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Post Post subject: ReHlds, Reverse-engineered HLDS   
Posted: Tuesday, 05 May 2015, 20:22   Reply with quote
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Joined: Tuesday, 05 May 2015, 00:02
Posts: 10
Good time of day, ladies and gentlemen.
It's my pleasure to present you ReHlds, completely reverse-engineered version of HLDS, Goldsource dedicated server.
Project's source code is available on [[Please login to see this link.]]
Compiled binaries for both Windows and Linux are available [[Please login to see this link.]]
Snapshots (builds from the 'master' branch) are available [[Please login to see this link.]]

Motivations
The main motivator is Valve's apathy and inability to fix bugs in Goldsource.

Project goals
Provide optimized and more stable (than official version) of HLDS with extended API to third party mods/plugins

Current status
Testing is needed. It seems to be working fine on servers with low load.

Installation and build instructions
Check [[Please login to see this link.]]

How can I use it?
If you are HLDS-based mod server admin, you may try to replace original HLDS with ReHlds. In the future it should be more stable and CPU-efficient :)
If you are developer of Goldsource mods/plugins, you now have great opportunity to look into engine's source code and even debug it.
If you are developer and you want to contribute to ReHlds project, please contact me. There are a lot of things that could be done there.

TODOs
Bugtracker (Github's issue tracker looks good but I'm not sure yet)
Some place to put documentation


Last edited by dreamstalker on Tuesday, 10 Jan 2017, 20:44, edited 4 times in total.

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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Tuesday, 05 May 2015, 20:25   Reply with quote
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At least it's clean as I can say...

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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Tuesday, 05 May 2015, 23:05   Reply with quote
Super flooder Почетный графоман
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Joined: Thursday, 23 Apr 2009, 17:57
Posts: 920
Impressive! this should be sticky in Release section. Sad cannot test right now i have deleted all HLDS 6153 :laughing:

Would be better if it allow both steam and nosteam client without using any crack, and let the engine assign a unique steamid for nosteam client.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Wednesday, 06 May 2015, 06:32   Reply with quote
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lespaul wrote:
Impressive! this should be sticky in Release section.


Agreed, and done. There was a similar project many years back (see here), but it was pretty buggy and never really took off. The community would definitely benefit from something like this, based on what I read on the dproto thread every week. And of course, an open source and actively developed clone of a proprietary product is already pretty awesome by its own merit :)

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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Wednesday, 06 May 2015, 09:35   Reply with quote
Super flooder Почетный графоман
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Joined: Thursday, 23 Apr 2009, 17:57
Posts: 920
If this was based on hlds build 6153 then it must have the invisible characters issue in the player name. This happen because new hlds allow to use unicode characters on player name.

You should fix the famous hlds engine issue (Reliable channel overflow). For some reason this happen on modded server that changes player model to often and using too many colorchat (cs1.6 & cz).

The reason some goldsource games died in certain country is because of 'Fake/Redirect Server'. It would be better if you can handle this issue too :laughing:

Seriously good job on this.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Thursday, 07 May 2015, 16:34   Reply with quote
Advanced forumer Завсегдатай
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Joined: Thursday, 06 Jun 2013, 00:31
Posts: 115
It crashesh..on a clean steamcmd HLDS install and followed instructions. Maybe im doing it wrong somewhere but.. Im using Windows 8.1 32bit. When I close the first crash info, a second one apears, so I uploaded both.

  1. Problem signature:
  2.   Problem Event Name:   APPCRASH
  3.   Application Name: hlds.exe
  4.   Application Version:  4.1.1.1
  5.   Application Timestamp:    521fabae
  6.   Fault Module Name:    AdminServer.dll
  7.   Fault Module Version: 0.0.0.0
  8.   Fault Module Timestamp:   3fda5b9a
  9.   Exception Code:   c0000005
  10.   Exception Offset: 0000a780
  11.   OS Version:   6.3.9600.2.0.0.256.48
  12.   Locale ID:    1026
  13.   Additional Information 1: b5a3
  14.   Additional Information 2: b5a319c296b5a53b4c0765b3c49f68ad
  15.   Additional Information 3: b164
  16.   Additional Information 4: b164d3cd4c3e6f63a042e7c000e032e6
  17.  
  18. Read our privacy statement online:
  19.   [[Please login to see this link.]]
  20.  
  21. If the online privacy statement is not available, please read our privacy statement offline:
  22.   C:\Windows\system32\en-US\erofflps.txt
  23.  


  1. Problem signature:
  2.   Problem Event Name:   APPCRASH
  3.   Application Name: hlds.exe
  4.   Application Version:  4.1.1.1
  5.   Application Timestamp:    521fabae
  6.   Fault Module Name:    hlds.exe
  7.   Fault Module Version: 4.1.1.1
  8.   Fault Module Timestamp:   521fabae
  9.   Exception Code:   c0000005
  10.   Exception Offset: 00002f97
  11.   OS Version:   6.3.9600.2.0.0.256.48
  12.   Locale ID:    1026
  13.   Additional Information 1: 67ae
  14.   Additional Information 2: 67ae25146f33825e530b846e05127226
  15.   Additional Information 3: fe01
  16.   Additional Information 4: fe01b9002e925ffeae504556243f89bf
  17.  
  18. Read our privacy statement online:
  19.   [[Please login to see this link.]]
  20.  
  21. If the online privacy statement is not available, please read our privacy statement offline:
  22.   C:\Windows\system32\en-US\erofflps.txt
  23.  


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Friday, 08 May 2015, 17:04   Reply with quote
Beginner Без звания
Joined: Tuesday, 05 May 2015, 00:02
Posts: 10
ZanimatioN
Seems that it has crashed somewhere in the UI-related library (AdminServer.dll). I'll check this soon, but the workaround is very simple: just run hlds in console mode

lespaul wrote:
If this was based on hlds build 6153 then it must have the invisible characters issue in the player name. This happen because new hlds allow to use unicode characters on player name.

You're right, there is no code that strips invisible chars. Will be fixed :)

lespaul wrote:
You should fix the famous hlds engine issue (Reliable channel overflow)

I have some ideas about the reason of this bug, but I need an access to server affected by this problem, to do some research

lespaul wrote:
The reason some goldsource games died in certain country is because of 'Fake/Redirect Server'. It would be better if you can handle this issue too :laughing:

Hehe, I'm not so powerful to solve that


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Saturday, 09 May 2015, 22:46   Reply with quote
Advanced forumer Завсегдатай
Joined: Friday, 05 Aug 2005, 19:41
Posts: 195
Nice work.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Monday, 11 May 2015, 23:08   Reply with quote
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Joined: Monday, 19 Jan 2015, 12:30
Posts: 11
When we can expect the update?


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Thursday, 14 May 2015, 20:55   Reply with quote
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Joined: Tuesday, 05 May 2015, 00:02
Posts: 10
Latinas wrote:
When we can expect the update?

"When it's done" :)
I'm planning to do some serious testing in the next couple of months and release a new version after that.
But you can download most recent version built from github's sources [[Please login to see this link.]]. Just look to the 'Last modified' column and download most recent .zip


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Thursday, 14 May 2015, 23:13   Reply with quote
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Joined: Monday, 19 Jan 2015, 12:30
Posts: 11
Thx man. I hope you will do everything to the end. I do not want to see a repetition of the fate OPENHLDS :))

-- Edit --

And now, look at this. When i try to connect to the server disconnects me and it's crashes
Also look at this text in console after the disconnect:

WARNING: UDP_OpenSocket: port: 27015 bind: WSAEADDRINUSE
NET Ports: server 27015, client 27005
Could not get TCP/IP address, TCP/IP disabled
Reason: WSAENOTSOCK


Fix it, man. Rehlds is the most recent version built


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Friday, 15 May 2015, 00:37   Reply with quote
Advanced forumer Завсегдатай
Joined: Sunday, 20 Feb 2011, 00:31
Posts: 68
Location: Москва
Latinas, I think port 27015 already used by your game client. Try use another port, or run server before launching client.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Friday, 15 May 2015, 01:31   Reply with quote
Beginner Без звания
Joined: Monday, 19 Jan 2015, 12:30
Posts: 11
Asmodai wrote:
Try use another port, or run server before launching client.

Не проканало.
Что бы ни пробовал, сервер тупо виснет и падает. Также игнорируются параметры запуска, прописанные в батнике (+maxplayers = 24)
Image
1 - Игнорируются параметры запуска, прописанные в .bat (+maxplayers = 24, на скрине - 6)
2 - Не появляются надписи, указанные на скрине (-secure "ON")

На том rehlds, что с первого поста, и первый и второй пункт работают нормально


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Friday, 15 May 2015, 01:40   Reply with quote
Advanced forumer Завсегдатай
Joined: Sunday, 20 Feb 2011, 00:31
Posts: 68
Location: Москва
1) Try a newer version. I checked on build 394, launch options are working properly.
2) Type "map de_dust" in console or add +map to launch options.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Friday, 15 May 2015, 01:44   Reply with quote
Beginner Без звания
Joined: Monday, 19 Jan 2015, 12:30
Posts: 11
Build 394 is released? Link please


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