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1 +---
2 +title: "How to Install ReHLDS on Linux (2026 Guide)"
3 +excerpt: "Replace Valve's HLDS engine with ReHLDS on a Linux server: which files to copy, how to verify it loaded, and the compatibility traps with Metamod and ReGameDLL."
4 +category: "installation"
5 +tags: "rehlds, linux, server-setup"
6 +image: ""
7 +read_time: "9 min read"
8 +---
9 +<p>ReHLDS is a reverse-engineered, bug-fixed rewrite of the Half-Life dedicated server engine, maintained by the <code>rehlds</code> GitHub organisation. It is a drop-in replacement for the engine binary: same directory layout, same cvars, same mods. What you get is a large pile of fixed engine bugs, real anti-exploit protections against the classic HL crash packets, faster networking, and cvars that plain HLDS simply does not have. There is no serious reason to run stock HLDS on a public server in 2026.</p>
10 +
11 +<h2>1. Start from a working HLDS install</h2>
12 +<p>ReHLDS replaces files inside an existing App 90 install — it is not a full server. If you do not have one yet, do <a href="/tutorials/install-cs16-dedicated-server-linux-steamcmd">the SteamCMD install</a> first and make sure the vanilla server boots to a map.</p>
13 +
14 +<h2>2. Get the right build</h2>
15 +<p>Download the latest ReHLDS release archive from the project's GitHub releases page. The archive contains both platforms; you want the Linux directory. Do not mix a Linux <code>engine_i486.so</code> with Windows <code>swds.dll</code> files from a different release — engine and Metamod ABI expectations are tied to the build.</p>
16 +<p>The Linux files that matter:</p>
17 +<pre>engine_i486.so
18 +hlds_linux (the launcher ReHLDS ships)
19 +libstdc++.so.6 (only if the archive contains one — usually you keep the system one)</pre>
20 +
21 +<h2>3. Back up, then copy</h2>
22 +<pre>cd /home/steam/hlds
23 +cp engine_i486.so engine_i486.so.valve.bak
24 +cp hlds_linux hlds_linux.valve.bak
25 +
26 +cp /path/to/rehlds/engine_i486.so ./engine_i486.so
27 +cp /path/to/rehlds/hlds_linux ./hlds_linux
28 +chmod +x hlds_linux hlds_run</pre>
29 +<p>Both files go in the <strong>server root</strong> (next to <code>hlds_run</code>), never inside <code>cstrike/</code>. Copying <code>engine_i486.so</code> into <code>cstrike/</code> is a classic mistake — the server keeps running the Valve engine and you spend an hour wondering why <code>rehlds_version</code> is unknown.</p>
30 +
31 +<h2>4. Start the server</h2>
32 +<pre>cd /home/steam/hlds
33 +./hlds_run -game cstrike -strictportbind -ip 0.0.0.0 -port 27015 \
34 + +map de_dust2 +maxplayers 20 +sv_lan 0</pre>
35 +<p>On startup ReHLDS prints its banner. Look for a line naming ReHLDS and its version — if you only see the Valve <code>Half-Life Dedicated Server</code> banner, the engine file was not replaced.</p>
36 +
37 +<h2>5. Verify it is actually running</h2>
38 +<p>In the server console:</p>
39 +<pre>rehlds_version</pre>
40 +<p>A stock HLDS answers <code>Unknown command: rehlds_version</code>. ReHLDS prints its version string. That single command is the whole verification — do not trust the file timestamp, trust the cvar.</p>
41 +
42 +<h2>6. ReHLDS-specific cvars worth setting</h2>
43 +<p>Put these in <code>cstrike/server.cfg</code>. They are the reason people install ReHLDS in the first place:</p>
44 +<pre>// reject malformed / oversized packets instead of crashing
45 +sv_rehlds_attachedentities_playeranimationspeed_fix 1
46 +sv_rehlds_local_gametime 1
47 +sv_rehlds_send_mapcycle 0
48 +
49 +// hardening
50 +sv_rehlds_force_dlmax 1
51 +sv_filterban 1
52 +sv_rcon_maxfailures 5
53 +sv_rcon_minfailures 5
54 +sv_rcon_minfailuretime 30</pre>
55 +<p>Enable them one at a time, restart, and watch the log. Some hardening cvars interact badly with old plugins that send hand-built messages — if the server starts crashing right after you turn a batch on, see <a href="/tutorials/fix-crash-rehlds-security-cvars">crash after enabling ReHLDS security cvars</a>.</p>
56 +
57 +<h2>7. Rebuild the rest of the stack in order</h2>
58 +<p>ReHLDS on its own is only the engine. The order that works:</p>
59 +<ol>
60 +<li><strong>ReHLDS</strong> (engine) — you are here.</li>
61 +<li><strong><a href="/tutorials/install-regamedll-cs16">ReGameDLL_CS</a></strong> — replaces <code>cstrike/dlls/cs.so</code>, the game logic.</li>
62 +<li><strong><a href="/tutorials/install-metamod-r">Metamod-r</a></strong> — the plugin loader, pointed at from <code>liblist.gam</code>.</li>
63 +<li><strong><a href="/tutorials/install-amx-mod-x-1-9">AMX Mod X</a></strong> — loaded by Metamod.</li>
64 +<li><strong><a href="/tutorials/install-reapi">ReAPI</a></strong> — only useful once ReHLDS <em>and</em> ReGameDLL are both in place.</li>
65 +</ol>
66 +<p>Do not install ReAPI before ReGameDLL. ReAPI hooks functions that only exist in ReGameDLL; without it the module refuses to load or the server dies at map start.</p>
67 +
68 +<h2>Common errors</h2>
69 +<ul>
70 +<li><strong><code>Unknown command: rehlds_version</code></strong> — the engine was not replaced. You copied <code>engine_i486.so</code> to the wrong directory, or you are launching a different <code>hlds_linux</code> (check with <code>ps aux | grep hlds</code> and look at the path).</li>
71 +<li><strong><code>Segmentation fault</code> immediately at startup</strong> — mismatched binaries: a 64-bit build of something in the chain, or a Metamod version that predates the ReHLDS API. Confirm with <code>file engine_i486.so</code>; it must say <code>ELF 32-bit LSB shared object, Intel 80386</code>. If it says x86-64, you downloaded the wrong archive.</li>
72 +<li><strong><code>Host_Error: Couldn't get DLL API from ./cstrike/dlls/cs.so</code></strong> — your ReGameDLL build is older or newer than the ReHLDS engine's expected interface. Update both to the current releases; see <a href="/tutorials/fix-regamedll-rehlds-incompatible">ReGameDLL/ReHLDS incompatibility</a>.</li>
73 +<li><strong>Metamod plugins show <code>bad load</code></strong> after the switch — you are on classic Metamod with an old ABI. Move to Metamod-r, or read <a href="/tutorials/fix-metamod-bad-load">the bad load fix</a>.</li>
74 +</ul>
75 +
76 +<h2>Rolling back</h2>
77 +<p>Because you backed up the originals, rollback is two commands:</p>
78 +<pre>cd /home/steam/hlds
79 +cp engine_i486.so.valve.bak engine_i486.so
80 +cp hlds_linux.valve.bak hlds_linux</pre>
81 +<p>Restart, run <code>rehlds_version</code>, and confirm it is unknown again. Keep those <code>.bak</code> files — they are the only trivially available copy of the Valve engine once you have overwritten it, short of re-running <code>app_update 90 validate</code> (which, usefully, also restores them).</p>
82 +
83 +<h2>Verification checklist</h2>
84 +<ul>
85 +<li><code>rehlds_version</code> returns a version string.</li>
86 +<li>The server reaches a map and accepts a client connection.</li>
87 +<li><code>meta list</code> (if Metamod is installed) shows every plugin as <code>RUN</code>.</li>
88 +<li>The log has no repeating warnings on map change.</li>
89 +</ul>
90 +<p>If all four hold, you are on ReHLDS. Next: <a href="/tutorials/install-rehlds-regamedll-reapi-stack">the full modern stack</a>, or compile it yourself with <a href="/tutorials/build-rehlds-from-source">the Docker build guide</a>.</p>
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