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CSS Update 
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Post CSS Update
It seems a recent update to Counter-Strike: Source has broken CSS:RPG (which I thought was impossible, but then again it broke every other plugin as well). I will be working on a solution to fix CSS:RPG so do not panic.


Fri Aug 25, 2006 2:05 am
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It's ServerGameDll004 needs to be changed to 005

But i think Health and other stuff will be broken also


See my thread about DOD fixes. i think a couple of the last ones apply to the SRDS update as i was trying to get it run w/ the newer srds earlier.


Fri Aug 25, 2006 3:25 am
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Yes- the plugin Loads when you change 004 to 005

still get this error:
CSS:RPG Error: Failed to find the signature 'CBaseEntity::SetMoveType', CSS:RPG will not function properly.

And i have no idea how to find out what the signature would look like, tho i would love some notes in the source code on how to do it when you fix it :-)

I'm going to try and test basically functionality and see if anything i noticed broken in DOD is also broken in CS now....


Fri Aug 25, 2006 4:20 am
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Alright- Set Health is Deffinetly Broken
If you comment it out you can join fine, So i assume visibility is ok

Same menu issue as DOD, tho CSS isn't showing where it was happening like DOD did....

It was happening in DOD when you called "delete this;" in crpg_menu

Not really sure what to do about that one- I tried switching to use the newer SDK instead of the files that come w/ the source- but i get a ton of compile errors and since it's unlikely to fix anything i didn't bother trying to get it to work...

Hope this helps, please try and keep a list of the fixes if you can so i can modify the code in my version of the source.. not a big deal if you don't.


Fri Aug 25, 2006 4:38 am
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Damn Valve/Steam....

RPG broken - MANI broken ....


:evil: :evil: :evil: :evil: :evil: :evil:

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Fri Aug 25, 2006 9:03 am
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Rebell wrote:
Damn Valve/Steam....

RPG broken - MANI broken ....


And every other bloody mod too. The only thing on my server now is mani with the small fix as the other 5 mods are non functional.

Would have been nice if VALVe would contact the moders with regards these source changes prior to releasing them.

Anybody know why the new update has made everything go nuts ?

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Fri Aug 25, 2006 2:03 pm
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It seems Valve has changed a lot of the base code and also changed the ServerGameDLL version like KinkyMunkey has said. I will have to find a new signature for the SetMoveType function, otherwise I'm not sure what else is broken yet.


Fri Aug 25, 2006 6:34 pm
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Perhap someone on sourcemod forums could help you out...

cya

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Fri Aug 25, 2006 7:42 pm
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I do know as all you know that Valve could not care less about the mods. Even though it was a mod that made CS. It would be nice, but from what I have seen at steampowered.com they are not going to. Last night I think I must have played at 10 diff servers all of them crashed.

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Fri Aug 25, 2006 10:32 pm
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We Get about as much support from valve as we can reasonably expect... I mean, they DO give you part of the source code to work with....... What other games could you say that about?

While i do agree that valve could warn us, what do we expect? a freak'n personal Email? even if they did warn us, i wouldn't check the VERC forums daily just to find out...

Besides, there are usually 2 or 3 different ways to do stuff.. and then 3 or 4 different Hacks that work as well or better then the offical stuff (the entire Meta-Mod system uses non-standard hooking...) Problem is these "hacks" get broken easily since they are dependent upon knowing where in memory to find stuff.... New version, different memory addresses...


AND Btw- I was wrong.. The menus are working OK in CSS, it's when you select upgrades that the server crashes (it's not the same memory freeing glitch that DOD had)... No more details other then that for now.. I went to bed after figuring that out.


Sat Aug 26, 2006 12:54 am
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It's Fucking SETHEALTH still on the menus!

Called Via BuyItem--> GiveItem -->UpdatePlayer-->Health_UpdatePlayer

Whenever you select an upgrade it calls SetHealth and crashes the server

I'm going to comment out all the SetHealth and look for some more problems....


Sat Aug 26, 2006 1:05 am
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Server is Running by commenting out all the SetHealth, Tried it w/ some bots

Regeneration- Broken (SetHealth)
HealthBonus- Broken (SetHealth)
Resupply- Working (i think)
Vampire- Broken (SetHealth)
Stealth- Not sure, bots wouldn't tell me ;-)
LongJump- No Noticiable Change?
FireGrenade- Working- Doesn't call sethealth but i don't think it does damage.
IceStab- Broken (SetMoveType)
FrostPistol- Not Sure... (uses player_speedmod and not SetMoveType, so maybe)
Denial- 100% Working


Sat Aug 26, 2006 2:36 am
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VALVE great as always :roll:


Sat Aug 26, 2006 6:55 am
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KinkyMunkey, I have not tried toying with SetHealth recently but there is also an issue with SetRenderMode and SetRenderColor that I am also looking into. Under Windows, it seems the SetMoveType signature is broken at the 7th byte so I will have to update my copy of the SDK and refind that signature again. If you don't already know, I made this tutorial on sigscanning a while ago you can check out if you are curious and/or interested in the process: http://wiki.tcwonline.org/index.php/Signature_scanning

It is somewhat alarming to hear that SetHealth is crashing the plugin as I previously thought class member variables would not cause problems with updates to the class, only new virtual functions in the vfunc table. I will have to revise this mentality and look into a resolution for this problem.


Sat Aug 26, 2006 8:15 am
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FYI when i tried to add RenderModes to the WarCraft3 source i had (Using the newer SDK) i got linker errors... Perhaps this is some clue as to what changed in the SDK

serverplugin_warcraft.obj : error LNK2001: unresolved external symbol "class CSharedEdictChangeInfo * g_pSharedChangeInfo" (?g_pSharedChangeInfo@@3PAVCSharedEdictChangeInfo@@A)
serverplugin_warcraft.obj : error LNK2019: unresolved external symbol "public: class IChangeInfoAccessor * __thiscall CBaseEdict::GetChangeAccessor(void)" (?GetChangeAccessor@CBaseEdict@@QAEPAVIChangeInfoAccessor@@XZ) referenced in function "public: void __thiscall CBaseEdict::StateChanged(unsigned short)" (?StateChanged@CBaseEdict@@QAEXG@Z)
.\Release/serverplugin_warcraft.dll : fatal error LNK1120: 2 unresolved externals

Based on the name i would say it has something to do w/ basic entity properties (render, health, etc)

Maybe they changed the layout of cSharedEdictChangeInfo? (Possibly breaking render AND health?)

No Clue, i gotta go to work, i'll look into it more later, Just a random thought

If only we knew how mattie-events did his SetPlayerProps and GetPlayerProps we could do it that way.... Seems like it should be similar to sig-scanning, but how do you find a variable in memory since it's always different?

I guess you would have to find the signature for the pointer to the variable?

I did read the Sig Scanning articles you referenced in the source code (Thanks, Wish more people commenting their source code like that)... I'll read your article while i'm at work probably..

----------------------------------
btw when i crashed your version of the sethealth code, VS debugger took me into dissassembly... But

CRPG_Utils::s_engine()->PEntityOfEntIndex(player->index)->GetUnknown()->GetBaseEntity()->GetBaseEntity()->GetBaseEntity()->SetHealth(hb->health);
return;

causes Visual studio to report the crash as occuring in the function that called this (namely firegameevent --> player_spawn)

Does this mean it crashes while trying to return from the set health function or did i just make a different crash? :-) (brainstorming: Maybe SetHealth returns the users current health now? to prevent repeditive calls to GetHealth? Or maybe it returns true/false so you can tell if it works and render mode does also now?)


Sat Aug 26, 2006 4:58 pm
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