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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Monday, 12 Oct 2015, 09:02   Reply with quote
Advanced forumer Завсегдатай
Joined: Saturday, 19 Feb 2011, 22:31
Posts: 81
Location: Москва
You can watch for updates on github. It's stable, but the latest updates of amxx couldn't work because depending on hlds binaries.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Monday, 12 Oct 2015, 13:19   Reply with quote
Advanced forumer Завсегдатай
Joined: Friday, 13 Nov 2009, 17:05
Posts: 51
не читает настройки из папки
/cstrike/addons/amxmodx/configs/maps/


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Wednesday, 14 Oct 2015, 11:01   Reply with quote
Beginner Без звания
Joined: Monday, 11 May 2009, 17:09
Posts: 3
In future, it is possible to create 64 Bit binary and max player slots more than 32 ?


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Wednesday, 14 Oct 2015, 12:58   Reply with quote
Super flooder Почетный графоман
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Joined: Thursday, 23 Apr 2009, 15:57
Posts: 972
Asmodai wrote:
You can watch for updates on github. It's stable, but the latest updates of amxx couldn't work because depending on hlds binaries.

Will you add support for new amxmodx 1.8.3 build?


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Wednesday, 14 Oct 2015, 13:11   Reply with quote
Advanced forumer Завсегдатай
Joined: Saturday, 19 Feb 2011, 22:31
Posts: 81
Location: Москва
Slayer605, possible, but it requires 64-bit amxmodx and other modules. To increase the limit of players need to modify the client.

lespaul wrote:
Will you add support for new amxmodx 1.8.3 build?

It is preferable to add rehlds support in amxmodx, but if it doesn't, we can create fake code for his binary parser.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Sunday, 18 Oct 2015, 00:15   Reply with quote
Beginner Без звания
Joined: Thursday, 15 Oct 2015, 20:45
Posts: 2
Also will be great if maps already exist re-download again and not getting error 'Your map [?????.bsp] Differs from the servers'


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Sunday, 18 Oct 2015, 00:44   Reply with quote
Advanced forumer Завсегдатай
Joined: Saturday, 19 Feb 2011, 22:31
Posts: 81
Location: Москва
Impossible because server can't rewrite client files.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Wednesday, 28 Oct 2015, 18:01   Reply with quote
Beginner Без звания
Joined: Thursday, 15 Oct 2015, 20:45
Posts: 2
More players than 32 , posible?


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Thursday, 26 Nov 2015, 21:46   Reply with quote
User Редкий гость
Joined: Friday, 30 May 2014, 20:49
Posts: 32
i have some questions. i'm really interested till valve stopped development, so:

1. are there any available historylist about the bugfixes (i mean known HLDS bugs)?
2. is this engine fully functional?
3. does it support non-steam client's voice transcode?
4. can i report known bugs? cause i found some bugs in the latest official HLDS release.
5. where can i found the patched latest metamod?

and please guys don't give up developement :D


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Monday, 30 Nov 2015, 09:09   Reply with quote
Advanced forumer Завсегдатай
Joined: Saturday, 19 Feb 2011, 22:31
Posts: 81
Location: Москва
1. Check REHLDS_FIXES defines in the source code.
2. Some servers are already migrated to rehlds.
3. No, vtc doesn't compatible with rehlds for now. Wait for update.
4. You can create an issue on github.
5. We recommend latest metamod-am.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Wednesday, 30 Dec 2015, 20:03   Reply with quote
User Редкий гость
Joined: Friday, 30 May 2014, 20:49
Posts: 32
Asmodai wrote:
1. Check REHLDS_FIXES defines in the source code.
2. Some servers are already migrated to rehlds.
3. No, vtc doesn't compatible with rehlds for now. Wait for update.
4. You can create an issue on github.
5. We recommend latest metamod-am.


thanks! i will post some bugs soon but i guess they are only client side bugs...
meanwhile i did some test with the engine. looks like it does not handle pingboost 3. am i right?


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Thursday, 31 Dec 2015, 19:47   Reply with quote
Advanced forumer Завсегдатай
Joined: Saturday, 19 Feb 2011, 22:31
Posts: 81
Location: Москва
No, pingboost is not part of the rehlds. It's commandline option of hlds_linux.


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Sunday, 10 Jan 2016, 17:33   Reply with quote
User Редкий гость
Joined: Monday, 23 Mar 2009, 15:25
Posts: 38
great job ! work's perfect !

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[[Please login to see this link.]]


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Tuesday, 12 Jan 2016, 05:36   Reply with quote
Beginner Без звания
Joined: Monday, 10 Feb 2014, 17:19
Posts: 11
Location: Uzbekistan
[[Please login to see this link.]] hlds 6153 are crashing on start with rehlds 638 with this message in console:
Quote:
DELTAJIT_CreateDescription: fieldCount >= DELTAJIT_MAX_FIELDS (56 >= 56)


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Post Post subject: Re: ReHlds, Reverse-engineered HLDS   
Posted: Tuesday, 12 Jan 2016, 09:16   Reply with quote
Advanced forumer Завсегдатай
Joined: Saturday, 19 Feb 2011, 22:31
Posts: 81
Location: Москва
serfreeman1337 wrote:
[[Please login to see this link.]] hlds 6153 are crashing on start with rehlds 638 with this message in console:
Quote:
DELTAJIT_CreateDescription: fieldCount >= DELTAJIT_MAX_FIELDS (56 >= 56)

It seems that the comparison should be strict. GoldSrc protocol supports up to 56 delta fields. I remember checking that all mods from Valve should fit into limit, and svencoop is most closely.


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