2.0.0 Plugins/KosAcid Projects/Plugin Ports
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Thx for the link, but again :
With your latest files, server starts, but not the console, the window of the console donāt appear and with your previous files :
server OK
console OK (tempban and the second plugin in the folder) OK
other plugins i download on your starforge project : canāt load.I have reinstal VC, framework etcā¦, nothing
1.6.7 test 19 is OK, 1.6.1 too but 2.0.0 no, so i think there is a problem somewhere on my server configuration snif, but donāt know what ā¦so thanks again for spending time in helping me
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My case!
Downloaded FLHook source before last modification (1 month ago).
Edited small change and recompiled it in VC10 with great help from HeIIoween to make it work.
In that time, the old v2.0 plugins downloaded which loads and works the way they are.
This is the setup that r present on server (WinXP SP3)!
Its not perfect - but works!After recent changes on the source of FLHook, compiling failed after downloading file by file that r marked as modified. So I think current plugins wont load (at least I think - didnt tested).
Troubles I have so far and that r maybe? corrected in new version are:
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Cloak dont work for all players (my ships cloaks and decloaks, to others cloaking effect is visible but after it they stay visible). Cloak.dll on client side is from old 1.6.0 FLHook plugin.
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For some unknown reason FLHook stopped filling Chat.log in logs folder.
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Adding the proxy_mobile_bases to the mod, on BS dock autobuy fails and visiting equipment dealer doesnt offer ammo to buy (hope its moding thing wrong - didnt much tested)
Even new plugins offer tremendous much options to play with so far I miss Playercontrols .chase & .pull commands to work trough systems (cose of that I removed Jumpeffects from mod xD), and maybe an option to remove docking message to players in space.
Even its in development and not finished yet, I want to share my experiences and hear does anyone else got it same?
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VC10 is unsupported as of now since it has resulted in undefined crashes. Also, the current FLHook source is incompatible with VC10, use VC9 for now.
We first need to find out why VC10 FLHook has problems before switching to it completely.
In any way, the FLHook on the forge is still a work in progress. However, I think that when compiled with VC9, it should be pretty much bug free.
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No, i have no problems even with vc10 and may share my working pack but better to compile under vc9 ofcourse because as W0dk4 said at the Forge - vc9 build is compatible with āold map/list stl for FLā
About cloak - do not use client libraries cloak.dll and dsace.dll together, or try to use only player control for cloaking - it has /cloak command too.
About VC - install vcredist_x86 even if you have x64 Windoze.
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Again, player control - dig it: SetCloak function at miscCmds.cpp
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Yeah sorry i mean for the client dll. How cloaking works is quite clear for me so far. But i want to change the behaviour of the clients. Because actually players can be cloaked by hooking. But if hooking is deactivated all players will remain cloaked - and i would like to reverse that effect.
Probably i should move that request to another subforum. If i would have the code for the client dll i could built it on my ownā¦
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w0dk4 wrote:
VC10 is unsupported as of now since it has resulted in undefined crashes. Also, the current FLHook source is incompatible with VC10, use VC9 for now.We first need to find out why VC10 FLHook has problems before switching to it completely.
In any way, the FLHook on the forge is still a work in progress. However, I think that when compiled with VC9, it should be pretty much bug free.
Please allow me abreacting a little bit, because i just cost my 5hours to got and install VS2010Express
AhHHHHHHHHHHHHHhhHHHHHHHHHHHHHhhhhHHHHHHHHHHHHHHHHHHHHHHHHHHHHhhhhhhhHHHHahahhhhhhhhhhhhhhhhhaahhhhhhhhhhhhhhhhhhhhhhhhhhHHH
I think itās done
I just reupdate codes from TSP forge, Revision 157, the readme.txt is really confused me, because itās written āversion: 1.6.2 pluginā, so itās actually the FLHook 2.0 plugin version right?
So, can i use VS2009Express to compile it? because i got lotās of error in VS2010E before it tell me itās failā¦
EDIT:
Oh, i forgot one thing i also want to ask.
If i rework my plugin with lastest flhookplugin_sdk, will my plugin still working on FLHook 1.6.1? because few days before another chinese modder wants me update my Banners plugin(works on 1.6.0. And not the sf.net one, my plugin is more complex bit), i want to make it running in last release of FLHook and keep compatible with old FLHook above 1.6.0, is that possible?
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I think not possible, because
1.6.0 uses hooks at <plugin>.ini file
[Hooks] hook = LoadSettings,0 hook = ClearClientInfo, 0 hook = HkIServerImpl::PlayerLaunch, 0 ; Has to have a priority of one higher than the anti-cheat plugin! hook = HkIServerImpl::MineAsteroid, 11 hook = HkIServerImpl::PlayerLaunch, 0
1.6.1 uses hooks at usually at Main.cpp with the following format:
/** Functions to hook */ EXPORT PLUGIN_INFO* Get_PluginInfo() { PLUGIN_INFO* p_PI = new PLUGIN_INFO(); p_PI->sName = "Mine Control Plugin by cannon"; p_PI->sShortName = "minecontrol"; p_PI->bMayPause = true; p_PI->bMayUnload = true; p_PI->mapHooks.insert(pair<string, int="">("LoadSettings", 0)); p_PI->mapHooks.insert(pair<string, int="">("ClearClientInfo", 0)); p_PI->mapHooks.insert(pair<string, int="">("HkIServerImpl::PlayerLaunch", 0)); p_PI->mapHooks.insert(pair<string, int="">("HkIServerImpl::MineAsteroid", 11)); p_PI->mapHooks.insert(pair<string, int="">("HkIServerImpl::SPMunitionCollision", 0)); p_PI->mapHooks.insert(pair<string, int="">("HkTimerCheckKick", 0)); return p_PI; }</string,></string,></string,></string,></string,></string,>
And 2.0.0 -//-:
/** Functions to hook */ EXPORT PLUGIN_INFO* Get_PluginInfo() { PLUGIN_INFO* p_PI = new PLUGIN_INFO(); p_PI->sName = "Mine Control Plugin by cannon"; p_PI->sShortName = "minecontrol"; p_PI->bMayPause = true; p_PI->bMayUnload = true; p_PI->ePluginReturnCode = &returncode; p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&LoadSettings, PLUGIN_LoadSettings , 0)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&ClearClientInfo, PLUGIN_ClearClientInfo , 0)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&HkIServerImpl::PlayerLaunch, PLUGIN_HkIServerImpl_PlayerLaunch , 0)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&HkIServerImpl::MineAsteroid, PLUGIN_HkIServerImpl_MineAsteroid , 11)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&HkIServerImpl::SPMunitionCollision, PLUGIN_HkIServerImpl_SPMunitionCollision , 0)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&HkTimerCheckKick, PLUGIN_HkTimerCheckKick , 0)); return p_PI; } ```</plugin>
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Express works well
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Well, im back, and tried VS2008E, it worksā¦ā¦i mean it can use to compileā¦butā¦Itās give me a bad resultā¦
I have commented out my codes from source file, and just keep following code still:
#include <iostream>#include <sstream>#include <string>#include "../flhookplugin_sdk/headers/FLHook.h" #include "../flhookplugin_sdk/headers/plugin.h" #include "header.h" PLUGIN_RETURNCODE returncode; EXPORT PLUGIN_RETURNCODE Get_PluginReturnCode() { return returncode; } EXPORT void LoadSettings() { returncode = DEFAULT_RETURNCODE; } BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved) { if(fdwReason == DLL_PROCESS_ATTACH) LoadSettings(); return true; } EXPORT PLUGIN_INFO* Get_PluginInfo() { PLUGIN_INFO* p_PI = new PLUGIN_INFO(); p_PI->sName = "Banner Plugin By NeXoSE"; p_PI->sShortName = "banners"; p_PI->bMayPause = false; p_PI->bMayUnload = false; p_PI->ePluginReturnCode = &returncode; return p_PI; }</string></sstream></iostream>
And the header.h has been totally commented out.
But, when i compiled(with debug mode) and moved my banners.dll file to flhook_plugins and fire up the FLServer, it gives me a Runtime Error: Abnormal program terminationā¦ā¦
I donāt know whatās wrong with itā¦
My project file is base on the condata pluginās vcproj file, but seems condata will not have those problem.
How to solve this problem? Please help.