MetaHook (https://github.com/nagist/metahook) porting for SvEngine (GoldSrc engine modified by Sven-Coop)

Related tags

Game MetaHookSv
Overview

MetaHookSv

This is a porting of MetaHook (https://github.com/nagist/metahook) for SvEngine (GoldSrc engine modified by Sven-Coop Team),

mainly to keep you a good game experience in Sven-Coop.

It is currently not compatible with original GoldSrc engine, but it can be if broken signatures are fixed at future.

中文README

Risk of VAC ?

Although using hook is likely to be dangerous in VAC protected games, there is no VAC ban reported yet.

Use a separate account to play Sven-Coop if you worry about getting banned, since Sven-Coop is a free game.

Installation

  1. git pull https://github.com/hzqst/MetaHookSv or download from https://github.com/hzqst/MetaHookSv/archive/main.zip

  2. All required binaries and files are in "Build" folder, copy them to "\SteamLibrary\steamapps\common\Sven Co-op".

  3. Launch game from "\SteamLibrary\steamapps\common\Sven Co-op\svencoop.exe"

  • The new "svencoop.exe" is original called "metahook.exe", you can also run game from "metahook.exe -game svencoop" however it will cause game crash when changing video settings.

  • The SDL2.dll fixes a bug that the original SDL's IME input handler was causing buffer overflow and game crash. you don't need to copy it if you don't have a non-english IME.

Build Instruction

  1. git clone https://github.com/hzqst/MetaHookSv

  2. Open "MetaHook.sln" with MSVC 2015 or MSVC 2017 (not tested yet with MSVC2019)

  3. Build with Release configuration

  4. Open "Plugins\CaptionMod\CaptionMod.sln" with MSVC 2015 or MSVC 2017 (not tested yet with MSVC2019)

  5. Build with Release configuration

  6. Open "Plugins\Renderer\Renderer.sln" with MSVC 2015 or MSVC 2017 (not tested yet with MSVC2019)

  7. Build with Release configuration

  8. If there is no compile error(s), all binaries should be generated under "Build" directory.

Plugins

CaptionMod

A subtitle plugin designed for displaying subtitles and translate in-game HUD text.

Features

  1. Display subtitles when sound is played.

  2. Display subtitles when sentence is played.

  3. Display subtitles when there is a HUD TextMessage.

  4. Translate HUD TextMessage dynamically (regex supported).

  5. Hook original client's old-style HUD TextMessage and draw it with multi-byte character support.

  6. Hook VGUI1's TextImage control paint procedure and draw it with multi-byte character support.

  7. Custom dictionary for each map, put dictionary file at "/maps/[mapname]_dictionary.csv"

There is a example demo shows you how to translate constant HUD TextMessage into other language in "svencoop\maps\restrictionXX_dictionary.csv", delete if you don't need them.

There is a example demo shows you how to translate dynamic HUD TextMessage into other language with regex in "svencoop\captionmod\dictionary_schinese.txt" called "#SVENCOOP_PLAYERINFO", however it won't take effect in game since Sven-Coop only uses "dictionary_english.txt" as localization file.

Modify and overwrite "dictionary_english.txt" is the best option if you are expected to use non-English language in game.

Console Vars

cap_enabled 0 / 1 : to enable or disable CaptionMod's subtitle display.

cap_netmessage 0 / 1 : to enable or disable CaptionMod's HUD TextMessage translation.

cap_debug 0 / 1 : to output debug message when there is a HUD TextMessage or sound playing.

Renderer

A graphic enhancement plugin that modifiy the original render engine.

You can even play with 200k epolys models and still keep a high framerate.

Features

  1. High-Dynamic-Range (HDR) post-processor.

  2. Simple water reflection and refraction. (Warning: this may cause a significant performance hit.)

  3. Simple Per-Object Shadow. (Warning: this may cause a significant performance hit.)

  4. Screen Space Ambient Occlusion (SSAO) using horizon-based ambient occlusion (HBAO). the implementation is taken from nvidia. (not support with -nofbo) (Warning: this may cause a significant performance hit when sampling radius is too large.)

  5. MultiSampling Anti-Aliasing (MSAA)

  6. Fast Approximate Anti-Aliasing (FXAA) when MSAA is not available.

  7. Deferred-Shading and Per-Pixel-Dynamic-Lighting for all non-transparent objects. "unlimited" (maximum at 256 for SvEngine) dynamic lightsources are supported now with almost no cost. (not support with -nofbo)

  8. Vertex-Buffer-Object (VBO) "Batch-Draw" optimization and GPU-Lighting for studio model. With VBO enabled you will get higher framerate and lower CPU usage. You can get maximum at 8x FramePerSeconds than non-VBO mode in extreme case (200k+ epolys with no FPS drop).

  9. Vertex-Buffer-Object (VBO) "Batch-Draw" optimization for BSP terrain. With VBO enabled you will get higher framerate and lower CPU usage. Warning: this feature may cause the render result differs from the one in original game that: random textures are gone, non-visible terrain in current BSP-node are always visible...

Launch Parameters / Commmandline Parameters

-nofbo : disable FrameBufferObject rendering. SSAO and Deferred-Shading will not be available when FBO is disabled.

-nomsaa : disable MultiSampling Anti-Aliasing (MSAA). It is strongly recommended to disable MSAA if you are using SSAO.

-nohdr : disable High-Dynamic-Range (HDR).

-directblit : force to blit the FrameBufferObject to screen.

-nodirectblit : force to render backbuffer as a textured quad to screen.

-hdrcolor 8/16/32 : set the HDR internal framebufferobject/texture color.

-msaa 4/8/16 : set the sample count of MSAA.

Console Vars

r_hdr 1 / 0 : to enable / disable HDR(high-dynamic-range) post-processor. recommended value : 1

r_hdr_blurwidth : to control the intensity of blur for HDR. recommended value : 0.1

r_hdr_exposure : to control the intensity of exposure for HDR. recommended value : 5

r_hdr_darkness : to control the darkness for HDR. recommended value : 4

r_hdr_adaptation : to control the dark / bright adaptation speed for HDR. recommended value : 50

r_water 2 / 1 / 0 : to enable / disable water reflection and refraction. 2 = draw all entities and terrains in reflection view, 1 = draw only terrains in reflection view. recommended value : 1

r_water_fresnel (0.0 ~ 2.0) : to determine how to lerp and mix the refraction color and reflection color. recommended value : 1.5

r_water_depthfactor (0.0 ~ 1000.0) : to determine if we can see through water in a close distance. recommended value : 50

r_water_normfactor (0.0 ~ 1000.0) : to determine the size of water wave (offset to the normalmap). recommended value : 1.5

r_water_novis 1 / 0 : force engine to render the scene which should have been removed by visleaf when rendering refraction or reflection view. recommended value : 1

r_water_texscale (0.1 ~ 1.0) : to control the size of refract or reflect view texture. recommended value : 0.5

r_water_minheight : water entity which has height < this value will not be rendered with shader program. recommended value : 7.5

r_shadow 1 / 0 : to enable / disable Per-Object Shadow. recommended value : 1

r_shadow_angle_pitch (0.0 ~ 360.0) : to control the angle(pitch) of shadow caster (light source).

r_shadow_angle_yaw (0.0 ~ 360.0) : to control the angle(yaw) of shadow caster (light source).

r_shadow_angle_roll (0.0 ~ 360.0) : to control the angle(roll) of shadow caster (light source).

r_shadow_high_texsize (must be power of 4) : the texture size of high-quality shadow map. larger texture with bigger scale factor has better quality but uses more graphic RAM. recommended value : 2048

r_shadow_high_distance : entities within this distance are rendered into high-quality shadow map. recommended value : 400

r_shadow_high_scale : scale factor when render shadow-caster entity in high-quality shadow map. larger scale factor gets better quality shadow but will cause incorrect render result when the entity is scaled too much. recommended value : 4.0

r_shadow_medium_texsize (must be power of 4) : the texture size of medium-quality shadow map. recommended value : 2048

r_shadow_medium_distance : entities within this distance are rendered into medium-quality shadow map. recommended value : 1024

r_shadow_medium_scale : scale factor when render shadow-caster entity in low-quality shadow map. recommended value : 2.0

r_shadow_low_texsize (must be power of 4) : the texture size of low-quality shadow map. recommended value : 2048

r_shadow_low_distance : entities within this distance are rendered into low-quality shadow map. recommended value : 4096

r_shadow_low_scale : scale factor when render shadow-caster entity in medium quality shadow map. recommended value : 0.5

r_ssao 1 / 0 : to enable / disable Screen Space Ambient Occlusion. recommended value : 1

r_ssao_intensity : to control the intensity of SSAO shadow. recommended value : 0.6

r_ssao_radius : to control the sample size of SSAO shadow. recommended value : 30.0

r_ssao_blur_sharpness : to control the sharpness of SSAO shadow. recommended value : 1.0

r_ssao_bias : test it yourself. recommended value : 0.2

r_ssao_studio_model : 0 / 1 to enable / disable drawing SSAO shadow on studio model. recommended value : 0

r_light_dynamic : to enable / disable Deferred-Shading (Dynamic-LightSource support). recommended value : 1

r_flashlight_cone : cosine of angle of flashlight cone. recommended value : 0.9

r_flashlight_distance : flashlight's illumination distance. recommended value : 2000.0

r_light_ambient : ambient intensity of dynamic light. recommended value : 0.35

r_light_diffuse : diffuse intensity of dynamic light. recommended value : 0.35

r_light_specular : specular intensity of dynamic light. recommended value : 0.1

r_light_specularpow : specular power of dynamic light. recommended value : 10.0

r_studio_vbo 1 / 0 : enable / disable VBO batch-optmization draw for studio model. recommended value : 1

r_wsurf_vbo 1 / 0 : enable / disable VBO batch-optmization draw for BSP terrain. recommended value : 1

r_fxaa 1 / 0 : enable / disable Fast Approximate Anti-Aliasing (FXAA) when MSAA is not available. recommended value : 1

Issues
  • 地图的置换功能

    地图的置换功能

    哈哈 又是我 真不好意思 但我很激动能在CS用到这个插件 我在detail文件里写了cugroundi_PARALLAX tides_brick_wall_a.png 8 8, cugroundi_NORMAL tides_brick_wall_a_normal.png 8 8 控制台没有报错误,但当我打开r_wsurf_detail 1时 地图没有更换纹理 反而是让我地图上的其他纹理替换了上去,cugroundi是我的纹理名,是我的写法有问题吗 我想替换地图的材质给地图增加法线贴图 另外我想问我如何使用原来的细节纹理 你在这个文档中没有给出更多的写法

    opened by q52888940 16
  • Feature Request: Possibility to detect a Metahook client serverside

    Feature Request: Possibility to detect a Metahook client serverside

    I want to be able to detect clients who use metahooksv from the server side via AngelScript. This would allow me to enable several dlight stuff for metahooksv players without destroying the performance for players who use the vanilla client for example.

    Maybe it could add a custom networked Userinfo key https://github.com/dreamstalker/rehlds/wiki/Userinfo-keys _metahook true or something, that way it could work.

    Additionally, because this could be also used to ban metahooksv players, a client config variable to hide the userinfo key could be added, so a player can prefer not to send this variable to be stealth. But it should be sent by default, otherwise it would be useless for my intentional use.

    opened by incognico 9
  • Zoomed screen issue

    Zoomed screen issue

    I don't know if this is a MetaHook (but i believe it is) problem but for some users screen starts zoomed for some reason.

    Changing size of text, apps and other items to %100 in Windows Display Settings fixes the issue mostly.

    opened by BlackShadow 9
  • [BulletPhysics] Ragdoll fails to update position

    [BulletPhysics] Ragdoll fails to update position

    https://user-images.githubusercontent.com/3608544/174457405-6a2b80b5-2392-4b3e-888d-bae98115e326.mp4

    https://user-images.githubusercontent.com/3608544/174457406-e58e7c2e-9b43-4114-9c04-d654d169897b.mp4

    https://user-images.githubusercontent.com/3608544/174457408-4ef1616c-bfa7-43d9-9637-bec1ad95d152.mp4

    opened by di57inct 8
  • 布娃娃问题

    布娃娃问题

    ![Uploading 0I[3O`O~8YW%[email protected])XI.png… 我在CS中使用布娃娃插件成功,尝试给模型pLAYER/GIGN写布娃娃,但在游戏里没有效果 以下是我的配置文件 [DeathAnim] 101 80 102 120 103 120 104 80 105 120 106 150 107 30 108 150 109 150 110 150

    [RigidBody] Pelvis 1 24 capsule -4.0 7.0 0.1 6 L Thigh 24 26 capsule -4.0 7.0 0.1 6 L Calf 25 29 capsule -4.0 7.0 0.1 6 L Foot 26 31 capsule -4.0 7.0 0.1 6 R Thigh 29 1 capsule -4.0 7.0 0.1 6 R Calf 30 3 capsule -4.0 7.0 0.1 6 R Foot 31 4 capsule -4.0 7.0 0.1 6 Spine1 3 5 capsule -4.0 7.0 0.1 6 Spine2 4 7 capsule -4.0 7.0 0.1 6 Spine3 5 6 capsule -4.0 7.0 0.1 6 Neck 6 9 capsule -4.0 7.0 0.1 6 Head 7 10 capsule -4.0 7.0 0.1 6 L Clavicle 8 11 capsule -4.0 7.0 0.1 6 L UpperArm 9 17 capsule -4.0 7.0 0.1 6 L Forearm 10 8 capsule -4.0 7.0 0.1 6 L Hand 11 4 capsule -4.0 7.0 0.1 6 R Clavicle 16 1 capsule -4.0 7.0 0.1 6 R UpperArm 17 5 capsule -4.0 7.0 0.1 6 R Forearm 18 3 capsule -4.0 7.0 0.1 6 R Hand 19 7 capsule -4.0 7.0 0.1 6 L Hand 8 16 capsule -4.0 7.0 0.1 6

    [Constraint] Spine Head conetwist 6 15 0 0 0 0 6 0 0.01 0.01 0.2 Pelvis Spine conetwist 1 5 0 0 4 0 -4 0 0.0 0.0 0.1

    Spine LArm conetwist 7 8 0 0 0 0 -4 0 0.33 0.33 1.0 LArm LArm2 conetwist 8 9 0 0 0 0 -4 0 0.2 0.2 0.2 LArm2 LHand conetwist 9 10 0 0 0 0 3 0 0.2 0.2 0.3

    Spine RArm conetwist 11 12 0 0 0 0 -4 0 0.33 0.33 1.0 RArm RArm2 conetwist 12 13 0 0 0 0 -4 0 0.2 0.2 0.2 RArm2 RHand conetwist 13 14 0 0 0 0 3 0 0.2 0.2 0.3

    Pelvis LLeg conetwist 41 41 0 0 0 0 -7 0 0.1 0.1 0.25 LLeg2 LLeg hinge 41 41 0 0 0 0 8 0 -0.6 0.0 0

    Pelvis RLeg conetwist 46 46 0 0 0 0 -7 0 0.1 0.1 0.25 RLeg2 RLeg hinge 46 46 0 0 0 0 8 0 -0.6 0.0 0

    [Barnacle] LLeg2 dof6 0 8 0 40000 4 16 LLeg2 chewlimit 0 0 0 0 1.0 4 RLeg dof6 0 0 0 30000 -16 16 RLeg chewlimit 0 0 0 0 1.0 4 Pelvis chewforce 0 0 0 8000 1.0 0

    [Gargantua] Head GargMouth dof6z 0 0 0 20000 -8 16 Spine GargMouth dof6z 0 0 0 20000 -16 32 Pelvis GargMouth dof6z 0 0 0 20000 -24 64

    opened by q52888940 8
  • 二次元渲染和地图影子角度设置无效果

    二次元渲染和地图影子角度设置无效果

    测试游戏 "CS零点行动" { "origin" "-2176 -1088 7" "_distance" "300.0" "_light" "172 232 251 110" "classname" "light_environment" "_specular" "1.0" "_specularpow" "10" "pitch" "-40" } 地图数据 测试地图"DE_CBBLE_CZ"

    opened by q52888940 8
  • [BulletPhysics][Suggestion][CS/CZ] Keep ragdoll instead of ClCorpse message

    [BulletPhysics][Suggestion][CS/CZ] Keep ragdoll instead of ClCorpse message

    In CS 1.6 and CZ, after a player dies and the animation finishes, it is rendered invisible and a ClCorpse( https://wiki.alliedmods.net/Half-life_1_game_events#ClCorpse ) message is sent to players, basically spawning a client-sided entity at a certain origin with the player model and the last frame of the death animation that was played. If you can find a method to somehow hook this and keep the ragdoll instead it would be awesome. Thank you :)

    https://user-images.githubusercontent.com/3608544/174457658-30e14a53-8ba9-4d99-811d-4bbc30231071.mp4

    opened by di57inct 7
  • [BulletPhysics][CS 1.6] Ragdolls not working?

    [BulletPhysics][CS 1.6] Ragdolls not working?

    EDIT: I even tried with the original "zombie.mdl" from half life converted to use as a player model in CS and with your original ragdoll text file except i edited the animations' IDs. Still doesn't work: https://www.youtube.com/watch?v=IJ8fT1vbSh8

    Currently using @q52888940 's ragdoll file. Can't understand what's wrong. Here is a video, the file and the model bone list. https://www.youtube.com/watch?v=VhvmnPi0K_o

    ] version
    Protocol version 48
    Exe version 1.1.2.7 (cstrike)
    Exe build: 19:53:27 Aug  3 2020 (8684)
    ] mh_pluginlist 
    |index|api|             plugin name|          plugin version|
    |    0| v4|        StudioEvents.dll|     2021-12-06T13:31:04|
    |    1| v4|       BulletPhysics.dll|     2022-06-13T13:51:33|
    |    2| v4|            Renderer.dll|     2022-06-13T13:47:48|
    |    3| v4|          CaptionMod.dll|     2022-06-13T13:51:00|
    
    [DeathAnim]
    101 0
    102 0
    103 0
    104 0
    105 0
    106 0
    107 0
    108 0
    109 0
    110 0
    
    [RigidBody]
    Pelvis 1 24 capsule -4.0 7.0 0.1 6
    L Thigh 24 26 capsule -4.0 7.0 0.1 6
    L Calf 25 29 capsule -4.0 7.0 0.1 6
    L Foot 26 31 capsule -4.0 7.0 0.1 6
    R Thigh 29 1 capsule -4.0 7.0 0.1 6
    R Calf 30 3 capsule -4.0 7.0 0.1 6
    R Foot 31 4 capsule -4.0 7.0 0.1 6
    Spine1 3 5 capsule -4.0 7.0 0.1 6
    Spine2 4 7 capsule -4.0 7.0 0.1 6
    Spine3 5 6 capsule -4.0 7.0 0.1 6
    Neck 6 9 capsule -4.0 7.0 0.1 6
    Head 7 10 capsule -4.0 7.0 0.1 6
    L Clavicle 8 11 capsule -4.0 7.0 0.1 6
    L UpperArm 9 17 capsule -4.0 7.0 0.1 6
    L Forearm 10 8 capsule -4.0 7.0 0.1 6
    L Hand 11 4 capsule -4.0 7.0 0.1 6
    R Clavicle 16 1 capsule -4.0 7.0 0.1 6
    R UpperArm 17 5 capsule -4.0 7.0 0.1 6
    R Forearm 18 3 capsule -4.0 7.0 0.1 6
    R Hand 19 7 capsule -4.0 7.0 0.1 6
    L Hand 8 16 capsule -4.0 7.0 0.1 6
    
    [Constraint]
    Spine Head conetwist 6 15 0 0 0 0 6 0 0.01 0.01 0.2
    Pelvis Spine conetwist 1 5 0 0 4 0 -4 0 0.0 0.0 0.1
    
    Spine LArm conetwist 7 8 0 0 0 0 -4 0 0.33 0.33 1.0
    LArm LArm2 conetwist 8 9 0 0 0 0 -4 0 0.2 0.2 0.2
    LArm2 LHand conetwist 9 10 0 0 0 0 3 0 0.2 0.2 0.3
    
    Spine RArm conetwist 11 12 0 0 0 0 -4 0 0.33 0.33 1.0
    RArm RArm2 conetwist 12 13 0 0 0 0 -4 0 0.2 0.2 0.2
    RArm2 RHand conetwist 13 14 0 0 0 0 3 0 0.2 0.2 0.3
    
    Pelvis LLeg conetwist 41 41 0 0 0 0 -7 0 0.1 0.1 0.25
    LLeg2 LLeg hinge 41 41 0 0 0 0 8 0 -0.6 0.0 0
    
    Pelvis RLeg conetwist 46 46 0 0 0 0 -7 0 0.1 0.1 0.25
    RLeg2 RLeg hinge 46 46 0 0 0 0 8 0 -0.6 0.0 0
    
    [Barnacle]
    LLeg2 dof6 0 8 0 40000 4 16
    LLeg2 chewlimit 0 0 0 0 1.0 4
    RLeg dof6 0 0 0 30000 -16 16
    RLeg chewlimit 0 0 0 0 1.0 4
    Pelvis chewforce 0 0 0 8000 1.0 0
    
    [Gargantua]
    Head GargMouth dof6z 0 0 0 20000 -8 16
    Spine GargMouth dof6z 0 0 0 20000 -16 32
    Pelvis GargMouth dof6z 0 0 0 20000 -24 64
    
      0 "Bip01" -1
      1 "Bip01 Pelvis" 0
      2 "Bip01 Spine" 1
      3 "Bip01 Spine1" 2
      4 "Bip01 Spine2" 3
      5 "Bip01 Spine3" 4
      6 "Bip01 Neck" 5
      7 "Bip01 Head" 6
      8 "Bip01 L Clavicle" 6
      9 "Bip01 L UpperArm" 8
     10 "Bip01 L Forearm" 9
     11 "Bip01 L Hand" 10
     12 "Bip01 L Finger0" 11
     13 "Bip01 L Finger01" 12
     14 "Bip01 L Finger1" 11
     15 "Bip01 L Finger11" 14
     16 "Bip01 R Clavicle" 6
     17 "Bip01 R UpperArm" 16
     18 "Bip01 R Forearm" 17
     19 "Bip01 R Hand" 18
     20 "Bip01 R Finger0" 19
     21 "Bip01 R Finger01" 20
     22 "Bip01 R Finger1" 19
     23 "Bip01 R Finger11" 22
     24 "Bip01 L Thigh" 1
     25 "Bip01 L Calf" 24
     26 "Bip01 L Foot" 25
     27 "Bip01 L Toe0" 26
     28 "-- L Knee" 24
     29 "Bip01 R Thigh" 1
     30 "Bip01 R Calf" 29
     31 "Bip01 R Foot" 30
     32 "Bip01 R Toe0" 31
     33 "Object04" 2
    
    opened by di57inct 7
  • BUG未修复

    BUG未修复

    1.视频设置依然没在正确的位置上 2.聊天依然会卡顿并且不会播放 3.聊天字体颜色依然不是原版字体(CS无线电是绿色黄色等) 4. 1_UEMY8_(`%1EPV4C2QIY1K 你好像确实修复了打击地面的粒子效果,但是他不是原版CS的而是,SVEN-COOP,但我觉得他更好,希望你保留 5.SPR手雷好像是修复了,但其他的依然没有修复,比如在我测试的地图中又env_snow实体,我基本看不到下雪的痕迹

    opened by q52888940 7
  • 几个错误与问题

    几个错误与问题

    MYS GMCL72(DWGCW@2`HA58 1.选项挡住了原有的地方 2.在CS中刚进入游戏发第一个无线电 游戏会卡顿一下并且不会显示左下角字幕,直到第二个无线电发出或者聊天发出 3.为什么抗锯齿时开启的FXAA,不能开启MSAA吗? 4.他使我的FOV插件失效了 我不清楚渲染插件和FOV插件有什么关联。。。为什么会失效 5.我怎么设置队伍的颜色,比如在原来的CS中,CT打字时是蓝色,T是红色,现在全变成了白色、 6.他使我CS的gunsmoke命令失效了,我的枪口现在不在冒烟了 7.这个开枪时的粒子效果可否关闭,他让我觉得很奇怪,我更想使用CS的原版。。 8.能否给我二次元渲染和地图天空遮蔽方面的说明,我关闭或开启没有发现区别

    opened by q52888940 7
  • Water Shader Artifacts

    Water Shader Artifacts

    Only getting this visual effect on the latest build here on GitHub. Older builds on GameBanana and ModDB don't seem to have this problem. Color artifacts get worse as FXAA and HDR are enabled. Map used to display this is hl_c09.

    Screenshot 2021-09-11 233840

    bug 
    opened by TyrannoWright 7
  • [CM] Dictionary lines for CS/CZ to replace default HUD help messages

    [CM] Dictionary lines for CS/CZ to replace default HUD help messages

    Please correct if I've done anything wrong somehow :)

    hostage/hos1.wav,Hostage: Get me out of here!,Yellow,1.037,,,,
    hostage/hos2.wav,Hostage: Okay. Let's go.,Yellow,1.162,,,,
    hostage/hos3.wav,Hostage: Okay. Let's go.,Yellow,0.914,,,,
    hostage/hos4.wav,Hostage: Let's get the hell out of here!,Yellow,1.477,,,,
    hostage/hos5.wav,Hostage: Come on. Let's go.,Yellow,1.022,,,,
    radio/ctwin.wav,#Cstrike_TitlesTXT_CTs_Win,Blue,1.877,,,,
    radio/bombdef.wav,#Cstrike_TitlesTXT_Bomb_Defused,Blue,1.776,,,,
    radio/bombpl.wav,#Cstrike_TitlesTXT_Bomb_Planted,Red,1.509,,,,
    radio/elim.wav,Team. Infiltrate and eliminate.,Blue,2.513,,,,
    radio/go.wav,Okay. Let's go.,Orange,1.368,,,,
    radio/letsgo.wav,Okay. Let's go.,Orange,1.368,,,,
    radio/hosdown.wav,#Cstrike_TitlesTXT_Hostage_down,Red,1.853,,,,
    radio/locknload.wav,Lock and load.,Orange,1.222,,,,
    radio/moveout.wav,Alright. Let's move out.,Orange,1.538,,,,
    radio/rescued.wav,#Cstrike_TitlesTXT_All_Hostages_Rescued,Blue,2.061,,,,
    radio/rounddraw.wav,#Cstrike_TitlesTXT_Round_Draw,Orange,1.190,,,,
    radio/terwin.wav,#Cstrike_TitlesTXT_Terrorists_Win,Red,1.645,,,,
    radio/vip.wav,#Cstrike_protect_the_vip,Blue,2.516,,,,
    #Hint_cannot_play_because_tk,,,,,S_Hint_cannot_play_because_tk,,
    S_Hint_cannot_play_because_tk,#Cstrike_TitlesTXT_Hint_cannot_play_because_tk,,,,,,
    #Hint_careful_around_hostages,,,,,S_Hint_careful_around_hostages,,
    S_Hint_careful_around_hostages,#Cstrike_TitlesTXT_Hint_careful_around_hostages,,,,,,
    #Hint_careful_around_teammates,,,,,S_Hint_careful_around_teammates,,
    S_Hint_careful_around_teammates,#Cstrike_TitlesTXT_Hint_careful_around_teammates,,,,,,
    #Hint_ct_vip_zone,,,,,S_Hint_ct_vip_zone,,
    S_Hint_ct_vip_zone,#Cstrike_TitlesTXT_Hint_ct_vip_zone,,,,,,
    #Hint_hostage_rescue_zone,,,,,S_Hint_hostage_rescue_zone,,
    S_Hint_hostage_rescue_zone,#Cstrike_TitlesTXT_Hint_hostage_rescue_zone,,,,,,
    #Hint_lead_hostage_to_rescue_point,,,,,S_Hint_lead_hostage_to_rescue_point,,
    S_Hint_lead_hostage_to_rescue_point,#Cstrike_TitlesTXT_Hint_lead_hostage_to_rescue_point,,,,,,
    #Hint_lost_money,,,,,S_Hint_lost_money,,
    S_Hint_lost_money,#Cstrike_TitlesTXT_Hint_lost_money,,,,,,
    #Hint_out_of_ammo,,,,,S_Hint_out_of_ammo,,
    S_Hint_out_of_ammo,#Cstrike_TitlesTXT_Hint_out_of_ammo,,,,,,
    #Hint_press_buy_to_purchase,,,,,S_Hint_press_buy_to_purchase,,
    S_Hint_press_buy_to_purchase,#Cstrike_TitlesTXT_Hint_press_buy_to_purchase,,,,,,
    #Hint_press_use_so_hostage_will_follow,,,,,S_Hint_press_use_so_hostage_will_follow,,
    S_Hint_press_use_so_hostage_will_follow,#Cstrike_TitlesTXT_Hint_press_use_so_hostage_will_follow,,,,,,
    #Hint_prevent_hostage_rescue,,,,,S_Hint_prevent_hostage_rescue,,
    S_Hint_prevent_hostage_rescue,#Cstrike_TitlesTXT_Hint_prevent_hostage_rescue,,,,,,
    #Hint_removed_for_next_hostage_killed,,,,,S_Hint_removed_for_next_hostage_killed,,
    S_Hint_removed_for_next_hostage_killed,#Cstrike_TitlesTXT_Hint_removed_for_next_hostage_killed,,,,,,
    #Hint_rescue_the_hostages,,,,,S_Hint_rescue_the_hostages,,
    S_Hint_rescue_the_hostages,#Cstrike_TitlesTXT_Hint_rescue_the_hostages,,,,,,
    #Hint_reward_for_killing_vip,,,,,S_Hint_reward_for_killing_vip,,
    S_Hint_reward_for_killing_vip,#Cstrike_TitlesTXT_Hint_reward_for_killing_vip,,,,,,
    #Hint_spotted_a_friend,,,,,S_Hint_spotted_a_friend,,
    S_Hint_spotted_a_friend,#Cstrike_TitlesTXT_Hint_spotted_a_friend,,,,,,
    #Hint_spotted_an_enemy,,,,,S_Hint_spotted_an_enemy,,
    S_Hint_spotted_an_enemy,#Cstrike_TitlesTXT_Hint_spotted_an_enemy,,,,,,
    #Hint_terrorist_escape_zone,,,,,S_Hint_terrorist_escape_zone,,
    S_Hint_terrorist_escape_zone,#Cstrike_TitlesTXT_Hint_terrorist_escape_zone,,,,,,
    #Hint_terrorist_vip_zone,,,,,S_Hint_terrorist_vip_zone,,
    S_Hint_terrorist_vip_zone,#Cstrike_TitlesTXT_Hint_terrorist_vip_zone,,,,,,
    #Hint_try_not_to_injure_teammates,,,,,S_Hint_try_not_to_injure_teammates,,
    S_Hint_try_not_to_injure_teammates,#Cstrike_TitlesTXT_Hint_try_not_to_injure_teammates,,,,,,
    #Hint_use_hostage_to_stop_him,,,,,S_Hint_use_hostage_to_stop_him,,
    S_Hint_use_hostage_to_stop_him,#Cstrike_TitlesTXT_Hint_use_hostage_to_stop_him,,,,,,
    #Hint_use_nightvision,,,,,S_Hint_use_nightvision,,
    S_Hint_use_nightvision,#Cstrike_TitlesTXT_Hint_use_nightvision,,,,,,
    #Hint_win_round_by_killing_enemy,,,,,S_Hint_win_round_by_killing_enemy,,
    S_Hint_win_round_by_killing_enemy,#Cstrike_TitlesTXT_Hint_win_round_by_killing_enemy,,,,,,
    #Hint_you_are_in_targetzone,,,,,S_Hint_you_are_in_targetzone,,
    S_Hint_you_are_in_targetzone,#Cstrike_TitlesTXT_Hint_you_are_in_targetzone,,,,,,
    #Hint_you_are_the_vip,,,,,S_Hint_you_are_the_vip,,
    S_Hint_you_are_the_vip,#Cstrike_TitlesTXT_Hint_you_are_the_vip,,,,,,
    #Hint_you_have_the_bomb,,,,,S_Hint_you_have_the_bomb,,
    S_Hint_you_have_the_bomb,#Cstrike_TitlesTXT_Hint_you_have_the_bomb,,,,,,
    #Only_CT_Can_Move_Hostages,,,,,S_Only_CT_Can_Move_Hostages,,
    S_Only_CT_Can_Move_Hostages,#Cstrike_TitlesTXT_Only_CT_Can_Move_Hostages,,,,,,
    #Spec_Duck,,,,,S_Spec_Duck,,
    S_Spec_Duck,#Cstrike_TitlesTXT_Spec_Duck,,,,,,
    #Spec_Help_Text,,,,,S_Spec_Help_Text,,
    S_Spec_Help_Text,#Cstrike_TitlesTXT_Spec_Help_Text,,,,,,
    
    opened by di57inct 0
  • [Renderer] Refraction issue

    [Renderer] Refraction issue

    Some entities aren't refracted when observer has certain view angles:

    https://user-images.githubusercontent.com/3608544/178342691-6552e5ce-45fd-477d-bf49-30f21fe92808.mp4

    opened by di57inct 0
  • [Renderer] Issue with detailed textures on Intel UHD 630

    [Renderer] Issue with detailed textures on Intel UHD 630

    EDIT: forgot to mention that I also tested with vanilla version and problem does not exist.

    image

    When detailed textures option from advanced tab of video settings is turned on, the following happens. Only a small radius of the map is lighted around the observer's origin, but studio models are visible anywhere. image

    opened by di57inct 0
  • [BP][Suggestion] Shootable ragdolls

    [BP][Suggestion] Shootable ragdolls

    If they could also have blood sprites coming out when you shoot them like in Source it would be awesome. This could also come in useful when testing the ragdoll physics.

    opened by di57inct 0
Owner
hzqst
hzqst
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