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install-regamedll-cs16/en.md
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| 1 | +--- | |
| 2 | +title: "How to Install ReGameDLL_CS on a CS 1.6 Server" | |
| 3 | +excerpt: "Replace Valve's cs.so / mp.dll with ReGameDLL_CS, configure game.cfg, and verify the new game logic actually loaded." | |
| 4 | +category: "installation" | |
| 5 | +tags: "regamedll, gamedll" | |
| 6 | +image: "" | |
| 7 | +read_time: "8 min read" | |
| 8 | +--- | |
| 9 | +<p>ReGameDLL_CS is the reverse-engineered replacement for the Counter-Strike game library — <code>cstrike/dlls/cs.so</code> on Linux, <code>cstrike\dlls\mp.dll</code> on Windows. It is what implements rounds, buying, bomb logic, weapon behaviour and player spawning. Replacing it gives you dozens of fixed bugs, a large set of new cvars (things Valve hard-coded, like grenade damage or buy-time behaviour), and — the reason most people install it — it is the prerequisite for <a href="/tutorials/install-reapi">ReAPI</a>.</p> | |
| 10 | + | |
| 11 | +<p>It is engine-independent in principle, but in practice you should run it on <a href="/tutorials/install-rehlds-on-linux">ReHLDS</a>. ReGameDLL and ReHLDS are developed together and tested together; pairing a current ReGameDLL with a 2013 Valve engine is asking for a crash nobody will help you debug.</p> | |
| 12 | + | |
| 13 | +<h2>1. Back up the Valve game DLL</h2> | |
| 14 | +<pre>cd /home/steam/hlds/cstrike/dlls | |
| 15 | +cp cs.so cs.so.valve.bak | |
| 16 | +ls -la</pre> | |
| 17 | +<p>On Windows the file is <code>mp.dll</code>. Keep the backup — it is the only quick way back if a plugin turns out to depend on stock behaviour.</p> | |
| 18 | + | |
| 19 | +<h2>2. Extract the release</h2> | |
| 20 | +<p>Download the current ReGameDLL_CS release archive from the project's GitHub releases page. The archive lays out a <code>cstrike/</code> tree that mirrors your server exactly, which is deliberate — you can copy it over the top.</p> | |
| 21 | +<p>The pieces you need on Linux:</p> | |
| 22 | +<pre>cstrike/dlls/cs.so <-- the game library | |
| 23 | +cstrike/game.cfg <-- the new cvars, with defaults | |
| 24 | +cstrike/game_init.cfg <-- executed once at server start | |
| 25 | +cstrike/delta.lst <-- updated delta definitions</pre> | |
| 26 | +<p><strong><code>delta.lst</code> matters.</strong> Skipping it is the classic ReGameDLL install bug: the server boots, players connect, and then movement or weapon prediction is subtly wrong or the server crashes when a specific entity is sent. Copy it.</p> | |
| 27 | + | |
| 28 | +<h2>3. Copy the files</h2> | |
| 29 | +<pre>cd /path/to/regamedll-release | |
| 30 | +cp cstrike/dlls/cs.so /home/steam/hlds/cstrike/dlls/cs.so | |
| 31 | +cp cstrike/game.cfg /home/steam/hlds/cstrike/game.cfg | |
| 32 | +cp cstrike/game_init.cfg /home/steam/hlds/cstrike/game_init.cfg | |
| 33 | +cp cstrike/delta.lst /home/steam/hlds/cstrike/delta.lst</pre> | |
| 34 | +<p>Do not touch <code>liblist.gam</code> yet. If Metamod is installed, <code>liblist.gam</code> points <code>gamedll</code> at <code>metamod.so</code>, and Metamod is what chains through to <code>cs.so</code>. Overwriting <code>liblist.gam</code> with the one from the ReGameDLL archive will point the engine straight at <code>cs.so</code> and <strong>silently disable Metamod and every AMXX plugin you have</strong>. This is a very common and very confusing self-inflicted wound.</p> | |
| 35 | + | |
| 36 | +<h2>4. Restart and verify</h2> | |
| 37 | +<pre>cd /home/steam/hlds | |
| 38 | +./hlds_run -game cstrike +map de_dust2 +maxplayers 20 +sv_lan 0</pre> | |
| 39 | +<p>In the console:</p> | |
| 40 | +<pre>regamedll_version</pre> | |
| 41 | +<p>Stock CS answers <code>Unknown command: regamedll_version</code>. ReGameDLL prints its version. As with ReHLDS, this cvar is the only verification worth trusting.</p> | |
| 42 | + | |
| 43 | +<h2>5. game.cfg — what you actually get</h2> | |
| 44 | +<p><code>game.cfg</code> is executed by ReGameDLL and holds cvars that do not exist in stock CS. A few that server admins reach for immediately:</p> | |
| 45 | +<pre>// buy behaviour | |
| 46 | +mp_buytime 0.25 // in minutes; 0.25 = 15 seconds | |
| 47 | +mp_buy_anywhere 0 // 1 = buy outside the buy zone | |
| 48 | +mp_buy_during_immunity 0 | |
| 49 | + | |
| 50 | +// round / respawn | |
| 51 | +mp_round_infinite 0 | |
| 52 | +mp_respawn_immunitytime 0 | |
| 53 | + | |
| 54 | +// weapons and damage | |
| 55 | +mp_free_armor 0 // 0 none, 1 kevlar, 2 kevlar+helm | |
| 56 | +mp_falldamage 1 | |
| 57 | +mp_forcerespawn 0 | |
| 58 | + | |
| 59 | +// realism / fixes | |
| 60 | +mp_hostagepenalty 13 | |
| 61 | +mp_kickercsay 1</pre> | |
| 62 | +<p>Read the file that ships with your release rather than copying a cvar list from a forum. Cvars are added and renamed between versions, and setting one that does not exist is a silent no-op you will not notice until you wonder why the setting "does nothing".</p> | |
| 63 | + | |
| 64 | +<h2>6. Load order in the stack</h2> | |
| 65 | +<ol> | |
| 66 | +<li>ReHLDS (engine)</li> | |
| 67 | +<li><strong>ReGameDLL_CS</strong> (game logic) — you are here</li> | |
| 68 | +<li><a href="/tutorials/install-metamod-r">Metamod-r</a></li> | |
| 69 | +<li><a href="/tutorials/install-amx-mod-x-1-9">AMX Mod X</a></li> | |
| 70 | +<li><a href="/tutorials/install-reapi">ReAPI</a> — requires this step to have been done</li> | |
| 71 | +</ol> | |
| 72 | + | |
| 73 | +<h2>Common errors</h2> | |
| 74 | +<ul> | |
| 75 | +<li><strong><code>Host_Error: Couldn't get DLL API from ./cstrike/dlls/cs.so!</code></strong> — the file is corrupt, is the wrong architecture, or is a Windows <code>mp.dll</code> renamed. Check with <code>file cs.so</code>: it must be <em>ELF 32-bit LSB shared object, Intel 80386</em>.</li> | |
| 76 | +<li><strong><code>Failed to load server DLL</code></strong> — permissions, or a missing 32-bit dependency. Run <code>ldd cstrike/dlls/cs.so</code>; anything reported <code>not found</code> must be installed. See <a href="/tutorials/fix-failed-to-load-server-dll">that error in detail</a>.</li> | |
| 77 | +<li><strong>Server crashes seconds after a player connects</strong> — you did not copy <code>delta.lst</code>, or you copied one from a different ReGameDLL version. Copy the one from your release archive.</li> | |
| 78 | +<li><strong>AMXX plugins all vanished after the install</strong> — you overwrote <code>liblist.gam</code>. Restore it so <code>gamedll_linux</code> points at <code>addons/metamod/metamod.so</code> (or <code>metamod_i386.so</code>, depending on your Metamod build).</li> | |
| 79 | +<li><strong>Random crash on round restart</strong> — a mismatched ReHLDS/ReGameDLL pair. Update both to their current releases; details in <a href="/tutorials/fix-regamedll-rehlds-incompatible">the incompatibility fix</a>.</li> | |
| 80 | +</ul> | |
| 81 | + | |
| 82 | +<h2>Verification checklist</h2> | |
| 83 | +<ul> | |
| 84 | +<li><code>regamedll_version</code> answers with a version.</li> | |
| 85 | +<li><code>meta list</code> still lists every Metamod plugin as <code>RUN</code> — proving you did not break the chain.</li> | |
| 86 | +<li>A full round plays out: buy, plant, defuse, round end, restart.</li> | |
| 87 | +<li>A map change completes without a crash (this is where a bad <code>delta.lst</code> bites).</li> | |
| 88 | +</ul> | |
| 89 | +<p>With ReGameDLL confirmed, you can install <a href="/tutorials/install-reapi">ReAPI</a> and start using plugins that hook the real game functions instead of fighting them through Ham Sandwich. If you want to build the library yourself rather than trust a binary, see <a href="/tutorials/build-regamedll-from-source">compiling ReGameDLL_CS from source</a>.</p> | |
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