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View Code? Open in Web Editor NEW:hammer: Reverse-engineered gamedll (CS 1.6 / CZero)
License: GNU General Public License v3.0
:hammer: Reverse-engineered gamedll (CS 1.6 / CZero)
License: GNU General Public License v3.0
Autobuy doesn't buy primary weapon in TE team. And rebuy doesn't buy ammo too.
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
hello. We use centos 5.10 os linux. when i installed 146 version of regame dll, players can not join teams...
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.
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?
Is there some black magic there or is it just a bug? (Notice the i - 1 overruns)
(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.
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.
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
Is it possible to make zbot attack team-mates too? i need to use 3rd-party bot to support Free For All mode.
Add feature to enable improved hostages in counter-strike 1.6.
Maybe by cvar or command line option.
https://github.com/s1lentq/ReGameDLL_CS/blob/master/regamedll/dlls/multiplay_gamerules.cpp#L3475
Sorry for my english
Thanks in advance
Hey, could we get func_pushable
entities to reset on new round please?
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.
Unable to kill the chicken.
The chicken consists of two specific entities.
func_breakable
- actual body of the chickencycler_sprite
- visible model (renderer of chicken.mdl)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).
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.
Use edit tool for the entities list like ripent
and remove both trigger_multiple
with target
Is there support for x64?
It cs_amd64.so or cs.so?
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.
Sometimes happened the bomb planted, all CT's died, but no roundend.
We have to wait for the bomb explode.
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
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
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
// 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.
Hy in FFA mode I think we don't want to see teammates on the radar.
Or simply the radar. 😄
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.
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).16.04.2).
server: libstdc++6 is already the newest version (5.4.0-6ubuntu1
Problem in ReGameDLL.
By analogy compiled ReHLDS - ReHLDS no problems with it.
how to fix?
Like FRAGLIMIT can we have a roundlimit such that when XX rounds (total over) then the map changes
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);
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
https://github.com/s1lentq/ReGameDLL_CS/blob/master/regamedll/game_shared/voice_gamemgr.cpp#L174
if (!pEnt || !pEnt->IsPlayer())
continue;
The problem is in the IsPlayer method:
https://github.com/s1lentq/ReGameDLL_CS/blob/master/regamedll/dlls/player.h#L496
virtual BOOL IsPlayer(void)
{
return (pev->flags & FL_SPECTATOR) != FL_SPECTATOR;
}
With this code https://github.com/s1lentq/ReGameDLL_CS/blob/master/regamedll/dlls/wpn_shared/wpn_elite.cpp#L126 dual elites can fire about 13 times per second. It's too fast, isn't it?
You can test it with this:
alias f "+attack;wait;-attack;wait"
alias f2 "f;f"
alias f4 "f2;f2"
alias f8 "f4;f4"
alias f16 "f8;f8"
alias f32 "f16;f16"
alias f64 "f32;f32"
bind mouse1 f64
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:
On 4th / 5th bot spawned game will crash.
Game not crash on older regamedll build regamedll-0.2-20160424.183401-84.zip
Latest version ( 138 ) crashes linux 1.6 server. I returned version 125 and no problem. Please fix..
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
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
There is glitch with the Accuracy in the CS 1.6 which is better explained here https://forums.alliedmods.net/showthread.php?p=1549133, since you are working on this i think it is possible to be fixed directly from the gamedll.
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 :)
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:
Your help is greatly appreciated :)
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/
error says expected 3, real 4 on plugins running on latest of both api n gamedll
`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
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
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 crashes every 5 minutes when we installed 138 game version...
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).
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?
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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