• Clockwork Base Gamemode bug
    10 replies, posted
Hey, I posted over on C16's forums but they're down for maintenance. But I wanted to know why Clockwork and HL2RP RP arn't working together. Paste bin of console logs are below. [url]http://pastebin.com/WNrbcP2Z[/url] The files are in the server, and Clockwork and HL2 RP schema are in there. Maybe I'm putting the resources and other files in somewhere else. The server is Linux based and I can give the ftp info out if needed.
Don't give anyone ftp, but are the binarys you are trying to use for linux?
Yes, in the Zip that came with Clockwork have some DLL's and etc. And it has the win32.dll's or Linux.dll's for mysql. [editline]8th July 2015[/editline] [IMG]http://i.imgur.com/pn5HUEf.png?1[/IMG] I'm hoping I put the Materials, Resources, Models and etc in the right directories. [editline]8th July 2015[/editline] [QUOTE=kila58;48153097]Don't give anyone ftp, but are the binarys you are trying to use for linux?[/QUOTE] Any suggestions?
Linux doesn't use dll
[QUOTE=kila58;48153858]Linux doesn't use dll[/QUOTE] GMod modules on Linux are still .dll because garry was lazy or something.
[QUOTE=mijyuoon;48154489]GMod modules on Linux are still .dll because garry was lazy or something.[/QUOTE] No, it's because that's all Source supports.
[QUOTE=code_gs;48155346]No, it's because that's all Source supports.[/QUOTE] What do you mean by that? The linux/mac binaries for source games don't use dll.
February 2012 312 Posts i sure do like sticking dicks inside my gaping ass hole REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE E MOONMAN MOONMAN CANT U SEE SPICS AND NIGGERS NEED TO HANG FROM TREES
[QUOTE=isnipeu;48155355]What do you mean by that? The linux/mac binaries for source games don't use dll.[/QUOTE] The HL2 ( or EP2, can't remember which) engine only supports DLLs -- which was what GMod was based on at the time the module system was implemented.
[QUOTE=code_gs;48155346]No, it's because that's all Source supports.[/QUOTE] Err, what? GMod Lua modules aren't part of Source, they're loaded by custom garry's code. And garry just didn't care about extensions apparently. Also FYI binary formats of Linux, Windows and OSX modules are completely different.
[QUOTE=mijyuoon;48155489]Err, what? GMod Lua modules aren't part of Source, they're loaded by custom garry's code. And garry just didn't care about extensions apparently. Also FYI binary formats of Linux, Windows and OSX modules are completely different.[/QUOTE] Correct, but the physical loading of the DLL is what I'm saying Source supported. At the time, it didn't support Mac and Linux binaries.
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