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  1. Weapon Skins and Knives (!ws !nametag !knives) UPDATE:- ADDED SNAKE BITE CASE SKINS & OPERATION RIPITIDE SKINS Description This plugin allows you to: use any knife that is available inside CS:GO environment Apply any skin that is available inside CS:GO environment (including new cases' skins) Change the wear/float value of your skins Enable/Disable StatTrak technology on your weapons and knives Add name tags to your weapons and knives (with color options) CVars You can modify the CVars below in cfg/sourcemod/weapons.cfg file sm_weapons_db_connection - Database connection name in databases.cfg to use Default: "storage-local" sm_weapons_table_prefix - Prefix for database table (example: "xyz_") Default: "" sm_weapons_chat_prefix - Prefix for chat messages Default: "[oyunhost.net]" sm_weapons_knife_stattrak_mode - 0: All knives show the same StatTrak counter (total knife kills) 1: Each type of knife shows its own separate StatTrak counter Default: "0" sm_weapons_enable_float - Enable/Disable weapon float options Default: "1" sm_weapons_enable_nametag - Enable/Disable name tag options Default: "1" sm_weapons_enable_stattrak - Enable/Disable StatTrak options Default: "1" sm_weapons_float_increment_size - Increase/Decrease by value for weapon float Default: "0.05" sm_weapons_enable_overwrite - Enable/Disable players overwriting other players' weapons (picked up from the ground) by using !ws command Default: "1" sm_weapons_grace_period - Grace period in terms of seconds counted after round start for allowing the use of !ws command. 0 means no restrictions Default: "0" sm_weapons_inactive_days - Number of days before a player (SteamID) is marked as inactive and his data is deleted. (0 or any negative value to disable deleting) Default: "30" Requirements PTaH 1.1.0+ by komashchenko - Click Here Installation Use this without a GSLT token (LAN server), or use a token service for your servers, or your account will be banned from operating game servers, and a month cooldown from playing the game. Edit csgo/addons/sourcemod/configs/core.cfg => Change "FollowCSGOServerGuidelines" "yes" to "no" Install PTaH 1.1.0+ (DOWNLOAD PTaH) Copy the folder structure to your gameserver. (OPTIONAL) If you want to use MySQL instead of SQLite (storage-local), edit addons/sourcemod/configs/databases.cfg file and add the MySQL db connection details under "weapons" title, then change "sm_weapons_db_connection" cvar inside cfg/sourcemod/weapons.cfg file to "weapons" Restart server. Changelog v1.7.5 (26 October 2021) - Snakebite Case skins - Operation Riptide skins - Fixed a bug where choosing "Random" from skins menu for a weapon, sometimes caused player to have a weapon with an incompatible skin on it. v1.7.1 (14 March 2021) - Operation Broken Fang skins - Portuguese (Brazillian) updates by @crashzk v1.7.0 (7 August 2020) - Fixed a problem where players would use a random players knife and skins until their data was retrieved from the database - Fixed a problem where StatTrak wouldn't work after a plugin reload because necessary hooks were skipped - Disabled grace timer on WarmUp rounds - Added 2 natives with which you can get or set a client's knife choice - New Fracture Case skins are added to the configs Thanks to AlliedModders (Kağan Üstüngel kgns) NOTE:- Download Link Click Here
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  2. ReHLDS is the result of the reverse engineering of the original HLDS (build 6152/6153) using DWARF debugging information built into the linux version of HLDS, engine_i486.so.In the process of reverse engineering, many shortcomings and potential bugs were discovered and corrected.References: English thread on cs.rin.ru Project Code on github Сompiled dev-buids Motivation: The main motivation - the valve does nothing and there is no possibility to correct bugs normally. Objectives: Provide a more stable HLDS with an extended API for mods and plugins. Optimizing performance. Current status: The engine is stable, almost all functions work correctly. How to use? ReHLDS is fully compatible with the original HLDS. All that is required of you is to load the rehlds binary files and replace the original swds.dll / engine_i486.so. In this case, before the engine is replaced, the server must be updated via steamcmd to the latest 6xxx + beta. The compiled files are available here (choose .zip with the most recent modification date). The bin directory contains 2 subdirectories, 'bugfixed' and 'pure'. ' pure ' is designed to work exactly like the original HLDS from the valve. ' bugfixed ' contains some fixes and improvements. Attention!ReHLDS files are binary incompatible with the original HLDS, as compiled by another compiler. This means that the plugins doing binary code analysis (Orpheu for example) will probably not work with rehlds. Accordingly, dproto will not work either. But for most plugins there is already an improved replacement. What did this give us? It became possible not just to learn the engine, but it's also easy to make changes to it. Previously, this required writing patch memory modules, which is quite laborious. This is only useful for fixing critical bugs for which exploits have already been written, since for every small defect writing patches is too dreary. Now you can fix any errors of the engine without any problems and do its improvements. In the future, the HLDS from Valve can be forgotten and maintained by the server engine independently. A report on the optimizations for the month was published. [Hidden Content] Theinformation is mostly of a technical nature, so I will not translate everything, but only what is needed to evaluate the results. They can be viewed in the form of graphs . Who cares about the technical details of the tests, it is better to read in the original, there English is not difficult. Tests were made under windows on 6 different processors from i3 to i7 and with different combinations of different engine libraries, mod and metamod, but without amxmodx.On each processor with different sets of libraries, one and the same recorded 20-minute 16x16 match on the de_aztec card with sys_ticrate 100 was started in turn, one by one. The testing system is built in such a way that instead of the system function calls, their finished result is returned immediately without delay. Thus, the processor always executes only the code of the game server and the playback of the recorded match takes less time than its recording, in which the system functions were performed in full. The total time depends on the processor's performance and the optimization of all the server's libraries. Used types of engine libraries: Stock: HLDS от Valve Pedantic optimizations (P.Opt) : ReHLDS with optimizations that do not violate binary compatibility Optimized (Opt) : ReHLDS with all possible optimizations and corrections The types of libraries used are: Stock: mp.dll от Valve Optimized : third-party mp.dll with optimization of several mathematical functions Used types of metamod libraries: Stock : standard metamod-am Optimized : metamod-am with some offline forwards disabled Evaluation of results: Optimizing metamod yields 20% to 30% performance gains, but somewhat truncates its functionality. A set of binary-compatible optimizations ReHLDS gives from 65% to 110% increment. In this case, the operation of the server is completely identical to that of conventional HLDS. The inclusion of all optimizations and corrections gives an 11% increase over the previous point. At the same time, some mathematical functions will produce an error of less than 0.01%, which practically does not affect the server's performance. Optimization of the mod gives about 6% of the gain. Conclusion: The figures speak for themselves. ReHLDS works more than 2 times faster than regular HLDS.
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