Search found 221 matches
- Wed Aug 07, 2013 12:36 am
- Forum: Plugin Releases
- Topic: k2tools - General purpose library package [WIP] [SVN]
- Replies: 9
- Views: 12243
You really shouldn't be using the _libs folder for this. The proper place for 3rd party packages is in the _engines/site-packages/ directory. Only SP's built-in packages should be in the _libs directory. Satoon I always felt the site-packages directory is better suited for gerneral-purpose python p...
- Tue Aug 06, 2013 9:35 pm
- Forum: Plugin Development Support
- Topic: First steps in SP with an error
- Replies: 26
- Views: 19697
It should work. You can get that kind of error if you have import errors in your imports. I suggest making sure you have the latest version of sp installed. NOT the one from downloads, update from the HG repos and build it yourself. On a side note, I recently included a lib for colors in chat in k2t...
- Mon Aug 05, 2013 11:26 am
- Forum: Plugin Development Support
- Topic: General Issue with some wraps
- Replies: 7
- Views: 7016
General Issue with some wraps
Edit: Git -> https://github.com/Source-Python-Dev-Team/Source.Python/issues/3 Sometimes you can create objects of classes when you shouldn't be able to do because they are warpped, thus crashing the server when you call member functions. Examples: player_connect -> IPlayerInfo does not work so early...
- Mon Aug 05, 2013 2:30 am
- Forum: API Design
- Topic: Some more unload/load suggestions/changes
- Replies: 6
- Views: 8167
Sorry for the necro, but I still think you should be able to load scripts in a sub folder. Simply because of script collections and organizing your folder structure. For example, I think this: k2tools/examples/myexample/myexample.py k2tools/examples/myexample2/myexample2.py k2tools/examples/myexampl...
- Fri Aug 02, 2013 1:43 am
- Forum: Plugin Development Support
- Topic: Events
- Replies: 7
- Views: 6791
Ok, instead of editing I better post this :P Fix seems trivial (not sure what it does to orangebox, but fixes CS:GO at least :P) Go to this file: http://code.google.com/p/source-python/source/browse/src/core/modules/events/events_wrap.cpp#167 And replace: return 0; with return EVENT_DEBUG_ID_INIT; a...
- Thu Aug 01, 2013 9:58 pm
- Forum: Plugin Development Support
- Topic: Events
- Replies: 7
- Views: 6791
Actually events seem to work despite the error (on other events at least, maybe not on that specific one). Try to correct what satoon said first. You should be using index_from_userid, as you are passing userinfo and not playerinfo. Edit: Yeah, can also confirm it doesn't seem to work atm, tried pla...
- Thu Aug 01, 2013 1:08 am
- Forum: General Discussion
- Topic: Thread titles
- Replies: 8
- Views: 8297
Thread titles
It doesn't seem to be possible to change thread titles; if I edit my title, it changes the title of the post, not the thread - is that intentional? I use it mostly for information about scripts in the title, but it serves other purposes, such as tagging (like.. adding RESOLVED or FIXED or w/e to thr...
- Thu Aug 01, 2013 1:02 am
- Forum: Plugin Releases
- Topic: Pretty Status List [V 1.00.003] [SVN]
- Replies: 4
- Views: 8048
- Wed Jul 31, 2013 11:09 pm
- Forum: Plugin Development Support
- Topic: Anyway to pass struct edict_t * pEdict ?
- Replies: 2
- Views: 3778
Yes, it should be - 447 (26905ae8289d). Just compiled too. Edit: Meh, that was stupidity on my part.. I forgot to copy the newest .dlls over, missed that the other one had modify date 30.06. and not 30.07 -.- Gonna test again Edit2: Works. Thx (though get_address crashes with bots. Might need to add...
- Wed Jul 31, 2013 7:51 pm
- Forum: Plugin Development Support
- Topic: Anyway to pass struct edict_t * pEdict ?
- Replies: 2
- Views: 3778
[FIXED]Anyway to pass struct edict_t * pEdict ?
Was trying to use, CEngineServer.client_printf and CEngineServer.client_command .
How can I get the proper type passed? I.e. casting from CEdict (or actually CPlayerInfo)
How can I get the proper type passed? I.e. casting from CEdict (or actually CPlayerInfo)
- Wed Jul 31, 2013 6:29 pm
- Forum: Plugin Development Support
- Topic: CEngineServer.get_player_net_info returns INetChannelInfo which is not wrapped
- Replies: 0
- Views: 3004
[FIXED]CEngineServer.get_player_net_info returns INetChannelInfo which is not wrapped
I saw that CNetChannelInfo has been added to the players c++ file, but the CEngineServer still returns the normal interface instead of the wrapper class :P
Edit: Ingore please.
Edit: Ingore please.
- Tue Jul 30, 2013 8:53 pm
- Forum: Plugin Development Support
- Topic: New Here
- Replies: 6
- Views: 5804
The most complex change so far in SP was the rewrite from CamelCase to under_score , so all it was was maily replacing methods with another. A nice example to see how stuff evolved: 1. Original ES script http://addons.eventscripts.com/addons/view/pretty_status_list 2. Port to Source.Python before th...
- Tue Jul 30, 2013 6:04 pm
- Forum: Plugin Development Support
- Topic: New Here
- Replies: 6
- Views: 5804
Source.Python is undergoing active development, it is not "finished" yet and some features are missing, while some others are still heavily WIP (as such may change a lot - like dyncall/signature stuff, as you can see in the respoitory, there have been a lot of changes to it recently). It works on CS...
- Tue Jul 30, 2013 11:42 am
- Forum: Plugin Development Support
- Topic: New Here
- Replies: 6
- Views: 5804
Language is still python, so the only thing different is the API. If you still renember some ESP it might be worth looking at [book]EventScripts Equivalents[/book]. Actually you can still do quite a lot in SP, few major things are still missing at moment though like wraps for Vectors (used for entit...
- Wed Jul 17, 2013 10:24 pm
- Forum: Plugin Development Support
- Topic: (protobuf-) messages crashes
- Replies: 2
- Views: 3907
(protobuf-) messages crashes
Fade: color doesn't seem to be passed properly: Method: google::protobuf::Reflection::FieldSize Message type: CCSUsrMsg_Fade Field: CCSUsrMsg_Fade.clr Problem: Field is singular; the method requried a repeated field from commands.client import ClientCommand from players.helpers import index_from_pl...
- Sun Jul 14, 2013 8:23 pm
- Forum: Plugin Releases
- Topic: k2tools - General purpose library package [WIP] [SVN]
- Replies: 9
- Views: 12243
- Sun Jul 07, 2013 9:14 pm
- Forum: Whatever
- Topic: Missing CS:GO coding stuff
- Replies: 4
- Views: 6745
Missing CS:GO coding stuff
I'm currently thinking of SayText2 colour codes (like \x0ARRGGBB and \x0BRRGGBBAA) like in css and tf2 HudText like in tf2 Overlays like in css Motds like in css (or is it fixed now?) There might be more missing regarding the stuff you are used to from other valve games, so anyone knows other stuff ...
- Sun Jul 07, 2013 8:34 pm
- Forum: Plugin Development Support
- Topic: SayText2 send() crashes server (LATEST BUILD)
- Replies: 13
- Views: 12363
yeah actually ingore it, I think the server just bugged when I tried this earlier. EDIT: It could crash with a 100% chance pretty much whenever I tried it, it was just matter of executing client command, then showing the message, then waiting 1-10 secs for the crash. But no idea what caused it, serv...
- Sun Jul 07, 2013 7:05 pm
- Forum: Plugin Development Support
- Topic: SayText2 send() crashes server (LATEST BUILD)
- Replies: 13
- Views: 12363
- Wed Jul 03, 2013 9:00 am
- Forum: API Design
- Topic: Custom event or listener for "CSourcePython::NetworkIDValidated"
- Replies: 4
- Views: 6822
Peeking at the code, it seems to be the proper one, also based on the values passed (name and networkid) //--------------------------------------------------------------------------------- // Purpose: called when a client is authenticated //-----------------------------------------------------------...