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# Reunion
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Metamod plugin that allows protocol 47 and 48 no-steam clients to join the ReHLDS server
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# Reunion [![C/C++ CI](https://github.com/s1lentq/reunion/actions/workflows/build.yml/badge.svg)](https://github.com/s1lentq/reunion/actions/workflows/build.yml) [![GitHub release (by tag)](https://img.shields.io/github/downloads/s1lentq/reunion/latest/total)](https://github.com/s1lentq/reunion/releases/latest) ![GitHub all releases](https://img.shields.io/github/downloads/s1lentq/reunion/total) [![Percentage of issues still open](http://isitmaintained.com/badge/open/s1lentq/reunion.svg)](http://isitmaintained.com/project/s1lentq/reunion "Percentage of issues still open") [![License: GPL v3](https://img.shields.io/badge/License-GPL%20v3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0)
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Metamod plugin that allows protocol 47 and 48 no-steam clients to connect to ReHLDS servers.<br/>
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Reunion is a continuation of the DProto project adapted for ReHLDS.<br/>
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You can try playing on one of many servers that are using Reunion: [Game Tracker](http://www.gametracker.com/search/?search_by=server_variable&search_by2=reu_version)
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## Downloads
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* [Release builds](https://github.com/s1lentq/reunion/releases)
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* [Dev builds](https://github.com/s1lentq/reunion/actions/workflows/build.yml)
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## Environment requirement
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* ReHLDS API >= 3.10
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## Installation
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<details>
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<summary>Click to expand</summary>
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1. Go to `<gamedir>/addons/` and make new directory named reunion<br/>
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`<gamedir>` - its a game directory; cstrike for Counter-Strike, valve for Half-Life, etc
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2. Copy `reunion_mm.dll` or `reunion_mm_i386.so` to <gamedir>/addons/reunion/
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3. Go to metamod installation directory (usually its <gamedir>/addons/metamod/) and edit plugins.ini:<br/>
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add this line for windows<br/>
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`win32 addons\reunion\reunion_mm.dll`<br/>
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or this for linux<br/>
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`linux addons/reunion/reunion_mm_i386.so`<br/>
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at the beginning of the file<br/>
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4. Copy `reunion.cfg` to server root or gamedir.
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5. Start the server. When server loads, type `meta list` in console. You'll see something like this:
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```
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Currently loaded plugins:
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description stat pend file vers src load unlod
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[ 1] Reunion RUN - reunion_mm_i386. v0.1.58 ini Start Never
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[ 2] AMX Mod X RUN - amxmodx_mm_i386. v1.8.1.3 ini Start ANY
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2 plugins, 2 running
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```
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6. Ready to use
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If reunion doesn't work, meta list says this:
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Currently loaded plugins:
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description stat pend file vers src load unlod
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[ 1] Reunion fail load reunion_mm_i386. v0.1.65 ini Start Never
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Start server with `-console +log on +mp_logecho 1` parameters and look through console output. You'll find the reason there.
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</details>
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## FAQ
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<details>
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<summary>Click to expand</summary>
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* `Q` I configured SteamIdHashSalt as well as in the dproto, but players get a different steamids. Why?<br/>
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`A` Reunion uses an another hashing algorythm with improved security. Knowing of someones's steamid before enabling SteamIdHashSalt doesn't help to get same id after hashing.
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* `Q` Is it possible to do something against steamid changers?<br/>
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`A` No, idchangers generates a correct authorization tickets and it's impossible on serverside identify that steamid was changed. You can only set a SteamIdHashSalt option to prevent a substitution to specific steamid of another player.
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* `Q` Why some server monitorings can't receive the players list from server?<br/>
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`A` They use an incorrect query format and must be rewritten using latest <a href="https://github.com/xPaw/PHP-Source-Query">PHP-Source-Query</a> script or equivalent.
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* `Q` In dproto was option Game_Name, but in reunion it has not. How to change the game name?<br/>
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`A` Use plugin.
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* `Q` Why has SmartSteamEmu3 support been removed?<br/>
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`A` To open-source the Reunion project, we had to remove some sensitive components.<br/>
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This includes the `SmartSteamEmu3` emulator's authorization code.
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Removing it won't significantly affect server online activity since this emulator is rare among non-steam clients.
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</details>
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## Build instructions
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### Checking requirements
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There are several software requirements for building reunion:
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#### Windows
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<pre>
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Visual Studio 2015 (C++14 standard) and later
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</pre>
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#### Linux
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<pre>
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cmake >= 3.10
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GCC >= 4.9.2 (Optional)
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ICC >= 15.0.1 20141023 (Optional)
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LLVM (Clang) >= 6.0 (Optional)
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</pre>
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### Building
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#### Windows
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Use `Visual Studio` to build, open `msvc/Reunion.sln` and just select from the solution configurations list `Release` or `Debug`
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#### Linux
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* Optional options using `build.sh --compiler=[gcc] --jobs=[N] -D[option]=[ON or OFF]` (without square brackets)
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<pre>
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-c=|--compiler=[icc|gcc|clang] - Select preferred C/C++ compiler to build
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-j=|--jobs=[N] - Specifies the number of jobs (commands) to run simultaneously (For faster building)
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<sub>Definitions (-D)</sub>
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DEBUG - Enables debugging mode
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USE_STATIC_LIBSTDC - Enables static linking library libstdc++
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</pre>
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* ICC <pre>./build.sh --compiler=intel</pre>
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* LLVM (Clang) <pre>./build.sh --compiler=clang</pre>
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* GCC <pre>./build.sh --compiler=gcc</pre>
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##### Checking build environment (Debian / Ubuntu)
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<details>
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<summary>Click to expand</summary>
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<ul>
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<li>
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Installing required packages
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<pre>
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sudo dpkg --add-architecture i386
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sudo apt-get update
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sudo apt-get install -y gcc-multilib g++-multilib
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sudo apt-get install -y build-essential
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sudo apt-get install -y libc6-dev libc6-dev-i386
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</pre>
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</li>
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<li>
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Select the preferred C/C++ Compiler installation
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<pre>
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1) sudo apt-get install -y gcc g++
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2) sudo apt-get install -y clang
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</pre>
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</li>
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</ul>
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</details>
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### Credits
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* [@Crock](https://github.com/theCrock), [@Lev](https://github.com/LevShisterov), and other people such as [@PRoSToTeM@](https://github.com/WPMGPRoSToTeMa) who participated or helped with the development of [DProto](https://cs.rin.ru/forum/viewtopic.php?f=29&t=55986)
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* [@theAsmodai](https://github.com/theAsmodai) for contributions as Reunion project former maintainer
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* [@dreamstalker](https://github.com/dreamstalker) for the rehlds project, as well as the contributors involved in this project
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* [@NordicWarrior](https://github.com/Nord1cWarr1or) for testing and feedback
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* [@kazakh758](https://github.com/kazakh758) for testing a fix of issue related to the client hanging on connect
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