Hey!
@Ayuto - do you plan to make source-python compatible with it?
Source 2, anybody?
Source 2
We all preparing to that. Get ready to improve open-source SP2 as well
Re: Source 2, anybody?
Sorry for the late reply. I read it, but didn't have time to reply and then I forgot it
We haven't discussed that internally, yet. But I guess this will be a big thing due to the following points:
We haven't discussed that internally, yet. But I guess this will be a big thing due to the following points:
- We need a new reverse engineered SDK. The guys at AlliedModders will probably be working hard on this and we might be able to help. Though, Valve originally announced to release the engine code for free. Not sure if/when that is really going to happen.
- We would need to make Source.Python x64 compatible as I guess Source 2 will be x64 only. This means we also need to make DynamicHooks compatible with x64. Not sure how much work this is as I haven't really investigated hooking x64 functions. Calling shouldn't be a big deal as DynCall supports x64.
Re: Source 2, anybody?
Hi, @Ayuto!
About the 1-th item.
What skillset do I need to have, to be able to help guys with the SDK?
If we could determine such skills - it would be much easier to make the CSGO to CS2 Python Plugin transition much faster.
About the 1-th item.
What skillset do I need to have, to be able to help guys with the SDK?
If we could determine such skills - it would be much easier to make the CSGO to CS2 Python Plugin transition much faster.
Re: Source 2, anybody?
There ist already a PR which started the work on it:
https://github.com/alliedmodders/hl2sdk/pull/125
To help you will need a good understanding of C++, IDA Pro/Ghidra (or something similar) and how the compiler translates C++ code into machine code.
https://github.com/alliedmodders/hl2sdk/pull/125
To help you will need a good understanding of C++, IDA Pro/Ghidra (or something similar) and how the compiler translates C++ code into machine code.
Re: Source 2, anybody?
Thanks for the bread crumbs
Re: Source 2, anybody?
Imagine how popular SourcePython would be if it is available for CS2 before SourceMod or any other platform that matter.
Re: Source 2, anybody?
Wake up, Source.Python based on SourceMod
Re: Source 2, anybody?
Haha would be nice, but Source.Python is separate to SourceMod. Source.Python uses a totally separated module to handle memhooks (does not currently support x64) and has no reliance on Metamod.
I have been writing a few plugins based upon Metamod over the last couple of weeks but without a valid HL2SDK it has not been smooth sailing. All parties will need to wait for this https://github.com/alliedmodders/hl2sdk/tree/cs2 to be updated before really going anywhere.
I have been writing a few plugins based upon Metamod over the last couple of weeks but without a valid HL2SDK it has not been smooth sailing. All parties will need to wait for this https://github.com/alliedmodders/hl2sdk/tree/cs2 to be updated before really going anywhere.
Re: Source 2, anybody?
Take a look here if you want a breakdown of the awesome work the community is doing :) https://github.com/alliedmodders/hl2sdk/issues/132
Re: Source 2, anybody?
Articha wrote:Wake up, Source.Python based on SourceMod
No. It requires the new non-existing SDK. Souce.Python does not require metamod nor sorcemod.
AFIK the team behind sourcemod and metamod published an SDK. This SDK is used to compile Source.Python for the different mods.
Valve has obviously completely forgotten what made Valve so great. It was the modding community. Without the community, there would be no Gun Game, for example, even if the idea is pretty trivial.
Re: Source 2, anybody?
DeaD_EyE wrote:Articha wrote:Wake up, Source.Python based on SourceMod
Valve has obviously completely forgotten what made Valve so great. It was the modding community. Without the community, there would be no Gun Game, for example, even if the idea is pretty trivial.
absolutely aggree. custom maps and training servers are the product of the modding community.
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