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regamedll_cs's Issues

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

Cant Join Team!

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

[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.

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?

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.

[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

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

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.

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

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.

[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

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

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

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.

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.

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?

New Request/Suggestion

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

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);

[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

[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

server crashes.

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

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

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

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

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] 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/

[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

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

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?

server crash

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

[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).

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?

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.

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