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| AMX Mod X 1.70 Released! |
Mar 04, 2006 16:06 |
Well, we couldn't wait another day... I'm proud to announce one of the biggest AMX Mod X releases to date, AMX Mod X 1.70!
This is a feature-packed release that adds massive optimization and many features. We've fixed up the New Menu system, added forwarding API to plugins, improved HUD synchronization, and more. Critical optimizations to floating point math and string formatting will give you a noticeable CPU usage improvement, as beta testers have reported. AMX Mod X is now the fastest and most flexible of any AMX Mod to date!
You can download the latest binaries at: http://www.amxmodx.org/downloads.php
As always, plugins should be fully backwards compatible. There is no need to recompile. The webcompiler will be upgraded to 1.70 shortly. Note that you do need Metamod-1.19p28, and that the official Metamod 1.19 will be out later this week.
To give you an idea of how much we've improved the speed of AMX Mod X with 1.70, take a gander at our Benchmark Tests. We've even made the full suite of benchmark tests, raw data, plus sourcecode, available for everyone. On some machines we were able to push up to 3X speed increases for some of the tests.
Not sure what AMX Mod X is? Wondering why you should choose it? Check out the AMX Mod X "Why" FAQ.
Developers: Check out the Scripting Changes.
Upgrading? For this release, you need to replace all binaries (.dll/.so/.amxx) with the latest versions, as well as the language translation files in data/lang and amxx.cfg in /configs.
Credits for this release:- Huge thanks to faluco and Basic-Master, who continue to plow through bug reports and new ideas at an alarming rate.
- Huge thanks to Brad, power-moderator and self-proclaimed new forums maintainer.
- Huge thanks to Freecode, especially for last minute testing of critical bugs.
- Thanks to cybermind, who inspired me to optimize the string routines.
- Thanks to NiLuJe, Greenberet, and teame06, for finding many critical bugs and testing the fixes.
- Thanks to v3x and Suicid3 for helping with moderation and plugin approval.
- Thanks to evilspy, for his work and collaboration on Metamod-P.
- Thanks to Nick|NFo for "comedian and moral support on IRC".
- Big thanks to all the beta-testers, who sacrificed the stability of their servers for potentially unstable binaries: {NM}JRBLOODMIST, -W0kk3L-, Charming, CPeanutG, eFrigid, FF|Skyrider, Geesu, Hawk552, ketch, Lord Saddler, Lt Llama, Maddo, Mani Katti, Marticus, Michel1143, NiLuJe, OneEyed, SaintK, Silver Dragon, Soloist, Striker, teame06, timo
Changelog:
- Heavily optimized float operations by adding float ops to the JIT.
- Heavily optimized string formatting.
- Heavily optimized ML translations.
- Added destroyability to newmenus.
- Added property editing to newmenus.
- Added event/call forwarding functionality to plugins (like modules).
- Added amx_mldebug cvar for logging multi-lingual failures.
- Added new, much faster natives for reading/writing files.
- Added new, much faster "pcvar" natives for dealing with cvars.
- Added set_fail_state for plugins to disable themselves.
- Added auto-channeling to HUD messages and next_hudchannel().
- Added CreateHudSyncObj() and ShowSyncHudMsg().
- Added core player property setting abilities for modules.
- Added get_user_footsteps() to fun.
- Added ns_get_hive_ability() to NS module.
- Added dbi_query2() to find number of rows affected by a query.
- Added player_menu_info() to get both oldmenu and newmenu information.
- Added unregister_forward() to fakemeta.
- Added pev_valid() as fakemeta's version of is_valid_ent().
- Added socket_send2() native for sending binary data.
- Added get_time_length() stock (Brad).
- Added replace_all() stock (by jtp10181).
- Added split() stock (by Suicid3).
- Added remove_filepath() stock.
- Added Finnish language support (thanks AavikkoRotta).
- Added client authorization module callbacks.
- Updated NS module and include files to Natural Selection 3.1.
- Updated cvarquery system to cvarquery2. This requires Metamod 1.19.
- Updated GEOIP library to February.
- Improved code inspector in AMXX Studio.
- Improved get_user_attacker() support for 3rd party mods.
- Improved strip_user_weapons() native.
- Moved all base plugins to use auto-channeling.
- Rewrote format() parser for re-entrancy. You can now use %L in lang files.
- Rewrote language system for speed and integrity.
- Rewrote adminslots.sma for simplicity - added amx_hideslots cvar (thanks Marticus).
- Newmenus no longer pass back MENU_MORE or MENU_BACK.
- Optimized strbreak() and improved matching.
- Optimized pev()/set_pev() from Fakemeta.
- Admin-chat from say_team now has a source prefix.
- Installer now warns users to make sure server is not running.
- Removed array size detection from debugger.
- Merged TSFun and TSX back together and fixed various bugs.
- Fixed throwing knife crash bug on TSX for Linux (Maddo).
- Fixed bug where native filtering could report the wrong native failure.
- Fixed in_view_cone() returning the wrong result.
- Fixed length bugs in and optimized replace().
- Fixed nvault_prune() crashing and various unpredictable things in nvault.
- Fixed various serious errors with TFCX causing very random behaviour.
- Fixed corrupt language files destroying ML system.
- Fixed many various bugs in AMXX Studio.
- Fixed various language errors throughout the language translations.
- Fixed compile.sh deleting wrong temp file.
- Fixed stats_logging showing disconnected players.
- Fixed various run-time errors in statsx.sma.
- Fixed various TSX and TSFun bugs.
- Fixed autobuy being used if the restrictions where set after cl_setautobuy.
- Fixed various compiler bugs and inadequacies.
- Fixed amx_restrict off and related commands not working.
- Fixed pausing bug in admincmd.sma.
- Fixed is_str_num() not working.
- Fixed bug when voting multiple maps would always fail in mapsmenu.sma.
- Fixed bug in color checking for statscfg.sma.
- Fixed "Cancel" button quitting on installer's FTP page.
- Fixed admin cvar change bug in admincmd.sma.
- Fixed bug in set_lights() not affecting future players.
- Fixed get_user_weapon() returning data after strip_user_weapons().
- Fixed cs_set_user_team() not notifying core of team changes.
- Fixed cs_set_user_armor() not showing a helmet with CS_ARMOR_VESTHELM.
- Fixed cs_get_user_armor() not returning the armortype.
- Fixed AMD64 bug where negative values were not upcasted into forwards properly.
- Fixed get_players() using flags c and l.
- Fixed get_user_weapon() failures on 3rd party mods.
- Fixed bug where get_user_menu could return stale menu ids.
- Fixed crash bugs with callfunc natives running in debug mode.
- Fixed crash bugs with dynamic natives running in debug mode.
- Fixed the JIT crashing on systems with strict-DEP (some Win2k3 and XPSP2 machines)
- Fixed various bugs in the newmenu system.
- Fixed NULL string crash bug in forward API.
- Fixed strcmp() not properly detecting case sensitivity.
- Fixed md5_file not using base paths.
- Fixed a bug where a few fakemeta hooks were pre-only (no post).
- Fixed a bug where fakemeta never cleaned AlertMessage hooks.
- Fixed pfn_playbackevent() missing a parameter.
- Fixed plmenu using VALVE_ID_LAN.
|
| .: by BAILOPAN |
| Metamod-P 1.19p28 Released! |
Mar 04, 2006 03:18 |
Jussi "evilspy" Kivilinna has released a new version of Metamod-P. This is the first release of Metamod 1.19. An official branch version of will hopefully follow within the next week.
You can download the binaries at: http://www.sf.net/projects/metamod-p
Metamod 1.19 will be required for the next release of AMX Mod X, which we are expecting to release on Sunday of this week. Since Metamod is backwards compatible, it is safe to upgrade now.
If you don't know what Metamod-P is, it's a highly optimized version of the official Metamod. It has gone through many revisions and is deemed safe+stable, so feel free to try it out! http://metamod-p.sourceforge.net/
- Removed use of __VA_ARGS__ (should be easy to port to msvc now).
- Reduced size of extra engineapi function slots from 128 to 16.
- Clean up code, removed use of likely()/unlikely() macros in places where
they don't give extra performance.
- Added MakeRequestID() API
- Added api for using hook tables from plugins (thanks to BAILOPAN)
- Re-enabled fix for engine_api varargs log calls with very long log string.
|
| .: by BAILOPAN |
| NFo Affiliation, Forum Fixes |
Jan 26, 2006 04:24 |
I'm pleased to announce that we've chosen to affiliate with NuclearFallout for our upcoming official server! NFo is well known as an excellent game server provider and promoter of AMX Mod X, providing a quality community and gaming experience. I look forward to working with the great guys at NFo for our gaming server needs. We'll launch the initial GabenMod server in NYC, hosted by NFo, after 1.65 is released.
As part of the past week's "rapid news posting", I've also got some forum updates:- Temporarily replaced that annoying SF logo with a local one, your browser won't sit there loading it forever now
- Fixed the main index of the site taking 6-10 seconds to load
- Removed "birthday" mod
- Added an awesome new logo by twistedeuphoria
Hopefully, with our new army of beta testers :) we'll be able to get the next release out as quickly and smoothly as possible, as well as launch GabenMod and the official server.
Remember - the door isn't closed for beta testing or official server ideas. If you think you have a unique or test-worthy setup and you'd like to do beta-testing, just give me a PM. If you have any ideas for tying the server into the forums or anything, just reply to this post.
(PS - If you didn't figure it out, the logo is a joke! We're working on a new one.) |
| .: by BAILOPAN |
| Beta Testers, Sponsor Needed |
Jan 22, 2006 15:56 |
We're going to do something a bit different with the next AMX Mod X release. That is, we're going to re-open the "Beta Testing" team on a temporary basis to make releases as good as possible. No more mistakes like 1.55!
With that said, if you would like to help beta test private releases or offer input into the next release, please PM me with the following information:- How many servers you can test on, and how much traffic they get
- What OS your servers are on
- What mod your server is and what plugins it runs
In general, we'll be looking for a nice diversity of testers -- that is, we don't want 10 testers who all run CS 1.6 on Linux. So if you run a server for a 3rd party mod like Natural Selection or something, you'll have a higher chance at getting selected. The same thing goes for AMD64 servers over Linux/Windows, and using big hefty plugins (like WC3) over a base setup. While all are important, we need to cover all grounds.
You should have (provable) experience installing and configuring AMX Mod X servers and plugins. There is no time requirement for participating, however we'll expect that if we put new test binaries out that you'll make an attempt to test them with your setup.
Lastly, for the first time in AMX Mod X's history, we're opening up a small door for sponsorship chances. AMX Mod X will be opening an official AMX Mod X 18-24 player server after 1.65 is released, and we will need a sponsor. Preferably we're looking for a stable GSP who can sacrifice an HLDS installation. In trade we can put a link on the side panel of the site and co-brand the server. To contact me about this or to work out a deal, please contact me at: [email][email protected][/email] (subject: "AMX Mod X Server Sponsor"). The only restriction is that if the server is Linux, we require SSH access to the HLDS installation.
Thanks! |
| .: by BAILOPAN |
| Security Notice - SteamID Bug |
Jan 19, 2006 18:38 |
Since many people have been complaining on hlds_linux and IRC about this, I thought I'd make a public announcement to the AMX Mod X community.
Currently, there are various bugs in the Half-Life 1 engine server concerning player steamids. There are widespread reports of players getting each other's steamids, players not authenticating (STEAM_ID_PENDING), and related bugs.
This is not a bug with AMX Mod X, but with Valve's software. However, it can drastically affect administration tools -- if a connecting player is accidentally assigned a Steam ID which happens to be an admin on your server, they will get admin access unknowingly. This is not a rare coincidence. It can happen if an administrator joins, disconnects, and then another player joins into the same slot.
If this is happening on your server, I highly recommend that you either implement passwords for your admins or use name/password based authentication. This will make it so players who accidentally get an admin steamid by the HL engine will be kicked, rather than granted administrative rights.
You can read more about this method of AMX Mod X authentication here:
http://wiki.tcwonline.org/index.php/Adding_Admins_%28AMX_Mod_X%29
If you are not experiencing this problem on your server, you can disregard this message. |
| .: by BAILOPAN |
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