AMX Mod X




It has happened Nov 16, 2004 02:14
Half-Life 2 is alive.

Just in case you didn't notice. :-)

*hooray*

:comply:
.: by Johnny got his gun 15 comments


AMX Mod X 1.0 Final Released Nov 15, 2004 13:06
Nope, not an April Fool's Joke! We are proud to announce the final release of AMX Mod X - Version 1.0.

This release, apart from some bug fixes, includes a full documentation rewrite with a scripting and module writing guide, as well as an automated installer that can install to Steam or FTP (Windows/Linux/AMD64) installations.

You can get the binaries here or on Sourceforge.
You can see the new online documentation at www.amxmodx.org/doc.

This marks the final, stable release of AMX Mod X. Future releases will be bug fixes and security patches, as AMX Mod X should be considered feature complete for the Half-Life 1 era. As a note, anything that worked with 0.20 will work with 1.0.

At the bottom of the post you can see the changelog. But I'd like to give the floor to the fine developers at AMX Mod X, as we'd all like to say something to the community...

JGHG:
Well, not much to say really. Thanks for your interest in this project.

Of course, with the evolving nature of "teh Steam" I guess we/I have put ourselves in the position to always have to update the offsets in the cstrike module every now and then. We'll see how long everyone will persist.
I hope you will have some use of AMX Mod X now even though HL2 comes at us. The recent addition of the fakemeta module and other updates of the engine module has IMNSHO made AMXX a really useful and easy-to-use tool for the HL engine.

Now if you'll excuse me, I'll be busy battling Gman the next few weeks.

I will also take the opportunity to shout this to Valve: GIVE US TF2!!!!!!!!! NOW!!!


PM:
It has been a nice time (integrating turtles and yams into HL addons), and in the end, I think AMX Mod X is much more than a simple AMX fork. I would like to thank all the developers, translators and helpers for the great work and the time they put into all this. A huge thanks goes to the community; one of the best I have ever seen (well, there are some exceptions, but luckily the phpBB developers have implemented the "ban" feature), and especially to the donors. The fact that they gave us their money shows that they trusted us, although they don't even know us. The project would never be where it is without the community. To sum it up, working on AMX Mod X was a lot of fun and I think that I learned a lot of things I can use in my future. Obey the hamsters and I hope I will see you over at SourceMod. Don't forget to close the door and turn the lights off.


BAILOPAN:
It's been really fun working with the community over the past ten months. I've learned a lot about public relations and certainly a ton about programming. I want to thank SniperBeamer for accepting me to the team, PM OnoTo for implementing some awesome ideas, JGHG for his diligence with mod hacking and putting up with my bugs, and SidLuke for giving us so much more mod support. Lastly, a huge thanks to the community which supported and embraced us throughout the lifetime of AMX Mod X. Some of the people who helped us along the way were absolutely exceptional and I highly recommend you see the credits in the documentation.

Anyway, I hope to see you all again with Half-Life 2. Frag on! :gyar: :comply:


SniperBeamer:
When I started AMX Mod X, AMX should just be continued but I never thought it would become such a big project and great community. That makes me really proud. :)

First of all I want to thank BAILOPAN for his great work. He spent much more time in AMXx than everyone else. Without him all this wouldn't be possible. Thank you!
And of course not to forget the other main developers PM, JGHG and SidLuke, devicenull as the forum moderator, sawce for the great work he contributed, the people who donate all the money to us and of course everyone else I forgot.

Time is going on and everything changes. In the next few hours Half-Life 2 will be released and so the development of AMX Mod X will be stopped. I hope you will stay with us and regularly check the SourceMod Forums. Most of the AMXx developers move on with SourceMod.


It has been a great time. I wish you all the best for your (especially non-computer) life.

- SniperBeamer



[u]Changelog:[/u]
* Added an installer.
* Completed documentation.
* Added fakemeta_stocks include file.
* Added PM OnoTo's XS Library.
* Added natives to array_amxx to check lists for values.
* Admin.sma will now immediately exec amxx.cfg to make plugin_cfg more useful.
* Synced language files and added Dutch (thanks Devilion).
* Increased write-file buffer.
* Fixed a bug that caused the JIT to crash with a kernel option in 2.6.x.
* Fixed many Counter-Strike native offsets in Cstrike module.
* Fixed a crash bug in hooking MESSAGE_BEGIN in Fakemeta_amxx
* Fixed a bug where admin_sql would not reset admins on fallback to users.ini.
* Fixed range checking in set_user_hitzones.
* Fixed read_data() float return method.
* Fixed version and file info in some modules and core.
.: by SniperBeamer 61 comments


Metamod 1.17.3 Released Nov 11, 2004 18:58
Metamod 1.17.3 has been released. You can get the binaries by Clicking here.

Changelog:

- Added Mod recognition and entities for Zombie Panic Beta 0.91c.
- Added Mod recognition and entities for Out Break 1.0.
- Added Mod recognition and entities for Operations 1942 v2.0.
- Added Mod recognition and entities for The Trenches 1.0-Beta.
- Added Mod recognition and entities for The Ship V0052.
- Added additional entity for Natural Selection 3.0 beta 5.
- Added Mod entities for Wizard Wars 1.2.
- When reloading plugins honour their load time settings. Does no longer
attempt to reload plugins when the loading after the unloading would
fail due to a load time conflict.
- Fixed only loading one plugin when multiple plugins with the same prefix
were used, e.g. mm_pluginA.dll and mm_pluginB.dll. (Bug 1040186)
- Fixed a minor memory leak when unloading plugins.
- Fixed potential bug initializing plugin incorrectly after unloading and
loading plugins.
.: by BAILOPAN 16 comments


Source SDK Pre-Released Nov 05, 2004 16:44
Parts of the Source SDK have been released via Steam. The full SDK will be released after Half-Life 2 is available.

It contains:
- Hammer (map editor)
- Model Viewer

The SDK is available for everyone who bought HL2 / CS:Source. You only have to restart Steam.
.: by SniperBeamer 45 comments


AMX Mod X 0.20-RC7 Released! Oct 29, 2004 00:38
Release Candidate 7 of AMX Mod X 0.20 is now available. You can get the new binaries from SourceForge.

Update to 0.20 Guide

This is yet another bug fix release. Two big additions are a rewrite of CSSTATS. AMX Mod X now uses "CSX", which supports SidLuke's standard "xmod" functionality and stabilizes past CSSTATS errors. AMX Mod X is also now shipped with a module for using regular expressions.

Debugging/Error messages have been slightly improved, all modules now use the universal error messaging system, and when AMX_ERR_NATIVE (error 10) occurs, the function name is now printed.

With debug:
L 10/28/2004 - 21:45:10: [AMXX] Native error in "entity_set_int" on line 15 (file "test.sma").
L 10/28/2004 - 21:45:10: [Engine] Invalid player 0 (not in-game)
Without debug:
L 10/28/2004 - 21:48:00: [AMXX] Run time error 10 (native) (plugin "test.amx").
L 10/28/2004 - 21:48:00: [AMXX] To enable debug mode, add " debug" after the plugin name in plugins.ini (without quotes).


You can see the abridged changelog here:

Improved plugin error output and debugging greatly.
Run time errors of type 10 (AMX_ERR_NATIVE) now display the native's name for clarity.
If debug is not enabled and an RTE occurs, instructions on enabling debug mode are printed.
Rewrote error reporting for all modules to use new debug trace API.
Added get_user_msgname().
Added custommenuitems.cfg to standard cfg files.
Added ability for plugins to dynamically add items to amxmodmenu.
Fixed compiler generating very long file paths for debug information.
Fixed error causing amx_client_languages to reverse effects.
Fixed error causing floats passed in forwards to mess up everything.
Fixed menu mistakes in StatsX.
Fixed vote map menu.
Fixed missing weapon status in restmenu.
Fixed serious bug in forwards that use floats.
Fixed bug where message_begin could not send MSG_PAS_R and MSG_PVS_R (Damaged
Soul).
Fixed crash bug in get_msg_origin (Damaged Soul).
Fixed bugs in entity_set_byte and entity_set_edict.
Fixed a small bug in mapchooser mapcycle reader (Damaged Soul).
Fixed a bug in CSX where get_weaponname was overridden incorrectly.
Fixed some bugs in pev() natives in fakemeta module.
Fixed client_built forward in NS module.
Fixed last hit being ignored in StatsX (JC Denton).
Fixed miscstats playing sounds to connecting players.
Renamed cs_get_weapon_type to cs_get_weapon_id.


Thanks to everyone who continues to submit bug reports! There are very few left to hammer out.
.: by BAILOPAN 29 comments



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