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ReHLDS, Reverse-engineered HLDS 3.6.0.672

21.06.2019, 19:53SokratViews: 4 353Comments: 0
ReHLDS, Reverse-engineered HLDS 3.6.0.672

About this content

ReHLDS is the result of reverse-engineering the original HLDS (build 6152/6153) using DWARF debugging information embedded in the Linux version of HLDS, engine_i486.so.
During the reverse-engineering process, many flaws and potential bugs were discovered and fixed.

Motivation:  The main motivation is that Valve does nothing, and there is no way to properly fix bugs.
Goals:
  • Provide a more stable HLDS with an extended API for mods and plugins.
  • Performance optimization.
Current status:  The engine is stable; almost all functions work correctly.

How to use it?  ReHLDS is fully compatible with the original HLDS. All you need to do is download the rehlds binaries and replace the original swds.dll/engine_i486.so. Before replacing the engine, the server must be updated via steamcmd to the latest 6xxx+ beta.

The archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'.
  • 'pure' is designed to work exactly like the original HLDS from Valve.
  • 'bugfixed' contains some fixes and improvements.
Attention! ReHLDS files are binary-incompatible with the original HLDS because they were compiled with a different compiler. This means that plugins that analyze binary code (Orpheu for example) probably will not work with rehlds. Accordingly, dproto will not work either. But improved replacements already exist for most plugins.

What has this given us?  It has become possible not only to study the engine, but also to make changes to it easily. Previously, this required writing memory-patching modules, which is quite labor-intensive. This is only suitable for fixing critical bugs for which exploits have already been written, since writing patches for every minor flaw is too much hassle. Now, any engine errors can be fixed and improvements made without much difficulty. In the future, it may be possible to forget about Valve's HLDS and maintain the server engine independently.



Commands:  
rescount - Prints the total number of resources in the precache to the server console
reslist<sound | model | decal | generic | event> - Prints detailed information about each resource in the precache (sounds, models, decals, map entities, and events). Useful for managing resources and preventing resource precache limit issues in the goldsource engine.


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