Rehlds this is the result of reverse engineering of the original HLDS (build 6152/6153) using the debugging information DWARF embedded in the linux version of HLDS, engine_i486.so.
During the reverse engineering process, many shortcomings and potential bugs were discovered and corrected.
References:
Motivation: The main motivation is valve does nothing and there is no way to normally correct bugs.
Objectives:
How to use? ReHLDS is fully compatible with the original HLDS. All that is required of you is to download rehlds binary files and replace the original swds.dll/engine_i486.so. In this case, before replacing the engine, the server must be updated via steamcmd to the last 6xxx + beta.
The bin archive directory contains 2 subdirectories, 'bugfixed' and 'pure'.
What did it give us? It became possible not only to study the engine, but also to easily make changes to it. Previously, this required writing memory-stricken modules, which is quite time-consuming. This is only suitable for correcting critical bugs for which exploits have already been written, since for every small flaw to write patches is too dreary. Now you can fix any errors of the engine without any problems and make its improvements. In the future, about the HLDS from Valve, you can forget and maintain the server engine yourself.
Commands
rescount - Displays the total amount of resources that are in prekesh into the server console
reslist <sound | model | decal | generic | event> - Displays detailed information on each resource that is in prekesh (sounds, models, decals, map objects and events) into the server console. Useful for managing resources and preventing problems with the limit of resources in prekesh on the goldsource engine.
During the reverse engineering process, many shortcomings and potential bugs were discovered and corrected.
References:
Motivation: The main motivation is valve does nothing and there is no way to normally correct bugs.
Objectives:
- Provide a more stable HLDS with an advanced API for mods and plugins.
- Performance optimization.
How to use? ReHLDS is fully compatible with the original HLDS. All that is required of you is to download rehlds binary files and replace the original swds.dll/engine_i486.so. In this case, before replacing the engine, the server must be updated via steamcmd to the last 6xxx + beta.
The bin archive directory contains 2 subdirectories, 'bugfixed' and 'pure'.
- 'pure' designed to work exactly like the original HLDS from valve.
- 'bugfixed' contains some fixes and improvements.
What did it give us? It became possible not only to study the engine, but also to easily make changes to it. Previously, this required writing memory-stricken modules, which is quite time-consuming. This is only suitable for correcting critical bugs for which exploits have already been written, since for every small flaw to write patches is too dreary. Now you can fix any errors of the engine without any problems and make its improvements. In the future, about the HLDS from Valve, you can forget and maintain the server engine yourself.
Commands
rescount - Displays the total amount of resources that are in prekesh into the server console
reslist <sound | model | decal | generic | event> - Displays detailed information on each resource that is in prekesh (sounds, models, decals, map objects and events) into the server console. Useful for managing resources and preventing problems with the limit of resources in prekesh on the goldsource engine.