<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Imagin if the new version of windows was incompatable with norton antivirus, and adobe software, and etc..?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
The problem is kind of related to the NS dev's (Flayra usually sends an email to the mm people with the new entitys, I didnt see them listed) I don't really think any of the metamod dev's know about this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
About breaking plugins, etc.. So wait, we should TOTALLY STOP ADDING NEW FEATURES, because a few of your plugins need to be changed? I doubt it, plugins are 3rd party in the first place.. its not a major concern, why? because the popular plugins will be updated.
<!--QuoteBegin-Avitar+Sep 4 2004, 08:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avitar @ Sep 4 2004, 08:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The people i play with require AMX + metamod. If the new version of NS cant run without crashing, then we just wont play it until the prbs get resolved. Don't waste time pointing fingers... It is the ns dev's fault for not testing their new version with other popular software that people often use with theirs.
Saying it isn't our problem... it's so and so's... is just plain lame. Imagin if the new version of windows was incompatable with norton antivirus, and adobe software, and etc..? ; no one would use it even if it was free if nothing else worked with it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That's like saying it's Chevrolets fault if a Callaway part doesn't fit.
I agree with device null I seem to have no issues with it and if I did I wouldn't take down natural selection I would take down metamod its pretty logical or so I would have thought.
Why use a slightly updated metamod release when p10 does the same thing forever and more...
Avitar: Do you run a server?, if not why are you even posting here? MetaMod is not a product of the NS dev teams, why should they have to update it for you? If you run NS from right out of the package it works without a flaw! That is what they should be concerned about if anything. MetaMod has a tool that reads the list of entities in a DLL/SO anyways, so why would the NS team need to dispatch an e-mail to those that need it when those that need it know what the **** they are doing in the first place, unlike others who just blame it on the dev team.
Sorry if my post is flaming that guy, but it needed to be done.
<!--QuoteBegin-Avitar+Sep 4 2004, 09:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avitar @ Sep 4 2004, 09:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The people i play with require AMX + metamod. If the new version of NS cant run without crashing, then we just wont play it until the prbs get resolved. Don't waste time pointing fingers... It is the ns dev's fault for not testing their new version with other popular software that people often use with theirs.
Saying it isn't our problem... it's so and so's... is just plain lame. Imagin if the new version of windows was incompatable with norton antivirus, and adobe software, and etc..? ; no one would use it even if it was free if nothing else worked with it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> ROFL.
All of the problems with the serverside mods are from the way THEY are doing things, not NS. If we make changes in NS, the serverside mods have to change with it, otherwise there will of course be problems. You seem to forget that serverside mods are all, infact, hacks. We can't 100% be sure that serverside mods will work with NS when there is an update.
I had some problems with my own software which is independant of metamod & any other mod, and I still do (need to update memory offsets). But thats not NS's fault.
If we add a variable to the player structures, guess what? All of the memory offsets for player resources, exp, points, etc change. If a server side mod uses the old offsets there is a very high chance for a crash. What are we supposed to do? Not add variables so serverside mods work? Hah. Lets also not add any new entities so it stays compatible with metamod.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Saying it isn't our problem... it's so and so's... is just plain lame. Imagin if the new version of windows was incompatable with norton antivirus, and adobe software, and etc..? ; no one would use it even if it was free if nothing else worked with it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You're basically saying that, If we make changes to our own program, which causes <span style='color:red'><span style='font-size:14pt;line-height:100%'><i><b>SERVER SIDE HACKS</b></i></span></span> for our program to break, its our own fault. Yeah, right. Sorry, you're wrong, do not pass go, do not collect two hundred dollars.
Yeah, sorry, but metamod is not and has never been supported software. We will make what changes and bugfixes to NS that are necessary, and it's up to YOU to update your 3rd-party programs to use the correct memory offsets and such.
This is enough work already without having to worry about various mod programs.
<!--QuoteBegin-devicenull+Sep 4 2004, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Sep 4 2004, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And, I give you metamod 1.17.2.1 Unoffical, This is just metamod 1.17.2 with support for the item_ammopack entity
Only 32bit windows dll atm :/
I can upload the source if anyone wants it.. all it is is one line of code added to linkgame.cpp .. Seems a waste to upload it
Does not crash on mapchange, like I heard the dynamic one was <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thanks!
So far everything is working without a hitch with your MM <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Does not crash on mapchange, like I heard the dynamic one was <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thanks!
So far everything is working without a hitch with your MM <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> er, the link is broken...
Actually, NS devs, it's considered nice for you to at least mail the new ENTS to MM in advance of a release. Or post the ents somewhere. It was done nicely for 2.0 release, MM updated the same day.
It would be smart to give MM some support or at least communication or your server community dies and moves to another mod. It's not a secret that most servers use MM for some reason or another just to RUN and admin thier servers, not talking about adding new features.
thanks to svision for giving me the metamod which i dcced to LB. bad on devnull for killing his link! BAD DEV <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
much <3 for putting out a fixed version dev, thanks.
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-TyrNemesis^+Sep 4 2004, 11:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TyrNemesis^ @ Sep 4 2004, 11:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah, sorry, but metamod is not and has never been supported software. We will make what changes and bugfixes to NS that are necessary, and it's up to YOU to update your 3rd-party programs to use the correct memory offsets and such.
This is enough work already without having to worry about various mod programs. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thats fine, and makes perfect sense.. All we can really ask is that you email the metamod developers with the new entites when you release a patch. That makes it a lot easier to support, without us having to figure it out which entites are newly added.
Nite: the link is still up, so it must be you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-devicenull+Sep 4 2004, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Sep 4 2004, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And, I give you metamod 1.17.2.1 Unoffical, This is just metamod 1.17.2 with support for the item_ammopack entity
Only 32bit windows dll atm :/
I can upload the source if anyone wants it.. all it is is one line of code added to linkgame.cpp .. Seems a waste to upload it
Does not crash on mapchange, like I heard the dynamic one was <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> how long before we have a linux version of this?
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
Dunno, you think you can build from source? I have never had any luck building stuff in linux, I always get some obsurce error message.. I can try, but I dont have a clue what versions I'll be building..
If i could do it i would have had a go myself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Someone must be able to do it though! WP if you get it to work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Whats this one line of code you added in the win 32 version then?
Some linux whizz might be able to do the same thing with it :x
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
Its really easy, open linkgame.cpp, paste this is somewhere after the #includes <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> LINK_ENTITY_TO_GAME(item_ammopack); <!--c2--></td></tr></table><div class='postcolor'><!--ec2--> If you want to make the version match, its in vers_meta.h
12:26:53 Currently loaded plugins: description stat pend file vers src load unlod [ 1] Adminmod RUN - admin_MM_i386.so v2.50.59 ini Start Start [ 2] mm_awards RUN - mm_award_i386.so v2.1 ini Chlvl Chlvl [ 3] Unstuck Pro RUN - unstuck_mm_i386. v1.00a ini Pause Pause [ 4] MM_MVM RUN - mm_mvm_i386.so v1.0 ini ANY ANY 4 plugins, 4 running
"admin_mod_version" is "2.50.59 (MM)"
but:
] name "Black Mage" ] admin_password "[baleeted]" [ADMIN] Password accepted for user 'STEAM_0:1:[rawr]'. Access granted: 114675 ] admin_bury "Black Mage" [ADMIN] (access) Unable to find player: Black Mage Unrecognized player: "Black Mage"
from rcon: 12:33:37 admin_command admin_bury "black mage" 12:33:37 Unrecognized player: "black mage" 12:33:44 admin_command admin_slap Black Mage 12:33:44 Unrecognized player: 12:33:44 Black Mage 12:36:12 admin_command admin_pass arf 12:36:12 Rcon: "admin_command admin_pass arf" from "[ip]:[port]" 12:36:12 [ADMIN] (say) ADMIN Command: Admin has set the server's password. 12:36:12 [ADMIN] Command: Admin used command admin_pass arf 12:36:12 [ADMIN] Executing command: sv_password arf 12:36:12 Server cvar "sv_password" = "***PROTECTED***"
edit: small problem 12:38:46 admin_command admin_csay blue this is a test 12:38:46 Rcon: "admin_command admin_csay blue this is a test" from "[ip]:[port]" 12:38:46 FATAL ERROR (shutting down): NUM_FOR_EDICT: bad pointer
As above, w/ Black Mage. I am using Adminmod 2.59.59 MySql. Any time a csay is done, server crashes. I cannot bury, slap, slay, kick, or ban any players.......
So would AMXMod be better at this point? Is it a metamod issue? Or Adminmod? Server runs just fine w/o metamod loaded
<!--QuoteBegin-scottl+Sep 4 2004, 10:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (scottl @ Sep 4 2004, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wouldn't use any game altering plugins from modns right now till people have tested em. I would also assume that they need to be compiled with the p10 code, but I am not sure on that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> no, you don't need to compile with p10 code.
<!--QuoteBegin-SVisions+Sep 4 2004, 06:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SVisions @ Sep 4 2004, 06:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> meta version Metamod v1.17.2p10 2004/08/31 by Will Day http://www.metamod.org/ Patch: All-Mod-Support v10 by Jussi Kivilinna http://koti.mbnet.fi/axh/ compiled: Aug 31 2004, 15:46:50 EET (optimized) <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Still experiencing crashes, I use that + AMXX and NS2AMX, no plugins. Crashes on every NS map. Removed MM and such last night and had no further crashes, played many NS maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Linux? Win32?
<!--QuoteBegin-Funka!+Sep 9 2004, 07:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Funka! @ Sep 9 2004, 07:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So, is the consensus that Adminmod does not work on B5 (even with metamod p10) ??
i see a few posts of people reporting crashes, yet no suggestions for resolution, so i guess we just don't run Adminmod for the time being?? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm running adminmod fine on a win32 server. I think the problem is AMX, not adminmod.
Comments
Never heard of Service Pack 2 for Windows XP, eh?
I don't really think any of the metamod dev's know about this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
About breaking plugins, etc..
So wait, we should TOTALLY STOP ADDING NEW FEATURES, because a few of your plugins need to be changed? I doubt it, plugins are 3rd party in the first place.. its not a major concern, why? because the popular plugins will be updated.
Saying it isn't our problem... it's so and so's... is just plain lame. Imagin if the new version of windows was incompatable with norton antivirus, and adobe software, and etc..? ; no one would use it even if it was free if nothing else worked with it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's like saying it's Chevrolets fault if a Callaway part doesn't fit.
Unoffical, This is just metamod 1.17.2 with support for the item_ammopack entity
Only 32bit windows dll atm :/
I can upload the source if anyone wants it.. all it is is one line of code added to linkgame.cpp .. Seems a waste to upload it
<a href='http://devnull.vision-host.net/metamod-1.17.2.1.zip' target='_blank'>http://devnull.vision-host.net/metamod-1.17.2.1.zip</a>
Does not crash on mapchange, like I heard the dynamic one was
Avitar: Do you run a server?, if not why are you even posting here?
MetaMod is not a product of the NS dev teams, why should they have to update it for you? If you run NS from right out of the package it works without a flaw! That is what they should be concerned about if anything. MetaMod has a tool that reads the list of entities in a DLL/SO anyways, so why would the NS team need to dispatch an e-mail to those that need it when those that need it know what the **** they are doing in the first place, unlike others who just blame it on the dev team.
Sorry if my post is flaming that guy, but it needed to be done.
Saying it isn't our problem... it's so and so's... is just plain lame. Imagin if the new version of windows was incompatable with norton antivirus, and adobe software, and etc..? ; no one would use it even if it was free if nothing else worked with it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ROFL.
All of the problems with the serverside mods are from the way THEY are doing things, not NS. If we make changes in NS, the serverside mods have to change with it, otherwise there will of course be problems. You seem to forget that serverside mods are all, infact, hacks. We can't 100% be sure that serverside mods will work with NS when there is an update.
I had some problems with my own software which is independant of metamod & any other mod, and I still do (need to update memory offsets). But thats not NS's fault.
If we add a variable to the player structures, guess what? All of the memory offsets for player resources, exp, points, etc change. If a server side mod uses the old offsets there is a very high chance for a crash. What are we supposed to do? Not add variables so serverside mods work? Hah. Lets also not add any new entities so it stays compatible with metamod.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Saying it isn't our problem... it's so and so's... is just plain lame. Imagin if the new version of windows was incompatable with norton antivirus, and adobe software, and etc..? ; no one would use it even if it was free if nothing else worked with it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You're basically saying that, If we make changes to our own program, which causes <span style='color:red'><span style='font-size:14pt;line-height:100%'><i><b>SERVER SIDE HACKS</b></i></span></span> for our program to break, its our own fault. Yeah, right. Sorry, you're wrong, do not pass go, do not collect two hundred dollars.
This is enough work already without having to worry about various mod programs.
Unoffical, This is just metamod 1.17.2 with support for the item_ammopack entity
Only 32bit windows dll atm :/
I can upload the source if anyone wants it.. all it is is one line of code added to linkgame.cpp .. Seems a waste to upload it
<a href='http://devnull.vision-host.net/metamod-1.17.2.1.zip' target='_blank'>http://devnull.vision-host.net/metamod-1.17.2.1.zip</a>
Does not crash on mapchange, like I heard the dynamic one was <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thanks!
So far everything is working without a hitch with your MM <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Unoffical, This is just metamod 1.17.2 with support for the item_ammopack entity
Only 32bit windows dll atm :/
I can upload the source if anyone wants it.. all it is is one line of code added to linkgame.cpp .. Seems a waste to upload it
<a href='http://devnull.vision-host.net/metamod-1.17.2.1.zip' target='_blank'>http://devnull.vision-host.net/metamod-1.17.2.1.zip</a>
Does not crash on mapchange, like I heard the dynamic one was <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thanks!
So far everything is working without a hitch with your MM <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
er, the link is broken...
does anyone have a mirror?
It would be smart to give MM some support or at least communication or your server community dies and moves to another mod. It's not a secret that most servers use MM for some reason or another just to RUN and admin thier servers, not talking about adding new features.
I mirrored devnulls build, get it here:
<a href='http://www.lunixmonster.org/metamod.zip' target='_blank'>http://www.lunixmonster.org/metamod.zip</a>
much <3 for putting out a fixed version dev, thanks.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->15:46:43 meta version
15:46:43 Metamod v1.17.2p10 2004/08/31
by Will Day
http://www.metamod.org/
Patch: All-Mod-Support v10
by Jussi Kivilinna
http://koti.mbnet.fi/axh/
compiled: Aug 31 2004, 15:49:34 EET (optimized)
15:46:48 meta list
15:46:48 Currently loaded plugins:
description stat pend file vers src load unlod
[ 1] AMX RUN - amx_mm_i386.so v0.9.7 ini ANY ANY
[ 2] mm_awards RUN - mm_award_i386.so v2.1 ini Chlvl Chlvl
[ 3] NS2AMX RUN - mm_ns2amx_i386.s v1.0.0.5 cmd ANY ANY
3 plugins, 3 running
15:46:50 amx version
15:46:50 AMX 0.9.7
author: OLO (http://www.amxmod.net)
compiled: Nov 28 2003, 16:11:45
15:46:58 amx list
15:46:58 Currently loaded plugins:
name version author file status
[ 1] Admin Base 0.9 default admin.amx running
[ 2] Admin Commands 0.9 default admincmd.amx running
[ 3] Admin Help 0.9 tcquest78 adminhelp.amx running
[ 4] Slots Reservation 0.9.7 default adminslots.amx running
[ 5] Menus Front-End 0.9 default edited b menufront.amx running
[ 6] Commands Menu 0.9 default cmdmenu.amx running
[ 7] Players Menu 0.9 default plmenu.amx running
[ 8] Anti Flood 0.9 default antiflood.amx running
[ 9] Admin Chat 0.1 AMXX Dev Team adminchat.amx running
[ 10] Admin Votes 0.9 default adminvote.amx running
[ 11] NextMap 0.9.2 default nextmap.amx running
[ 12] TimeLeft 0.9 default timeleft.amx running
[ 13] Scrolling Message 0.9 default scrollmsg.amx running
[ 14] Info. Messages 0.9 default imessage.amx running
[ 15] Pause Plugins 0.9 default pausecfg.amx running
[ 16] Force Join Team 1.2 Cheesy Peteza forcejoin.amx running
[ 17] NS AFK 2.1 Cheesy Peteza nsafk.amx running
[ 18] Show Eject Votes 1.0 Cheesy Peteza showejects.amx running
[ 19] Team Resources Di 2.1 Cheesy Peteza teamres.amx running
[ 20] AMX UnStuck 1.4 Cheesy Peteza unstuck.amx running
[ 21] NS Force Teams 2.0 skywarp nsteams.amx running
[ 22] Alien Upgrade Inf 1.2 Cheesy Peteza alienupginfo.am running
[ 23] Admin Password 0.1 JustinHoMi admin_password. running
[ 24] Waypoints Fix 1.1a Cheesy Peteza waypointsfix.am running
[ 25] Hive/CC Status 2.1 Cheesy Peteza hiveccstatus.am running
[ 26] Client Exec 0.7 nobody client_exec.amx running
26 plugins, 26 running<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
This is my final setting, with no crashing and no errors.
We played a few big NS games with no errors, and before i left i asked the players to tell me if any crash accours... No reports so far :]
btw I'm using cheesy's amx+ns2amx pack found <a href='http://www.modns.org/forums/index.php?showtopic=308' target='_blank'>here</a> (Click <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
I'd advise people to disable fun module...
This is enough work already without having to worry about various mod programs. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thats fine, and makes perfect sense.. All we can really ask is that you email the metamod developers with the new entites when you release a patch. That makes it a lot easier to support, without us having to figure it out which entites are newly added.
Nite: the link is still up, so it must be you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Unoffical, This is just metamod 1.17.2 with support for the item_ammopack entity
Only 32bit windows dll atm :/
I can upload the source if anyone wants it.. all it is is one line of code added to linkgame.cpp .. Seems a waste to upload it
<a href='http://devnull.vision-host.net/metamod-1.17.2.1.zip' target='_blank'>http://devnull.vision-host.net/metamod-1.17.2.1.zip</a>
Does not crash on mapchange, like I heard the dynamic one was <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
how long before we have a linux version of this?
I'll go try
Someone must be able to do it though! WP if you get it to work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Whats this one line of code you added in the win 32 version then?
Some linux whizz might be able to do the same thing with it :x
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
LINK_ENTITY_TO_GAME(item_ammopack);
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
If you want to make the version match, its in vers_meta.h
Tried compiling, got an error, gave up
Running Linux.. game still crashes when ammo is dropped...
Anyone wanna compile the linux version of the W32 version above?
lol
12:26:53 Currently loaded plugins:
description stat pend file vers src load unlod
[ 1] Adminmod RUN - admin_MM_i386.so v2.50.59 ini Start Start
[ 2] mm_awards RUN - mm_award_i386.so v2.1 ini Chlvl Chlvl
[ 3] Unstuck Pro RUN - unstuck_mm_i386. v1.00a ini Pause Pause
[ 4] MM_MVM RUN - mm_mvm_i386.so v1.0 ini ANY ANY
4 plugins, 4 running
"admin_mod_version" is "2.50.59 (MM)"
but:
] name "Black Mage"
] admin_password "[baleeted]"
[ADMIN] Password accepted for user 'STEAM_0:1:[rawr]'. Access granted: 114675
] admin_bury "Black Mage"
[ADMIN] (access) Unable to find player: Black Mage
Unrecognized player: "Black Mage"
from rcon:
12:33:37 admin_command admin_bury "black mage"
12:33:37 Unrecognized player: "black mage"
12:33:44 admin_command admin_slap Black Mage
12:33:44 Unrecognized player:
12:33:44 Black Mage
12:36:12 admin_command admin_pass arf
12:36:12 Rcon: "admin_command admin_pass arf" from "[ip]:[port]"
12:36:12 [ADMIN] (say) ADMIN Command: Admin has set the server's password.
12:36:12 [ADMIN] Command: Admin used command admin_pass arf
12:36:12 [ADMIN] Executing command: sv_password arf
12:36:12 Server cvar "sv_password" = "***PROTECTED***"
edit: small problem
12:38:46 admin_command admin_csay blue this is a test
12:38:46 Rcon: "admin_command admin_csay blue this is a test" from "[ip]:[port]"
12:38:46 FATAL ERROR (shutting down): NUM_FOR_EDICT: bad pointer
So would AMXMod be better at this point? Is it a metamod issue? Or Adminmod? Server runs just fine w/o metamod loaded
Just re-arrange it works.
I would also assume that they need to be compiled with the p10 code, but I am not sure on that.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
no, you don't need to compile with p10 code.
meta version
Metamod v1.17.2p10 2004/08/31
by Will Day
http://www.metamod.org/
Patch: All-Mod-Support v10
by Jussi Kivilinna
http://koti.mbnet.fi/axh/
compiled: Aug 31 2004, 15:46:50 EET (optimized)
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Still experiencing crashes, I use that + AMXX and NS2AMX, no plugins. Crashes on every NS map. Removed MM and such last night and had no further crashes, played many NS maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Linux? Win32?
i see a few posts of people reporting crashes, yet no suggestions for resolution, so i guess we just don't run Adminmod for the time being??
i see a few posts of people reporting crashes, yet no suggestions for resolution, so i guess we just don't run Adminmod for the time being?? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm running adminmod fine on a win32 server. I think the problem is AMX, not adminmod.