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:hammer: Reverse-engineered gamedll (CS 1.6 / CZero)

License: GNU General Public License v3.0

C 8.48% C++ 90.90% Batchfile 0.15% CMake 0.29% Shell 0.18%
hlds czero counter-strike regamedll-cs

regamedll_cs's Introduction

ReGameDLL_CS GitHub release (by tag) GitHub all releases Percentage of issues still open License: GPL v3 Counter-Strike 1.6 GameDLL

Reverse-engineered gamedll (mp.dll / Counter-Strike)

What is this?

Regamedll_CS is a result of reverse engineering of original library mod HLDS (build 6153beta) using DWARF debug info embedded into linux version of HLDS, cs.so

Goals of the project

  • Provide more stable (than official) version of Counter-Strike game with extended API for mods and plugins

How can use it?

ReGameDLL_CS is fully compatible with official mod CS 1.6 / CZero by Valve. All you have to do is to download binaries and replace original mp.dll/cs.so

Downloads

Warning! ReGameDLL_CS is not binary compatible with original hlds since it's compiled with compilers other than ones used for original mod CS. This means that plugins that do binary code analysis (Orpheu for example) probably will not work with ReGameDLL_CS.

How can use beta?

ReGameDLL_CS also have beta version with latest changes from official version of Counter-Strike.
  • Enter -beta option at the command line HLDS.

Commands

Command Description
game version Will show GameDLL build version, date & URL.
endround Args:
T force round end with Terrorists win.
CT force round end with Counter-Terrorists win.
or terminate round draw when called without arguments.
swapteams Swap the teams and restart the game (1 sec delay to restart by default).
Args:
0 - swap teams without restart.
>0.001 - time delay in seconds to restart the round after swap.
give Give weapon command.
Args:
<weapon_name>
Usage:
give weapon_ak47
give weapon_usp

NOTE: sv_cheats 1 required.
impulse 255 Give all weapons.

NOTE: sv_cheats 1 required.

Configuration (cvars)

Click to expand
CVar Default Min Max Description
mp_freeforall 0 0 1 The style of gameplay where there aren't any teams (FFA mode)
0 disabled
1 enabled
mp_autoteambalance 1 0 2 Auto balancing of teams.
0 disabled
1 on after next round
2 on next round
mp_buytime 1.5 0.0 - Designate the desired amount of buy time for each round. (in minutes)
-1 means no time limit
0 disable buy
mp_maxmoney 16000 0 999999 The maximum allowable amount of money in the game
mp_round_infinite 0 0 1 Flags for fine grained control (choose as many as needed)
0 disabled
1 enabled

or flags
a block round time round end check
b block needed players round end check
c block VIP assassination/success round end check
d block prison escape round end check
e block bomb round end check
f block team extermination round end check
g block hostage rescue round end check
h block VIP assassination/success round time end check
i block prison escape round time end check
j block bomb round time end check
k block hostage rescue round time end check

Example setting: "ae" blocks round time and bomb round end checks
mp_roundover 0 0 3 The round by expired time will be over, if on a map it does not have the scenario of the game.
0 disabled
1 end of the round with a draw
2 round end with Terrorists win
3 round end with Counter-Terrorists win
mp_round_restart_delay 5 - - Number of seconds to delay before restarting a round after a win.
mp_hegrenade_penetration 0 0 1 Disable grenade damage through walls.
0 disabled
1 enabled
mp_nadedrops 0 0 2 Drop a grenade after player death.
0 disabled
1 drop first available grenade
2 drop all grenades
mp_weapondrop 1 0 3 Drop player weapon after death.
0 do not drop weapons after death
1 drop best/heaviest weapon after death
2 drop active weapon after death
3 drop all weapons after death (primary and secondary)
mp_ammodrop 1 0 2 Drop ammo on weapon boxes on death or manual drop.
0 always keep ammo on player
1 drop all ammo only after death
2 drop all ammo whenever player drops a weapon
mp_roundrespawn_time 20 0 - Player cannot respawn until next round if more than N seconds has elapsed since the beginning round.
-1 means no time limit
mp_auto_reload_weapons 0 0 1 Automatically reload each weapon on player spawn.
0 disabled
1 enabled
mp_refill_bpammo_weapons 0 0 2 Refill amount of backpack ammo up to the max.
0 disabled
1 refill backpack ammo on player spawn
2 refill backpack ammo on player spawn and on the purchase of the item
mp_infinite_ammo 0 0 2 Sets the mode infinite ammo for weapons.
0 disabled
1 weapon clip infinite
2 weapon bpammo infinite (This means for reloading)
mp_infinite_grenades 0 0 1 Enable infinite grenades.
0 disabled
1 grenades infinite
mp_auto_join_team 0 0 1 Automatically joins the team.
0 disabled
1 enable (Use in conjunction with the cvar humans_join_team any/CT/T)
mp_max_teamkills 3 0 - Maximum number of allowed teamkills before autokick. Used when enabled mp_autokick.
mp_fragsleft - - - Is the number of frags left, if you have set mp_fraglimit. You just type mp_fragsleft in server console, and it tells you the number of frags left depending of mp_fraglimit.
mp_fraglimit 0 0 - If set to something other than 0, when anybody’s scored reaches mp_fraglimit the server changes map.
0 means no limit
mp_timeleft - - - Is the number of time left before the map changes, if you have set mp_timelimit. You just type mp_timeleft in server console, and it tells you the number of time left depending of mp_timelimit.
mp_timelimit 0 - - Period between map rotations.
0 means no limit
mp_forcerespawn 0 0 - Players will automatically respawn when killed.
0 disabled
>0.00001 time delay to respawn
mp_hostage_hurtable 1 0 1 The hostages can take damage.
0 disabled
1 from any team
2 only from CT
3 only from T
mp_show_radioicon 1 0 1 Show radio icon.
0 disabled
1 enabled
mp_show_scenarioicon 0 0 1 Show scenario icon in HUD such as count of alive hostages or ticking bomb.
0 disabled
1 enabled
mp_old_bomb_defused_sound 1 0 1 Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused
0 disabled
1 enabled
showtriggers 0 0 1 Debug cvar shows triggers.
sv_alltalk 0 0 5 When players can hear each other (further explanation).
0 dead don't hear alive
1 no restrictions
2 teammates hear each other
3 Same as 2, but spectators hear everybody
4 alive hear alive, dead hear dead and alive.
5 alive hear alive teammates, dead hear dead and alive.
bot_deathmatch 0 0 1 Sets the mode for the zBot.
0 disabled
1 enable mode Deathmatch and not allow to do the scenario
bot_quota_mode normal - - Determines the type of quota.
normal default behaviour
fill the server will adjust bots to keep N players in the game, where N is bot_quota
match the server will maintain a 1:N ratio of humans to bots, where N is bot_quota
bot_join_delay 0 - - Prevents bots from joining the server for this many seconds after a map change.
bot_freeze 0 0 1 Prevents bots on your server from moving.
0 disabled
1 enabled
mp_item_staytime 300 - - Time to remove item that have been dropped from the players.
mp_legacy_bombtarget_touch 1 0 1 Legacy func_bomb_target touch. New one is more strict.
0 New behavior
1 Legacy behavior
mp_respawn_immunitytime 0 0 - Specifies the players defense time after respawn. (in seconds).
0 disabled
>0.00001 time delay to remove protection
mp_respawn_immunity_effects 1 0 1 Enable effects on player spawn protection.
0 disabled
1 enable (Use in conjunction with the cvar mp_respawn_immunitytime)
mp_respawn_immunity_force_unset 1 0 2 Force unset spawn protection if the player doing any action.
0 disabled
1 when moving and attacking
2 only when attacking
mp_kill_filled_spawn 1 0 1 Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).
Only disable this if you have semiclip or other plugins that prevents stucking.
0 disabled
1 enabled
mp_allow_point_servercommand 0 0 1 Allow use of point_servercommand entities in map.
0 disallow
1 allow
NOTE: Potentially dangerous for untrusted maps.
mp_hullbounds_sets 1 0 1 Sets mins/maxs hull bounds for the player.
0 disabled
1 enabled
mp_unduck_method 0 0 1 Don't unduck if ducking isn't finished yet.
0 disabled
1 enabled
NOTE: This also prevents double duck.
mp_scoreboard_showhealth 3 -1 5 Show HP field into a scoreboard.
-1 disabled
0 don't send any update for HP field to any clients
1 show only Terrorist HP field to all clients
2 show only CT HP field to all clients
3 show HP field to teammates
4 show HP field to all clients
5 show HP field to teammates and spectators
mp_scoreboard_showmoney 3 -1 5 Show Money field into a scoreboard.
-1 disabled
0 don't send any update for Money field to any clients
1 show only Terrorist Money field to all clients
2 show only CT Money field to all clients
3 show Money field to teammates
4 show Money field to all clients
5 show Money field to teammates and spectators
mp_scoreboard_showdefkit 1 0 1 Show D. Kit field into a scoreboard for teammates.
0 disabled
1 enabled
NOTE: If you don't want to show D. Kit field for dead enemies then disable this CVar or configure mp_forcecamera
ff_damage_reduction_bullets 0.35 0.0 1.0 How much to reduce damage done to teammates when shot.
Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_grenade 0.25 0.0 1.0 How much to reduce damage done to teammates by a thrown grenade.
Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_grenade_self 1.0 0.0 1.0 How much to damage a player does to himself with his own grenade.
Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_other 0.35 0.0 1.0 How much to reduce damage done to teammates by things other than bullets and grenades.
Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
mp_afk_bomb_drop_time 0 5.0 - Player that have never moved sience they last move will drop the bomb after this amount of time. (in seconds).
0 disabled
>5.0 delay to drop
mp_radio_timeout 1.5 0.0 - Delay between player Radio messages. (in seconds).
0 disable delay
mp_radio_maxinround 60 - - Maximum Radio messages count for player per round.
0 disable radio messages
mp_buy_anywhere 0 0 3 When set, players can buy anywhere, not only in buyzones.
0 disabled.
1 both teams
2 only Terrorists team
3 only CT team
mp_t_default_grenades "" "" - The default grenades that the Ts will spawn with.
mp_t_give_player_knife 1 0 1 Whether Terrorist player spawn with knife.
mp_t_default_weapons_primary "" "" - The default primary (rifle) weapon that the Ts will spawn with.
mp_t_default_weapons_secondary "glock18" "" - The default secondary (pistol) weapon that the Ts will spawn with.
mp_ct_default_grenades "" "" - The default grenades that the CTs will spawn with.
mp_ct_give_player_knife 1 0 1 Whether Counter-Terrorist player spawn with knife.
mp_ct_default_weapons_primary "" "" - The default primary (rifle) weapon that the CTs will spawn with.
mp_ct_default_weapons_secondary "usp" "" - The default secondary (pistol) weapon that the CTs will spawn with.
mp_give_player_c4 1 0 1 Whether this map should spawn a C4 bomb for a player or not.
0 disabled
1 enabled
mp_weapons_allow_map_placed 1 0 1 When set, map weapons (located on the floor by map) will be shown.
0 hide all map weapons.
1 enabled
NOTE: Effect will work after round restart.
mp_free_armor 0 0 2 Give free armor on player spawn.
0 disabled
1 Give Kevlar
2 Give Kevlar + Helmet
mp_team_flash 1 -1 1 Sets the behaviour for Flashbangs on teammates.
-1 Don't affect teammates neither flash owner
0 Don't affect teammates
1 Affects teammates
mp_fadetoblack 0 0 2 Observer's screen will fade to black on kill event or permanent.
0 No fade.
1 Fade to black and won't be able to watch anybody.
2 fade to black only on kill moment.
mp_falldamage 1 0 1 Damage from falling.
0 disabled
1 enabled
sv_allchat 1 0 1 Players can receive all other players text chat, team restrictions apply
0 disabled
1 enabled
sv_autobunnyhopping 0 0 1 Players automatically re-jump while holding jump button.
0 disabled
1 enabled
sv_enablebunnyhopping 0 0 1 Allow player speed to exceed maximum running speed.
0 disabled
1 enabled
mp_plant_c4_anywhere 0 0 1 When set, players can plant anywhere, not only in bombsites.
0 disabled
1 enabled
mp_give_c4_frags 3 - - How many bonuses (frags) will get the player who defused or exploded the bomb.
mp_hostages_rescued_ratio 1.0 0.0 1.0 Ratio of hostages rescued to win the round.
mp_legacy_vehicle_block 1 0 1 Legacy func_vehicle behavior when blocked by another entity.
0 New behavior
1 Legacy behavior
mp_dying_time 3.0 0.0 - Time for switch to free observing after death.
0 - disable spectating around death.
>0.00001 - time delay to start spectate.
NOTE: The countdown starts when the player’s death animation is finished.
mp_deathmsg_flags abc 0 - Sets a flags for extra information in the player's death message.
0 disabled
a position where the victim died
b index of the assistant who helped the attacker kill the victim
c rarity classification bits, e.g., blinkill, noscope, penetrated, etc.
mp_assist_damage_threshold 40 0 100 Sets the percentage of damage needed to score an assist.
mp_freezetime_duck 1 0 1 Allow players to duck during freezetime.
0 disabled
1 enabled
mp_freezetime_jump 1 0 1 Allow players to jump during freezetime.
0 disabled
1 enabled
mp_defuser_allocation 0 0 2 Give defuser on player spawn.
0 disabled
1 Random players.
2 All players.
mp_location_area_info 0 0 3 Enable location area info.
0 disabled
1 show location below HUD radar.
2 show location in HUD chat. NOT RECOMMENDED! 💬
3 both displayed. NOT RECOMMENDED! 💬

NOTE: Navigation maps/.nav file required and should contain place names
NOTE: If option 2 or 3 is enabled, be sure to enable mp_chat_loc_fallback 1

How to install zBot for CS 1.6?

  • Extract all the files from an archive
  • Enter -bots option at the command line HLDS

How to install CSCZ hostage AI for CS 1.6?

  • Extract all the files from an archive
  • Enter -host-improv option at the command line HLDS

Build instructions

Checking requirements

There are several software requirements for building ReGameDLL_CS:

Windows

Visual Studio 2015 (C++14 standard) and later

Linux

git >= 1.8.5
cmake >= 3.10
GCC >= 4.9.2 (Optional)
ICC >= 15.0.1 20141023 (Optional)
LLVM (Clang) >= 6.0 (Optional)

Building

Windows

Use Visual Studio to build, open msvc/ReGameDLL.sln and just select from the solution configurations list Release or Debug

Linux

  • Optional options using build.sh --compiler=[gcc] --jobs=[N] -D[option]=[ON or OFF] (without square brackets)
-c=|--compiler=[icc|gcc|clang]  - Select preferred C/C++ compiler to build
-j=|--jobs=[N]                  - Specifies the number of jobs (commands) to run simultaneously (For faster building)

Definitions (-D)
DEBUG                           - Enables debugging mode
USE_STATIC_LIBSTDC              - Enables static linking library libstdc++
  • ICC
    ./build.sh --compiler=intel
  • LLVM (Clang)
    ./build.sh --compiler=clang
  • GCC
    ./build.sh --compiler=gcc
Checking build environment (Debian / Ubuntu)
Click to expand
  • Installing required packages
    sudo dpkg --add-architecture i386
    sudo apt-get update
    sudo apt-get install -y gcc-multilib g++-multilib
    sudo apt-get install -y build-essential
    sudo apt-get install -y libc6-dev libc6-dev-i386
    
  • Select the preferred C/C++ Compiler installation
    1) sudo apt-get install -y gcc g++
    2) sudo apt-get install -y clang
    

Credits

Thanks to the project ReHLDS ( ReGameDLL_CS was created on the basis of ReHLDS )

How can I help the project?

Just install it on your game server and report problems you faced.
Merge requests are also welcome :shipit:

regamedll_cs's People

Contributors

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regamedll_cs's Issues

Server crashes when second player connects

I downloaded the latest snapshot of ReGameDLL_CS from "http://nexus.rehlds.org/nexus/content/repositories/regamedll-snapshots/regamedll/regamedll/0.2-SNAPSHOT/". With both "bugfixed" and "pure", my server crashes as soon as a second player enters the servers. (Sometimes there's a small timelapse after the player entered and the server crashing)

I've cloned the repository and compiled the mp.dll myself. Still no luck!

I've disabled all custom plugins I've made and stripped my server to a point where debugging should be easier. Even with such changes, It was really hard to find the exact cause. At first, I thought it could have been the "cstrike_amxx" module but turns out even with the fix on dedicated-server.ru, it made no difference.

Here's some details about my server configuration:

screenshot_80

screenshot_81

screenshot_82

screenshot_83

screenshot_84

Your help is greatly appreciated :)

Bug with spectator

Hey,

I'm sure you've heard of this bug before. If a player joins the game, picks a team, but doesn't select a skin(leet, urban, gign, etc...) he gets spawned, but he teleports around the map where there are cameras. We tested this with a friend, he said it works through the old style menus.

Here is a map with cameras to test the issue:
zm_toronto_v4 - https://www.sendspace.com/file/6sa8kj

To reproduce the issue, switch to old style menus, join, pick a team without picking a skin and when you get spawned you keep teleporting around the map where there are cameras

[Bug] Train reset on new round

From ReHLDS issue # 238 - dreamstalker/rehlds#238

I read somewhere that trains are bugged on cs 1.6 because they dont follow the new round event. If a train gets activated and the round ends before it reaches the destination, when a new round starts, the train is not properly reset, it's position is set back to start, but it is still active and going towards the destination. Can anything be done to fix this and make trains properly reset on new round?

I've noticed this problem on zombie escape maps, i've attached a map where this happens. To reproduce this problem, go to the end of the map and press the last button that starts the train. When the train start to move kill yourself and go to spectator so the round ends. When the new round begins, the train's position is set to start, but the train keeps going to the end. The same thing happens with the metal bridge in the middle.

zm_mechanix_escape_v2.zip

Problem zbot spawn in csdm mode when the bomb planted

Hi , thanks for the update
i want to report a problem with zbot
in csdm mode, when the bomb planted, if zbot spawn and they seems don't know that they are respawn,they keeps standing still
(if the bomb is not planted yet, everything works fine, zbot spawn and run as normal)
Thank you

Bug: Chicken on (the map) cs_italy

Unable to kill the chicken.

The chicken consists of two specific entities.

  • func_breakable - actual body of the chicken
  • cycler_sprite - visible model (renderer of chicken.mdl)

t24italy232

In earlier versions of CS, cycler_sprite properties were not reset on new round and mapper did a dirty hack with the trigger_multiple (on cs_italy located near the base of CT), which after touch by player will do visible for cycler_sprite (render model of the chicken).

t24italy332

How to reproduce the bug?

Kill the chicken, wait for the delay of trigger_multiple (on cs_italy it is 180 seconds), touch the trigger_multiple and the chicken model will became visible, but without actual body, because func_breakable is already broken.

How to fix it?

Use edit tool for the entities list like ripent and remove both trigger_multiple with target

  • chicken1respawn
  • chicken2respawn

[MSVS] '_Bool': undeclared identifier

`Severity Code Description Project File Line Suppression State
Error C2976 'std::vector_vs6': too few template arguments ReGameDLL E:\Games\Counter-Strike\Module Coding\ReGameDLL_CS-master\regamedll\hookers\stl\vector 564

Error C2065 '_Bool': undeclared identifier ReGameDLL E:\Games\Counter-Strike\Module Coding\ReGameDLL_CS-master\regamedll\hookers\stl\vector 245

Error C2923 'std::vector_vs6': '_Bool' is not a valid template type argument for parameter '_Ty' ReGameDLL E:\Games\Counter-Strike\Module Coding\ReGameDLL_CS-master\regamedll\hookers\stl\vector 245 `

Using Visual Studio 2015

[Error] Game/Server crash when CSBot spawned.

I'm using latest build downloaded from snapshots build: regamedll-0.2-20160511.191129-85.zip
Game is legit steam and running without metamod.

How to reproduce:

  1. Create new game.
  2. In-game open console and type bot_quota 9

On 4th / 5th bot spawned game will crash.

Game not crash on older regamedll build regamedll-0.2-20160424.183401-84.zip

Chat suggestions

Since as per what I know till now having 2 team colors in same chat message is impossible so any idea to make it possible?

team choose problem

when i installed 138 'bugfixed' version, we cant choose team for play gaming. All players are staying spectator... Now i returned 127 bugfixed version and no problem.

After buy a weapon full bpammo for it.

// Refill amount of backpack ammo up to the max
// 0 - disabled (default behaviour)
// 1 - refill backpack ammo on player spawn
// 2 - refill backpack ammo on each weapon reload (NOTE: Useful for mods like DeathMatch, GunGame, ZombieMod etc.)
//
// Default value: "0"
mp_refill_bpammo_weapons 1

Please add another option to refill bpammo on spawn & after buy a weapon.

[Feature Request] Uncap certain cvars value.

In CS there are some server cvars which are "locked", meaning there are a minimum and a maximum which can not be crossed.

Multiplay cvars :

mp_buytime*
mp_c4timer*
mp_freezetime*
mp_limitteams
mp_roundtime*

Servers cvars :

sv_accelerate
sv_friction
sv_stopspeed
sv_restart
sv_restartround

Actually there already existed amxx plugin that can unlock these cvars but it use Orpheu which mean it will not work on regamedll. See here for the plugin info https://forums.alliedmods.net/showthread.php?p=1112215

ENG_CHECK_PARM is NULL

SWDS doesn't have to provide a pointer to pfnEngCheckParm.
cs_bot_manager.cpp::AreBotsAllowed() fails if ENG_CHECK_PARM is NULL.

Water damage after spawn.

На прикрепленной карте есть неприятный баг. На спавне есть зона с водой, наступая в которую наносится урон. Если наблюдать за игроком, которому наносит урон вода и реснуться, то вам тоже пройдет этот урон. Потенциальная проблема здесь.
deathrun_unknown-area.zip

Optimizations and Amxmodx's hamsandwich

Is it normal that some Hamsandwich hooks don't trigger on some situations (but consistently) when ReGameDLL is compiled with MSVC optimizations enabled (as it is in Release configuration), and trigger correctly with optimizations disabled?

    RegisterHam(Ham_Weapon_Reload, "weapon_xm1014", "fw_WeaponReload_xm1014")

With MSVC /Od it triggers not only after pressing R, but also each time a shell comes into the shotgun (as it should). With /O2, it doesn't trigger every time a shell comes in.

Is there some workaround to this, so that it's not needed to entirely disable optimizations?

Precompiled headers are evil

I tried to compile latest regamedll for Android, using GCC 4.8 from NDK r10e to add GCC and Android support in this project, instead of maintaining fork.

  1. Tons of errors because invalid header placement. I fixed it for one file, in other file it errored again.
    Example: game_shared/bot/improv.h uses an enum, which are not defined before in dlls.h.
  2. I can't find where is defined symbol without simple script.
  3. It's about time. Preprocessor need to include a big count of headers. Only 5% is useful for one cpp file. Compiler still need to parse a C++ code, which is very complicated task. I just wrong used precompiled headers in GCC. Still, no time improvements.
  4. Precompiled headers are evil for those programmers, who want to modify this project for his own needs.

Connecting player shown as *DEAD* CT or TT

(for REGAMEDLL_FIXES)
Always show connecting players as spectators instead of randomly showing some of them as DEAD CT/TTs

I peeked at this issue but couldn't find what really caused it, and didn't want to add a hacky workaround (such as re-setting team in ClientConnected). Although it may just be that, that team is never set.

issue in mp_buytime it always sets to 9 seconds

Linux centos
game version
ReGameDLL build: 16:58:28 Oct 11 2016 (0.2.156)
ReGameDLL API version 4.2
Build from: 0006bac (s1lentq)

i set the mp_buytime "0.15" but still in game its shows 9 second you cant buy
i m using bugfixed version of 194 zip
Thanks

server crashes.

Latest version ( 138 ) crashes linux 1.6 server. I returned version 125 and no problem. Please fix..

[Feature Request] Make it possible to Zbot's leave only when a player join to the gameplay

The basic idea is that the well known bots leave when a player join to a server. It's a very popular behavior which is very annoying nowadays when CS 1.6 is very orphaned and players come and go. PODBot and YaPBot act the same. It would be good if we can set how the bots behave when a player join. For example if a server admin or a player would like to spectate what's going on the bots should not leave just stay in game till the spectator join to a team. It could really help to keep the headcount when players hop on and hop off and helps to keep the unity.

crash server

Compiling from source was.
By analogy compiled everything else (http://nexus.rehlds.org/nexus/content/repositories/regamedll-snapshots/regamedll/regamedll/0.2-SNAPSHOT/) - everything works.

compile command: ./gradlew --max-workers=1 clean buildFixes

client: ubuntu 16.04 x64 \ icc 16
server: ubuntu 16.04 x64

libist.gam

game "Counter-Strike"
url_info "www.counter-strike.net"
url_dl ""
version "1.6"
size "184000000"
svonly "0"
secure "1"
type "multiplayer_only"
cldll "1"
hlversion "1111"
nomodels "1"
nohimodel "1"
mpentity "info_player_start"
gamedll_linux "dlls/cs.so"
trainmap "tr_1"
edicts "1800"

error:

LoadLibrary failed on /home/servers/platform/./cstrike/dlls/cs.so: ./libstdc++.so.6: version `GLIBCXX_3.4.21' not found (required by /home/servers/platform/./cstrike/dlls/cs.so)
Host_Error: Couldn't get DLL API from /home/servers/platform/./cstrike/dlls/cs.so!
FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from /home/servers/platform/./cstrike/dlls/cs.so!

Segmentation fault

gcc --version
gcc (Ubuntu 5.4.0-6ubuntu1~16.04.2) 5.4.0 20160609

client: libstdc++6 is already the newest version (5.4.0-6ubuntu116.04.2).
server: libstdc++6 is already the newest version (5.4.0-6ubuntu1
16.04.2).

Problem in ReGameDLL.
By analogy compiled ReHLDS - ReHLDS no problems with it.

how to fix?

Stuck as spectator.

When joining my server, the motd shows up correctly. After which I am presented with the team selection menu. Any selection won't make a difference as the menu will close and I'll still be a spectator.

Using latest snapshot of ReGameDLL and ReHLDS as per the date of this post.

Thank you :)

PS:
Meta list:
screenshot_101

Amxx plugins:
screenshot_102
screenshot_103

[bug][gamedll] 'game_player_equip'

Имеется проблема "летающие оружие"
https://github.com/ValveSoftware/steam-for-linux/issues/1270
https://github.com/ValveSoftware/steam-for-linux/issues/1273
как видно из кода https://github.com/s1lentq/ReGameDLL_CS/blob/master/regamedll/dlls/maprules.cpp#L579
носилно пытается выдавать игроку без проверок в итоге мы видим (если прошлом раунде не потеряли оружие) вокруг "летающие оружие" их можно "поймать" (бросав текущий) иногда это может крашит сервер.
Знаю перед выдачей можно отбирать все (с помощью player_weaponstrip) но если на карте есть различные итемы (типа гранат) то выходить не очень хорошо.

Еще не помешал бы добавить один spawnflag для game_player_equip типа "strip before giving" (или update weapons on new round) отпадает необходимости player_weaponstrip и multi_manager (использую для задержки).

Cant Join Team!

hello. We use centos 5.10 os linux. when i installed 146 version of regame dll, players can not join teams...

server crash

server crashes every 5 minutes when we installed 138 game version...

Crash with latest ReGameDLL_CS.

After update form June 4 2016 version to latest server started to crash.
When I downgrade server it was crashed only once in 23 hours.

Currently loaded plugins:
      description      stat pend  file              vers      src   load  unlod
 [ 1] Reunion          RUN   -    reunion_mm_i386.  v0.1.67   ini   Start Never
 [ 2] Ultimate Unprec  RUN   -    ultimate_unpreca  v0.3 Alp  ini   ANY   ANY  
 [ 3] ReLocalizeBug F  RUN   -    relocalizebugfix  v2.7      ini   Chlvl ANY  
 [ 4] AMX Mod X        RUN   -    amxmodx_mm_i386.  v1.8.3-d  ini   Start ANY  
 [ 5] WHBlocker        RUN   -    whblocker_mm_i38  v1.5.626  ini   Chlvl ANY  
 [ 6] VoiceTranscoder  RUN   -    VoiceTranscoder.  v2.0RC1   ini   ANY   ANY  
 [ 7] ReAuthCheck      RUN   -    reauthcheck_mm_i  v0.1.3    ini   Start Never
 [ 8] Rechecker        RUN   -    rechecker_mm_i38  v2.1      ini   Chlvl ANY  
 [ 9] MySQL            RUN   -    mysql_amxx_i386.  v1.8.3-d  pl4   ANY   ANY  
 [10] FakeMeta         RUN   -    fakemeta_amxx_i3  v1.8.3-d  pl4   ANY   ANY  
 [11] Engine           RUN   -    engine_amxx_i386  v1.8.3-d  pl4   ANY   ANY  
 [12] Ham Sandwich     RUN   -    hamsandwich_amxx  v1.8.3-d  pl4   ANY   ANY  
 [13] Fun              RUN   -    fun_amxx_i386.so  v1.8.3-d  pl4   ANY   ANY  
13 plugins, 13 running

Crashing/Metamod Error

I recently installed latest build of ReGameDLL_CS on my counter strike 1.6 server
It wasn't working so I then tried on my PC build to check what's problem

I found that metamod was not loading any plugin :O

Please help me

HELP

Hello
We have edited CS-Warzone and added reHLDS and reGAMEDLL_CS
Now the problem is that when we use it's "New Game" to play offline with bots the game crashes/stucks
How to fix this please help us

You can see our modified CS here https://www.oldskoolgaming.in/csdownload/

Regards,
Ish Chhabra
OSG Team

Небольшое исправление в RadiusFlash.

Нет желания делать PullRequest ради одной переменной.

В общем, там где идёт поиск тех, кто за игроком наблюдает, флэшить нужно не бедного игрока многократно, а наблюдателей.
То есть вместо
UTIL_ScreenFade(pPlayer, Vector(255, 255, 255), fadeTime, fadeHold, alpha, 0);
должно быть
UTIL_ScreenFade(pObserver, Vector(255, 255, 255), fadeTime, fadeHold, alpha, 0);

New Request/Suggestion

Like FRAGLIMIT can we have a roundlimit such that when XX rounds (total over) then the map changes

[Bug] Train movement

I found another bug with trains. The train's movements seems to be wrong. I noticed this on the maps zm_boatescape and zm_osprey_escape. The boats in the water move sideways, they are not facing the proper direction. The plane in zm_osprey_escape is going backwards, also facing the wrong direction.

They are going the correct way in term of path, but they are facing the wrong direction.

I tested this on ReGameDLL_CS build 175 and 171, same problem in both. This doesn't happen on the original game dll from valve.

zm_boatescape - http://maps.cs-bg.info/maps/cs/273/
zm_osprey_escape - http://maps.cs-bg.info/maps/cs/1745/

EDIT:

Same problem on deathrun_train_v4, you can see it when the moving block goes downwards. Watch what the moving block does all around the map, and you'll understand what i mean.

deathrun_train_v4 - http://maps.cs-bg.info/maps/cs/3409/

[Bug] Yapb Bot and POD bot clone do nothing (idle) after spawn.

I use Yapb bot (Yet Another POD Bot) to play in ReHLDS and i noticed the bots just idle after spawn.

Details:
Operating System:
Windows 10 Pro x64 latest update.

Game:
Counter-Struck 1.6

Client:
Counter-Struck 1.6 (Steam)

status

hostname:  The.Good.Old.Days
version :  48/1.1.2.7 881 secure  (10)
tcp/ip  :  x.x.x.x:270xx
map     :  de_dust2 at: 0 x, 0 y, 0 z
players :  19 active (32 max)

#      name userid uniqueid frag time ping loss adr
#1 "The Administrator" 21 BOT   0 01:27    0    0
#2 "Gentlemanne of Leisure" 2 BOT   0 01:27    0    0
#3 "Crazed Gunman" 3 BOT   0 01:27    0    0
#4    "Dog" 4 BOT   0 01:27    0    0
#5 "Mann Co." 5 BOT   0 01:27    0    0
#6 "Companion Cube" 6 BOT   0 01:27    0    0
#7 "BoomerBile" 7 BOT   0 01:27    0    0
#8 "SMELLY UNFORTUNATE" 8 BOT   0 01:27    0    0
#9   "Pow!" 9 BOT   0 01:27    0    0
#10 "Ze Ubermensch" 10 BOT   0 01:27    0    0
#11 "The Freeman" 11 BOT   0 01:27    0    0
#12    "C++" 12 BOT   0 01:27    0    0
#13 "Force of Nature" 13 BOT   0 01:27    0    0
#14 "Freakin' Unbelievable" 14 BOT   0 01:27    0    0
#15 "Mentlegen" 15 BOT   0 01:27    0    0
#16 "CrySomeMore" 16 BOT   0 01:27    0    0
#17 "One-Man Cheeseburger Apocalypse" 17 BOT   0 01:27    0    0
#18  "AmNot" 18 BOT   0 01:27    0    0
#19 "The Combine" 19 BOT   0 01:27    0    0
19 users

version

Protocol version 48
Exe version 1.1.2.7 (cstrike)
Exe build: 20:01:06 Sep  9 2016 (881)
ReHLDS API version 2.13

game_version
"game_version" is "0.2.150"

sv_version
"sv_version" is "1.1.2.7,48,881"

meta list

Currently loaded plugins:
      description      stat pend  file              vers      src   load  unlod
 [ 1] Yet Another POD  RUN   -    yapb.dll          v2.73     ini   Chlvl ANY
1 plugins, 1 running

• This issue happen when using current regamedll.
• No problem with valve mp.dll.
• Build-in csbot in regamedll also working fine.

HOW TO REPRODUCE:
Set this cvar:

// Automatically joins the team
// 0 - disabled
// 1 - enable (Use in conjunction with the cvar humans_join_team any/CT/T)
//
// Default value: "0"
mp_auto_join_team 1

Add Option : Auto Join Team

Greetings, writing about the cvar mp_auto_join_team , i would like to suggest an addon - exception for the admins (they can choose whether they can join the game or spectate, for example at public server they need to switch back to spec every map), it is working very fine and nice to have the cvar , but just give it a thought.

Сломалось оружие

Хотел себе сделать чистый csdm, начал с удаления бомбы, но после того как я удалил весь код связанный с бомбой другие оружия начали работать неправильно, usp начал по звуку стрелять как фамас к примеру, и такие причуды со всеми оружиями.
Для теста вместо бомбы поставил tripmine из hl1 и оружия починились но как только я убрал tripmine опять поломались.
Как полностью убрать оружие не ломая другие?

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