Page 7 of 9

Posted: Tue Jun 01, 2010 6:33 am
by TESLA-X4
Out of curiousity... Did you guys happen to compile the mod with Whole Program Optimization/Link-Time Code Generation? It's known to cause function signatures to break due to the way it works.

Posted: Tue Jun 01, 2010 3:28 pm
by Rufus
I think Cartman brings up a good point. A zip file would work much better for server installations.
I used my gaming machine to install a server edition of OC, then zipped it up to my server - I can confirm it works this way, if you install it with the right settings.

Posted: Tue Jun 01, 2010 4:40 pm
by TESLA-X4
cartman-2000 wrote:...for example it's missing a signature/offsets for temp entities, which some plugins need, a spray tracking one I have on my server needs it for it to work.

the signatures/offsets for the previous version of the mod which someone else came up with. I'm wondering if neico or someone else could update this with the correct signature offsets for this build of the mod.
Good news, I've managed to locate the signature for Temp Entities.

Code: Select all

"Games"
{
	"obsidian"
	{
		"Offsets"
		{
			/* Offset into CBaseTempEntity constructor */
			"s_pTempEntities"
			{
				"windows"	"17"
			}
			"GetTEName"
			{
				"windows"	"4"
			}
			"GetTENext"
			{
				"windows"	"8"
			}
			"TE_GetServerClass"
			{
				"windows"	"0"
			}
		}

		"Signatures"
		{
			"CBaseTempEntity"
			{
				"library"	"server"
				"windows"	"\xEC\x8B\xC1\x8B\x4D\x08\xC7\x00\x2A\x2A\x2A\x2A\x89\x48\x04\x8B\x15\x2A\x2A\x2A\x2A\x89\x50\x08\xA3\x2A\x2A\x2A\x2A\x5D\xC2\x04\x00"
			}
		}
	}
}
Enjoy 8) (you might have to restart your server for the change to take effect)

Now, on to that pesky CommitSuicide offset that appears to have gone missing...

Update:
Something has caused the CommitSuicide function to change so much that SourceMod can't even call it reliably any more. Its offset 395 is actually valid, but it has changed internally, resulting in a crash when SourceMod attempts to call it. Scratch that, it's inaccurate, use offset 396 instead.

Posted: Tue Jun 01, 2010 7:00 pm
by JarskiFIN
It would be nice to have some kind of restriction for the number of alyxes in oc_cardwar, because 3 or 4 alyxes are almost unbeatable.

Posted: Tue Jun 01, 2010 8:29 pm
by Neliel
JarskiFIN wrote:It would be nice to have some kind of restriction for the number of alyxes in oc_cardwar, because 3 or 4 alyxes are almost unbeatable.
If Alyxes or Barneys are too strong, you could always slow down their health regen with a server command. It tends to help out some if you feel that way about them.

Posted: Tue Jun 01, 2010 9:10 pm
by shiftey
A full lineup of regen npcs is toast against a full lineup of metro cops with handguns or smgs.

I have proved more than once that regen npcs aren't that powerful in cardwar.

Posted: Tue Jun 01, 2010 9:22 pm
by cartman-2000
Can you guys use a pack in rar or 7z, as they get somewhat better compression?

Posted: Tue Jun 01, 2010 9:32 pm
by Tysn
Neliel wrote:If Alyxes or Barneys are too strong, you could always slow down their health regen
That's the plan for the next patch.
shiftey wrote:A full lineup of regen npcs is toast against a full lineup of metro cops with handguns or smgs.

I have proved more than once that regen npcs aren't that powerful in cardwar.
There are certainly ways of beating them, for example using a high damage unit (like the stalker) covered by meatshields (zombies or metrocops) works pretty well. However, the hero units are just too good in most situations, an I really didn't want some cards to be simply flat-out better than others; their usefulness should depend on their allies, enemies, and the arena. Not to mention the annoying stalemates caused when both sides use them, hell two barneys can't even beat eachother's regeneration. :lol:

Posted: Tue Jun 01, 2010 9:38 pm
by Littlejohny
Thank you OC Team for this excellent Mod-Update ;)

Posted: Wed Jun 02, 2010 2:53 pm
by Vasili
I think I'll download the mod now that the main surge of downloads has passed.

672mb! Jesus.

Posted: Wed Jun 02, 2010 5:22 pm
by destiny
wen i started the full download my pc said it would take 2 HOURS.
luckily i had patience and homework to do in the meantime.

Posted: Wed Jun 02, 2010 6:42 pm
by Keychain
Vasili wrote:I think I'll download the mod now that the main surge of downloads has passed.

672mb! Jesus.
It's 2gb compressed. Be thankful. :lollololol:

Posted: Wed Jun 02, 2010 7:18 pm
by Sabre
Gj, DLing now. I'm trying to get a regular source mod night going. This release was fortunatly timed.

Posted: Wed Jun 02, 2010 7:42 pm
by Supahchikin
*sigh* If only i could join you. :(

Posted: Wed Jun 02, 2010 7:59 pm
by Datastream
Lol. Using cartmans link it only took me 652/60 = roughly 11 minutes. :lolcry: