I was adding back v90 support to the repo and after 7 hours of attempting to figure out why it always caused my char to spawn in Penn's sun, turns out vc90 support was entirely broken way before I did anything.
I'm not sure if I can fix it, but no matter what I did it would mean this would have stopped working anyway.
(01-09-2016, 03:21 PM)Alley Wrote: Well I have some news.
I was adding back v90 support to the repo and after 7 hours of attempting to figure out why it always caused my char to spawn in Penn's sun, turns out vc90 support was entirely broken way before I did anything.
I'm not sure if I can fix it, but no matter what I did it would mean this would have stopped working anyway.
after i upgraded my server operating system into x64, all the bugs were gone!
(01-09-2016, 03:21 PM)Alley Wrote: Well I have some news.
I was adding back v90 support to the repo and after 7 hours of attempting to figure out why it always caused my char to spawn in Penn's sun, turns out vc90 support was entirely broken way before I did anything.
I'm not sure if I can fix it, but no matter what I did it would mean this would have stopped working anyway.
after i upgraded my server operating system into x64, all the bugs were gone!
glad to hear it. I'm still looking for a solution for those still running on 32bit operating systems.
We've attempted pretty much anything possible with shutbug. v90 doesn't work, v120 doesn't work, v120 in windows xp compatibility mode doesn't work...
In the end installing Windows Server 2008 R2 (in 64 bits) and installing the Visual Studio 2015 C++ x86 redistributable instantly worked.
I've spent the entire day on this and I'm out of solutions for XP support. The only thing I can do is release a package that will allow compatibility with the new client hook version but it will be based on the one year old FLHook we used to run with. If you are not too fussed to never receive FLHook updates, this is a Windows XP compatible compromise. I will publish this package later today.
Thanks for your efforts Alley, you just saved me a couple hours or so of packaging up a vdi and transferring it to our vm's host.. A host that is 1500 miles from me... lol I will happily wait so I can be a little lazy today. Thanks
Political correctness is the politically correct version of saying: Shut up Slave
Thank you Alley, i was kinda trying to find some solution for that yesterday, and what you mentione about the old FLhook could work.. thing is.. if you update any of the other DLLs (plugins) they'll lose comatibility too, so will just be matter of time... what am i not sure about, it's if it is possible to compile it with CMake, since i have seen some other projects in the last years that can be compile with any of them... anyway, i dont really know much about how do it works, but it's just a tip
(01-09-2016, 09:35 PM)EzequielM Wrote: Thank you Alley, i was kinda trying to find some solution for that yesterday, and what you mentione about the old FLhook could work.. thing is.. if you update any of the other DLLs (plugins) they'll lose comatibility too, so will just be matter of time... what am i not sure about, it's if it is possible to compile it with CMake, since i have seen some other projects in the last years that can be compile with any of them... anyway, i dont really know much about how do it works, but it's just a tip
I have no idea if you can do it with cmake.
As for the over time thing, not that much actually. The reason I pushed the FLHook update is because we changed clientside elements and having the old dsacesrv.dll would result in a crash as soon as a player undocked.
We rarely update the clientside dll so even with that I could still easily send an updated dsacesrv.dll running on the old flhook.