> gamedll_linux
> "addons/Metamod-P/dlls/metamod_i386.so"
> ]#
>
>
> I have my directory structure as:
> ]# ls -alh /hlds/tfc/addons/ | grep -i meta
> lrwxrwxrwx 1 root root 9 Apr 2 23:33 metamod ->
> Metamod-P
> lrwxrwxrwx 1 root root 9 Apr 2 23:33 Metamod ->
> Metamod-P
> lrwxrwxrwx 1 root root 9 Apr 2 23:43 MetaMod ->
> Metamod-P
> lrwxrwxrwx 1 root root 17 Apr 14 16:20 Metamod-P ->
> Metamod-Pv1.19p31
> drwxr-x--- 3 root root 4.0K Apr 5 00:44
> Metamod-Pv1.19p28
> drwxr-x--- 3 root root 4.0K Apr 14 16:19
> Metamod-Pv1.19p31
> ]#
>
>
> When I check the config:
> meta config
> Config options from localinfo:
> debuglevel 0
>
> gamedll
>
> plugins_file
> /hlds/tfc/addons/Metamod-Pv1.19p31/plugins.ini
>
> exec_cfg addons/metamod/exec.cfg
>
> autodetect true
>
> clientmeta true
>
>
>
> it can be clearly seen that "exec_cfg" is hard
> coded. Can you please
> make it so that it isn't hardcoded? I had to setup
> symlinks because of
> this hardcoded lowercase metamod. The "plugins_file"
> is correctly
> finding itself in the filesystem even with symlinks
> as it should :)
>
>
__________________________________________________
Do You Yahoo!?
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I'm running the latest version of Metamod-P:
meta version
Metamod v1.19p31 2007/04/05 (5:13)
by Will Day
http://www.metamod.org/
Patch: Metamod-P (mm-p) v31
by Jussi Kivilinna
http://metamod-p.sourceforge.net/
compiled: Apr 5 2007, 11:07:06 EET (optimized)
I have my liblist.gam file setup as:
]# grep gamedll /hlds/tfc/liblist.gam
gamedll "dlls\tfc.dll"
//gamedll_linux "dlls/tfc_i386.so"
gamedll_linux "addons/Metamod-P/dlls/metamod_i386.so"
]#
I have my directory structure as:
]# ls -alh /hlds/tfc/addons/ | grep -i meta
lrwxrwxrwx 1 root root 9 Apr 2 23:33 metamod -> Metamod-P
lrwxrwxrwx 1 root root 9 Apr 2 23:33 Metamod -> Metamod-P
lrwxrwxrwx 1 root root 9 Apr 2 23:43 MetaMod -> Metamod-P
lrwxrwxrwx 1 root root 17 Apr 14 16:20 Metamod-P -> Metamod-Pv1.19p31
drwxr-x--- 3 root root 4.0K Apr 5 00:44 Metamod-Pv1.19p28
drwxr-x--- 3 root root 4.0K Apr 14 16:19 Metamod-Pv1.19p31
]#
When I check the config:
meta config
Config options from localinfo:
debuglevel 0
gamedll
plugins_file /hlds/tfc/addons/Metamod-Pv1.19p31/plugins.ini
exec_cfg addons/metamod/exec.cfg
autodetect true
clientmeta true
it can be clearly seen that "exec_cfg" is hard coded. Can you please
make it so that it isn't hardcoded? I had to setup symlinks because of
this hardcoded lowercase metamod. The "plugins_file" is correctly
finding itself in the filesystem even with symlinks as it should :)
I used to have the JGHG Trace plugin, but it's been a while and I no
longer have it. The link on the metamod plugin page leads to a dead
end. If anyone has it, and can share, I would be very thankful!
pvPrivateData is a void * pointer to the CBaseEntity
structure in the HL1SDK. This structure is mod
specific, but you can get an idea of the information
in it by reading dlls/cbase.h
Note that doing this:
(int *)ptr + offs
Is a bad idea. The reason is that the compiler will
multiply your offset by sizeof(int). This results in
DWORD addressing. If information you want is at an
unaligned offset, you won't be able to access it
nicely.
This is a common mistake in a lot of HL1 code. If you
see someone doing:
*(int *)ptr + OFFS
It should be:
*(int *)((char *)ptr + OFFS)
(Of course, when converting a dword offset to a byte
offset, you must multiply by four.)
Anyway, the best idea for analyizing pvPrivateData is
to dump roughly 2-3K bytes of memory where
pvPrivateData is, byte by byte. For example:
unsigned char *ptr = (unsigned char
*)ent->pvPrivateData;
for (size_t i=0; i<=125; i++)
{
for (size_t j=0; j<16; j++,ptr++)
printf("%02X-", *(unsigned char *)ptr);
printf("\n");
}
Then analyze the data by hand. Of course you could
spruce this up to be a lot nicer but it's just an
example.
---David "BAILOPAN" Anderson
http://www.amxmodx.org/
--- altpluzf4 <altpluzf4@...> wrote:
> Thank you for your time.
>
> I've learned basic assembly (via a 'cracking'
> tutorial *for
> educational purposes*)
>
> I'll look around and test some things and see what I
> come up with.
>
> Thank you for the information.
>
> Also, a while ago, I tried using something like, a
> for loop, checking
> something like
>
> if (*((int*)pEntity->pvPrivateData + i) == 6)
> and set it to a clientcommand of "test"
> Of course, that didn't help at all.... it just
> always said when i was
> 554, it was equal to 6
>
> Apparently I'm not really understanding what
> pvPrivateData is. If you
> have any information on this value, could you please
> explain.
> Honestly, I've never learned any programming... I
> just saw metamod one
> day, and got interested. So I downloaded simple
> sources like
> ChickenMod, that I could easily read and understand,
> and I taught
> myself the basics.
>
> So, Thanks again for your help!
>
> --- In metamod@yahoogroups.com, David Anderson
> <player220101@...> wrote:
> >
> > TFC has a CurWeapon message and we've got a bunch
> of
> > TFC helpers (including ammo functions) for AMX Mod
> X.
> > So my same message as before still applies.
> >
> > Source:
> >
>
http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/tfcx/?root=amxmodx
> >
> > If you really want to go into memory hacks, it
> > unfortunately goes beyond the scope of normal
> > Metamod/HL1 API coding. However, I can tell you a
> few
> > things you'll need:
> > * learn x86 assembly
> > * read about mprotect() / VirtualProtect()
> > * get a cross-platform disassembler, such as IDA.
> If
> > you just want quick disassemblies you can use
> > 'objdump' on linux.
> >
> > Once you've got that, you can start looking for
> the
> > TFC function that depletes a player's ammo, and
> > patches it out. The HL1SDK will help you find
> this
> > easily.
> >
> > ---David "BAILOPAN" Anderson
> > http://www.amxmodx.org/
> >
>
>
>
________________________________________________________________________________\
____
Be a PS3 game guru.
Get your game face on with the latest PS3 news and previews at Yahoo! Games.
http://videogames.yahoo.com/platform?platform=120121
Thank you for your time.
I've learned basic assembly (via a 'cracking' tutorial *for
educational purposes*)
I'll look around and test some things and see what I come up with.
Thank you for the information.
Also, a while ago, I tried using something like, a for loop, checking
something like
if (*((int*)pEntity->pvPrivateData + i) == 6)
and set it to a clientcommand of "test"
Of course, that didn't help at all.... it just always said when i was
554, it was equal to 6
Apparently I'm not really understanding what pvPrivateData is. If you
have any information on this value, could you please explain.
Honestly, I've never learned any programming... I just saw metamod one
day, and got interested. So I downloaded simple sources like
ChickenMod, that I could easily read and understand, and I taught
myself the basics.
So, Thanks again for your help!
--- In metamod@yahoogroups.com, David Anderson <player220101@...> wrote:
>
> TFC has a CurWeapon message and we've got a bunch of
> TFC helpers (including ammo functions) for AMX Mod X.
> So my same message as before still applies.
>
> Source:
> http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/tfcx/?root=amxmodx
>
> If you really want to go into memory hacks, it
> unfortunately goes beyond the scope of normal
> Metamod/HL1 API coding. However, I can tell you a few
> things you'll need:
> * learn x86 assembly
> * read about mprotect() / VirtualProtect()
> * get a cross-platform disassembler, such as IDA. If
> you just want quick disassemblies you can use
> 'objdump' on linux.
>
> Once you've got that, you can start looking for the
> TFC function that depletes a player's ammo, and
> patches it out. The HL1SDK will help you find this
> easily.
>
> ---David "BAILOPAN" Anderson
> http://www.amxmodx.org/
>
TFC has a CurWeapon message and we've got a bunch of
TFC helpers (including ammo functions) for AMX Mod X.
So my same message as before still applies.
Source:
http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/tfcx/?root=amxmodx
If you really want to go into memory hacks, it
unfortunately goes beyond the scope of normal
Metamod/HL1 API coding. However, I can tell you a few
things you'll need:
* learn x86 assembly
* read about mprotect() / VirtualProtect()
* get a cross-platform disassembler, such as IDA. If
you just want quick disassemblies you can use
'objdump' on linux.
Once you've got that, you can start looking for the
TFC function that depletes a player's ammo, and
patches it out. The HL1SDK will help you find this
easily.
---David "BAILOPAN" Anderson
http://www.amxmodx.org/
--- altpluzf4 <altpluzf4@...> wrote:
> No not counterstrike, TFC. But, I'm not really
> looking to use it for
> the ammo of a weapon. I'm just wanting the general
> knowledge for other
> things.
>
> Thanks though, but I'm actually looking for the
> Memory editing
> information...
>
> --- In metamod@yahoogroups.com, David Anderson
> <player220101@...> wrote:
> >
> > You don't need memory hacks to do this. You can
> just
> > restore ammo values when you've detected
> low/depleted
> > clips in the CurWeapon network message.
> >
> > Assuming it's Counter-Strike you're dealing with,
> of
> > course. If that's the case, you may want to take
> a
> > look at the AMX Mod X code for hacking common
> > Counter-Strike properties:
> >
> >
>
http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/cstrike/cstrike/?root=amxmodx
> >
> > ---David "BAILOPAN" Anderson
> > http://www.amxmodx.org/
> >
> > --- altpluzf4 <altpluzf4@...> wrote:
> >
> > > Hello. I'm new to this group (or any group
> > > actually.)
> > >
> > > Does anyone have any idea how I could use a
> metamod
> > > plugin to 'search'
> > > and/or 'alter' memory in Half-Life?
> > >
> > > I used to have a plugin that did this (or
> something
> > > similar) to 'lock'
> > > the ammo count in the current clip of whatever
> gun
> > > you were using. The
> > > result being infinite ammo without needing to
> > > reload.
> > >
> > > It's been several years, and I just keep drawing
> > > blanks when trying to
> > > recall how it was done. The original code (for
> the
> > > altering of the
> > > ammo) was given to me by someone, and I have no
> way
> > > of contacting them
> > > now.
> > >
> > > Thanks for any help or suggestions!
> > >
> > >
> >
> >
> >
> >
> >
> >
> >
>
________________________________________________________________________________\
____
> > Don't get soaked. Take a quick peek at the
> forecast
> > with the Yahoo! Search weather shortcut.
> >
> http://tools.search.yahoo.com/shortcuts/#loc_weather
> >
>
>
>
________________________________________________________________________________\
____
Sucker-punch spam with award-winning protection.
Try the free Yahoo! Mail Beta.
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No not counterstrike, TFC. But, I'm not really looking to use it for
the ammo of a weapon. I'm just wanting the general knowledge for other
things.
Thanks though, but I'm actually looking for the Memory editing
information...
--- In metamod@yahoogroups.com, David Anderson <player220101@...> wrote:
>
> You don't need memory hacks to do this. You can just
> restore ammo values when you've detected low/depleted
> clips in the CurWeapon network message.
>
> Assuming it's Counter-Strike you're dealing with, of
> course. If that's the case, you may want to take a
> look at the AMX Mod X code for hacking common
> Counter-Strike properties:
>
>
http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/cstrike/cstrike/?root=amxmodx
>
> ---David "BAILOPAN" Anderson
> http://www.amxmodx.org/
>
> --- altpluzf4 <altpluzf4@...> wrote:
>
> > Hello. I'm new to this group (or any group
> > actually.)
> >
> > Does anyone have any idea how I could use a metamod
> > plugin to 'search'
> > and/or 'alter' memory in Half-Life?
> >
> > I used to have a plugin that did this (or something
> > similar) to 'lock'
> > the ammo count in the current clip of whatever gun
> > you were using. The
> > result being infinite ammo without needing to
> > reload.
> >
> > It's been several years, and I just keep drawing
> > blanks when trying to
> > recall how it was done. The original code (for the
> > altering of the
> > ammo) was given to me by someone, and I have no way
> > of contacting them
> > now.
> >
> > Thanks for any help or suggestions!
> >
> >
>
>
>
>
>
>
>
________________________________________________________________________________\
____
> Don't get soaked. Take a quick peek at the forecast
> with the Yahoo! Search weather shortcut.
> http://tools.search.yahoo.com/shortcuts/#loc_weather
>
You don't need memory hacks to do this. You can just
restore ammo values when you've detected low/depleted
clips in the CurWeapon network message.
Assuming it's Counter-Strike you're dealing with, of
course. If that's the case, you may want to take a
look at the AMX Mod X code for hacking common
Counter-Strike properties:
http://svn.alliedmods.net/viewvc.cgi/trunk/dlls/cstrike/cstrike/?root=amxmodx
---David "BAILOPAN" Anderson
http://www.amxmodx.org/
--- altpluzf4 <altpluzf4@...> wrote:
> Hello. I'm new to this group (or any group
> actually.)
>
> Does anyone have any idea how I could use a metamod
> plugin to 'search'
> and/or 'alter' memory in Half-Life?
>
> I used to have a plugin that did this (or something
> similar) to 'lock'
> the ammo count in the current clip of whatever gun
> you were using. The
> result being infinite ammo without needing to
> reload.
>
> It's been several years, and I just keep drawing
> blanks when trying to
> recall how it was done. The original code (for the
> altering of the
> ammo) was given to me by someone, and I have no way
> of contacting them
> now.
>
> Thanks for any help or suggestions!
>
>
________________________________________________________________________________\
____
Don't get soaked. Take a quick peek at the forecast
with the Yahoo! Search weather shortcut.
http://tools.search.yahoo.com/shortcuts/#loc_weather
Hello. I'm new to this group (or any group actually.)
Does anyone have any idea how I could use a metamod plugin to 'search'
and/or 'alter' memory in Half-Life?
I used to have a plugin that did this (or something similar) to 'lock'
the ammo count in the current clip of whatever gun you were using. The
result being infinite ammo without needing to reload.
It's been several years, and I just keep drawing blanks when trying to
recall how it was done. The original code (for the altering of the
ammo) was given to me by someone, and I have no way of contacting them
now.
Thanks for any help or suggestions!
mcfattyjr wrote:
>
>
> Is there any large documentation on coding for metamod? Iv read a few
> things here and there, but not anything that points to anything directly.
Large documentation, no. Not that I know of. AFAIK you will have
to do with http://metamod.org/coding.html and then gather the rest
from examples. There are plenty of Metamod plugins around whose
source coude you can peruse fro more insight. Also Metamod comes
with a stub plugin to start off from.
Regards,
Florian Zschocke
Not all links there are working. :/
And you dont know for which mod the plugins are. You see source or not
and on some plugins like that in descreption: A TFC mod... Does that
mean, if there isnt a mod, that it works for all? On some plugins there
is source, win32, linux not aviable, for what is that then? O.o Do
anyone know a good plugin side with plugins like the things on
SillyZone for CSS?
Thx for help.
On 6/15/06, benzino_86 <seitz_ben@...> wrote:
> "Error:Failed to load dialog file Resource/UI/ClassMenu.res
>
>
> Function trace:
> CFileSystem_Steam::Mount()"
This error pretty much has nothing to do with Metamod or Admin Mod.
Always make sure first that the server starts /without/ Metamod/Admin
Mod installed.
Florian
I just installed Admin Mod 2.50.60 on my computer to work with Counter
Strike on Steam.
I poured through the help file, configuring stuff and setting it up
correctly.
When I try to set up a listen server over Steam, it just quits and
goes back to Windows.
I configured the listen server file as directed, so I don't think that
is the problem.
I found the error log and this is what it said:
"Error:Failed to load dialog file Resource/UI/ClassMenu.res
Function trace:
CFileSystem_Steam::Mount()"
Any ideas as to what this is?
Also, I wish I knew about this kinda stuff years ago. The Admin mod
is sweet and I'm glad to have found it finally. Thankfully, this
Yahoo! group is available for help. Thanks!
--benzino_86
This mailing list is not made to answer questions about already
developed plugins. You should check on the author's website for a way
to contact other users or the author(s) themselves.
On 10/10/05, Freedom Nova <marz_someone@...> wrote:
> Hi,
>
> I just have the desire to play tfc again. I dl the hpb bots and used
> metamod. However, after installing, I cannot choose a team to go in,
> while my bots can enter the game. how to solve this? thanks
>
>
>
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
Hi,
I just have the desire to play tfc again. I dl the hpb bots and used
metamod. However, after installing, I cannot choose a team to go in,
while my bots can enter the game. how to solve this? thanks
I think I have had that same problem before, but I can't remember what
the cause was, or how I fixed it... sorry.
On 9/12/05, Florian Zschocke <zschocke@...> wrote:
> Matt Parkins wrote:
>
> > How does metamod work out if a dll is 'bad' or not? I have the debug level
> > to 99 and there is no debug info coming out at all - is it written to a file
> > somewhere?
>
> Metamod logs to the console and the log. I'm not sure if you have
> to turn on logging for it.
>
> 'badfile' means that the DLL could not be loaded. That may be
> either because the file could not be found or because the DLL
> could not be dlopen()ed, i.e. loaded into the process.
>
> Your best bet is to get the debug logging working because that
> should give you more information.
>
> Florian
>
>
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
mooflower1974 wrote:
> And how do
> you figure out how all this works - do you just flick through the
> disturbing hl sdk code until it all clicks in your head?
You may instead want to flick through the disturbing StatsMe code:
http://sourceforge.net/project/showfiles.php?group_id=59321
Florian
Hi,
I'm writing a stats mod (I know it has been done before, but I need
specific functionality in it), and the starting point to my mind
should be logging who killed whom.
Which function should I be hooking into to log such and activity and
is there a specific message type I should be looking for? And how do
you figure out how all this works - do you just flick through the
disturbing hl sdk code until it all clicks in your head?
thanks for any help you can give me!
Matt
Matt Parkins wrote:
> How does metamod work out if a dll is 'bad' or not? I have the debug level
> to 99 and there is no debug info coming out at all - is it written to a file
> somewhere?
Metamod logs to the console and the log. I'm not sure if you have
to turn on logging for it.
'badfile' means that the DLL could not be loaded. That may be
either because the file could not be found or because the DLL
could not be dlopen()ed, i.e. loaded into the process.
Your best bet is to get the debug logging working because that
should give you more information.
Florian
Hi,
I'm trying to write a metamod mod and having lots of time spent banging my
head against a wall. I have a plugin, an exact copy of the files used in
the example source stub_mm which, when compiled to a .dll (I'm using MS
Visual C++ 2005 Express on a windows machine), is loaded fine by metamod (so
its not a VC version problem).
For my new mod I've had to create the project and I've copied all the
project settings that stub_mm uses and it compiles successfully, however
when I type 'meta info mymod' at the hlds console it says that it didn't
load, status: badfile. I was wondering if there was any way of getting more
information. I've been trying to make it work for a few hours and have
tried nearly everything. (and yes the filepath/name are correct!)
How does metamod work out if a dll is 'bad' or not? I have the debug level
to 99 and there is no debug info coming out at all - is it written to a file
somewhere?
Thanks for any help you can give me,
Matt
Instead of using the -dll option, edit cstrike/liblist.gam.
Change gamedll "dlls\mp.dll" to gamedll "addons\metamod\dlls\metamod.dll"
On 9/11/05, indahouse101 <indahouse101@...> wrote:
> okay i installed all the files andd put it in the server files via FTP
> (smartftp.com)
> in cstrike/addons/metamod: i have plugins.ini which contains:
>
> win32 addons/amx/dlls/amx_mm.dll
> win32 addons/amx/modules/csstats_mm.dll
> win32 addons/amx/modules/fun_mm.dll *without the comments*
>
> also in cstrike/addons/metamod/dlls: i have metamod.dll (1.05 mb)
>
> i also went to "launch options" for counter strike 1.6 and put in the
> following line: "-dll addons\metamod\dlls\metamod.dll"
>
> so lastly, i type "meta list" in console and it tells me that there is
> no such command as meta....T_T
>
>
>
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
okay i installed all the files andd put it in the server files via FTP
(smartftp.com)
in cstrike/addons/metamod: i have plugins.ini which contains:
win32 addons/amx/dlls/amx_mm.dll
win32 addons/amx/modules/csstats_mm.dll
win32 addons/amx/modules/fun_mm.dll *without the comments*
also in cstrike/addons/metamod/dlls: i have metamod.dll (1.05 mb)
i also went to "launch options" for counter strike 1.6 and put in the
following line: "-dll addons\metamod\dlls\metamod.dll"
so lastly, i type "meta list" in console and it tells me that there is
no such command as meta....T_T
Are you running a dedicated server or listenserver?Seems to be a bug in the listenserver
GameInfo.txt file.If it’s
a ded server you have to ensure that the line |gameinfo_path|addons\metamod\bin"
is the 1st line of that area.I’ll send you a copy of my working gameinfo.txt.
-----Original Message----- From: Arctic FoX
[mailto:da_kafka@...] Sent: Friday, September 02, 2005
1:15 PM To: metamod@yahoogroups.com Subject: [metamod] Metamod
installation help
I've looked all over the net for this, yet there seems
to be no mention of the problem.
I've installed Mmetamod: Source exactly according
to the instructions given on the website. However, everytime I
run CS:Source, the "meta" command in the console doesn't seem to work, and
metamod doesn't seem to be installed.
Further scrutinizing of the cstrike folder found
that GameInfo.txt has deleted the line "GameBin
|gameinfo_path|addons/metmod/bin" and reverted back to it's original form.
Is this a bug with CS: Source or am I doing
something really stupid?
Here is some info:
- server.dll is in addons\metamod\bin - metaplugins.ini is in addons\metamod - I've tried reediting GameInfo.txt with
"GameBin |gameinfo_path|addons\metamod\bin" but the
same thing happened. - I've changed GameInfo.txt, restarted Steam, and
then run CS: Source, but the same thing has happened.
"GameInfo"
{
game "Counter-Strike Source"
title "COUNTER-STRIKE'"
title2 "source"
type multiplayer_only
nomodels 1
nohimodel 1
nocrosshair 0
hidden_maps
{
"test_speakers" 1
"test_hardware" 1
}
FileSystem
{
SteamAppId 240 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things
like materials\debug, materials\editor, etc.
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it
with _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a
c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called
"DEFAULT_WRITE_PATH".
//
//
// Search paths are relative to the base directory, which is where hl2.exe is
found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
//
SearchPaths
{
GameBin |gameinfo_path|addons/metamod/bin
Game |gameinfo_path|.
Game cstrike
Game hl2
}
}
}
I've looked all over the net for this, yet there seems to be no
mention of the problem.
I've installed Mmetamod: Source exactly according to the instructions
given on the website. However, everytime I run CS:Source, the "meta"
command in the console doesn't seem to work, and metamod doesn't seem
to be installed.
Further scrutinizing of the cstrike folder found that GameInfo.txt
has
deleted the line "GameBin |gameinfo_path|addons/metmod/bin" and
reverted back to it's original form.
Is this a bug with CS: Source or am I doing something really stupid?
Here is some info:
- server.dll is in addons\metamod\bin
- metaplugins.ini is in addons\metamod
- I've tried reediting GameInfo.txt with "GameBin
|gameinfo_path|addons\metamod\bin" but the same thing happened.
- I've changed GameInfo.txt, restarted Steam, and then run CS:
Source,
but the same thing has happened.
dacruel2k3 wrote:
> Does some1 know how to use this new api? AFAIK a tiny update to the
> hlsdk is necessary, isnt it?
Yes, you add the function prototypes to the enginefuncs_t and
NEW_DLL_FUNCTIONS structures as described in the original email.
And note that Metamod will have to be updated, too, before you can
use them in a Metamod plugin.
Florian
"Implemented
a client cvar value querying API (to replace the alias method various
3rd party tools were using). Servers can call
enginefuncs_t::pfnQueryClientCvarValue() and will get a callback for
that cvar value via NEW_DLL_FUNCTIONS::pfnCvarValue()."
Does some1 know how to use this new api? AFAIK a tiny update to the
hlsdk is necessary, isnt it?