Eventscripts Broke

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Painkiller
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Eventscripts Broke

Postby Painkiller » Sat Nov 23, 2024 4:38 pm

Hello SP team and community,

Eventscripts has stopped working since the latest HL2DM update.

Is anyone working with it and could help me get it working again?

Thanks in advance

Regards Painkiller
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satoon101
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Re: Eventscripts Broke

Postby satoon101 » Sun Nov 24, 2024 2:23 am

Very few people had access to the source code for EventScripts. I doubt anyone but Mattie would still have it and be able to compile a new version. And, as far as I understand , he's absolutely not supporting it anymore, so I wouldn't hold my breath that he would build a new version.

Did SP also break? I haven't had an HL2DM server on my local pc for a while to be able to test myself.
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Painkiller
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Re: Eventscripts Broke

Postby Painkiller » Sun Nov 24, 2024 9:18 am

Hello Satoon, thanks for the quick reply.

SP is also broken.

But since I can only use event scripts because I use a custom SDK, it will be very difficult for me.

My request a long time ago to support older SDKs from SP was unfortunately denied.

Edit: My last hope is to compile the SDK again and hope that the event script works again.

Edit 2:



By installing the "app_update 232370 -beta prerelease" I was able to get my old SDK working again (and Eventscripts).

For the time being, all clients must also install the prerelease.

To my old SDK which has received a fix.
It compiles really well under Windows and it also works after testing with a friend who runs a Windows server.

But when I want to compile it under a Linux distribution, there seems to be an error because the "Home" folder is specified as "Danila".

And I don't know how to change it.

If the path is specified correctly, it should work like this:

VS does not work in Linux, there the compilation is done through the ready-made file game\server\server_linux32_hl2mp.mak, after which you need to compile through the console with the command make -f <name>


If anyone is interested in helping me, I have uploaded it to my Dropbox.

https://www.dropbox.com/scl/fi/shtt7ffw ... ggqvl&dl=0
Pxythe
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Re: Eventscripts Broke

Postby Pxythe » Tue Nov 26, 2024 1:22 pm

From Mattie in an email exchange with a friend:
Mattie wrote:Hi [REDACTED]-- I'm so happy that my old project was useful for over a decade! I'm definitely curious how you used ES Python-- what makes it a challenge to port to other plugin platforms? Does no other platform work for what you need? Did you rely on special features of ES Python?

It's definitely scary to try to get the old code working, since ES used a lot of undocumented stuff. If they changed anything major at all, then it may never work properly again (though some features might work). Do you have a reference link to what changed in the SDK? Anything other plugin authors might have had to work around?

I'm not familiar with who Pxythe is (or I don't remember the name), but I love that name.

I can look for the code, but I'm really not keen to open source EventScripts. It was a hacky mess that I worked on in my spare time. It's in C++ and Python both. I'd love to come up with some way to help you, though.
-Mattie


Painkiller wrote:By installing the "app_update 232370 -beta prerelease" I was able to get my old SDK working again (and Eventscripts).

For the time being, all clients must also install the prerelease.

Players do not need to set their game to any betas. You just need to set your server to prerelease.
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Painkiller
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Re: Eventscripts Broke

Postby Painkiller » Tue Nov 26, 2024 3:24 pm

Pxythe wrote:From Mattie in an email exchange with a friend:
Mattie wrote:Hi [REDACTED]-- I'm so happy that my old project was useful for over a decade! I'm definitely curious how you used ES Python-- what makes it a challenge to port to other plugin platforms? Does no other platform work for what you need? Did you rely on special features of ES Python?

It's definitely scary to try to get the old code working, since ES used a lot of undocumented stuff. If they changed anything major at all, then it may never work properly again (though some features might work). Do you have a reference link to what changed in the SDK? Anything other plugin authors might have had to work around?

I'm not familiar with who Pxythe is (or I don't remember the name), but I love that name.

I can look for the code, but I'm really not keen to open source EventScripts. It was a hacky mess that I worked on in my spare time. It's in C++ and Python both. I'd love to come up with some way to help you, though.
-Mattie


Painkiller wrote:By installing the "app_update 232370 -beta prerelease" I was able to get my old SDK working again (and Eventscripts).

For the time being, all clients must also install the prerelease.

Players do not need to set their game to any betas. You just need to set your server to prerelease.


If the client is not set to prerelease you cannot join.

I tried it.

You can test it here: 136.243.154.34:27015
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Re: Eventscripts Broke

Postby Pxythe » Tue Nov 26, 2024 4:09 pm

You need to spoof your steam.inf in your SRCDS installation when using custom binaries to the following to allow players to join.

Code: Select all

PatchVersion=9353550
ClientVersion=9353550
ServerVersion=9353550
ProductName=hl2mp
appID=320
ServerAppID=232370
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Painkiller
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Re: Eventscripts Broke

Postby Painkiller » Tue Nov 26, 2024 4:37 pm

Hey thanks again, but that's what I did.
But I need my SDK, which is no use to me because no NPC errors were fixed there, only the pure DM - TDM was improved.

As I can't get my fix for my SDK compiled for Linux, I use my old one and therefore have to use the steam.inf.

Also for the client under prerelease.

Code: Select all

PatchVersion=6630498
ClientVersion=6630498
ServerVersion=6630498
ProductName=hl2mp
appID=320
ServerAppID=232370


Here again is my SDK which needs to be compiled. For Linux

https://www.dropbox.com/scl/fi/shtt7ffw ... ggqvl&dl=0

Edit: Once this is compiled I can update the latest server version and event scripts will continue to work.

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