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Server Setup
Windows users:
Install Git, CMake, and Visual Studio.
Linux users:
Install git, CMake, a compiler, and 32-bit libraries for cross-compiling.
Debian packages: apt install git cmake build-essential gcc-multilib g++-multilib libc6-dev-i386 mesa-common-dev
- Install the official Half-Life dedicated server from SteamCMD. The
steam_legacybeta is required for ReHLDS compatibility:login anonymous app_set_config 90 mod cstrike app_update 90 -beta steam_legacy validate - Test that HLDS is working with this command. Run this in the
steamapps/common/Half-Life/folder that was downloaded in the previous step.
hlds.exe +map crossfire +maxplayers 32 +developer 1 +log on
You should be able to join the server in the LAN tab of the in-game server browser.
ReHLDS is required for SevenKewp to load, but will be optional in the future.
- Build and install my fork of ReHLDS.
- Windows users:
- Open
rehlds/msvc/ReHLDS.sln. SelectOKif asked to retarget. - Optional: If you're setting up a public server, right-click the
ReHLDSproject and selectProperties->Configuration Manager. Change theActive solution configurationtoRelease. This gives much better performance. - Right click
Solution 'ReHLDS'and selectBuild Solution - Copy the
.exeand.dllfiles fromSevenKewp/rehlds/msvc/Debug(orRelease) over the existing files in yourHalf-Life/folder on the dedicated server.Director.dllis special and goes intoHalf-Life/valve/dlls/instead.
- Open
- Windows users:
- Test that ReHLDS is installed correctly by launching the server again.
hlds.exe +map crossfire +maxplayers 32 +developer 1 +log on
In the server console, enter therescountcommand. You should see some statistics about models/sounds/etc. If nothing happens, you're still running HLDS and need to fix your ReHLDS install.
- Open a shell somewhere and clone the repo:
git clone --recurse-submodules https://github.com/wootguy/SevenKewp -
cd SevenKewpandgit checkoutthe latest release tag, which as of this writing is v0.4.0 (git checkout v0.4.0) -
git submodule update --init --recursivein case submodules have changed between the latest tag and the latest master commit. - Run
scripts/build.bat(Windows) orscripts/build.sh(Linux).- The v0.4.0 release is missing these scripts, grab them here.
- Copy the contents of
SevenKewp/build/output/toHalf-Life/valve/in your Half-Life dedicated server. - Copy the contents of
SevenKewp/sevenkewp/toHalf-Life/valve/on your dedicated server. The.cfgfiles anddelta.lstmust be invalve/, but you can copy everything else tovalve_downloads/if you want. - Add
-dll dlls/server.dll(Windows) or-dll dlls/server.so(Linux) to the launch options of your dedicated server. If you use metamod, then addgamedll dlls/server.dll(or.so) to metamod'sconfig.iniinstead. - Try it out! Example launch command:
hlds.exe +map sc_test -dll dlls/server.dll +maxplayers 32 +developer 1 -heapsize 131072 -num_edicts 7727 +servercfg "" +log on
There is an error about loading .so files on Linux and the server fails to start ("LoadLibrary failed on ...").
The .so libs in the Half-Life folder may be incompatible with your system. Deleting the .so files that the server is complaining about may fix this. Or try symlinking your system libs in place of the Half-Life libs, like so:
ln -fs /usr/lib/i386-linuxgnu/libxxx.so ./libxxx.so
Half-Life is a 32-bit program so you must use 32-bit libraries with it.
Native plugins are tightly integrated with the mod code and have full access to its classes and utilities. This makes native plugins powerful but easily broken by mod updates. Here's how to build them.
- Set up the mod project as described in the previous section
- Open a shell in
SevenKewp/plugins/ - Clone all the plugin repos you want. Example:
git clone https://github.com/wootguy/HLCMapPlugins/ - Run the build script again:
scripts/build.bat(Windows) orscripts/build.sh(Linux) - Copy the contents of
SevenKewp/build/output/tovalve/on your dedicated server. - Repeat steps 4 and 5 whenever the mod updates.
Once you have built or downloaded a native plugin, you need to copy it to the right place and update the relevant config file. valve and valve_downloads are interchangeable. The plugin loader will search both paths.
- Copy the dll to the server plugins folder (Example:
valve/plugins/server/AntiBlock.dll) - Add the plugin file path to
valve/plugins.txtwithout the file extension (Example: writeAntiblockto load the path in step 1)
Plugin paths in plugins.txt start in valve/plugins/server/. That's why you only need to write AntiBlock instead of valve/plugins/server/AntiBlock in the above example.
These steps only apply to unreleased maps/ports. Ideally the map package will set this up for you so that you only need to extract the files.
- Copy the dll to the map plugins folder (Example:
valve/plugins/maps/pizza_ya_san.dll) - Add the plugin file path to the map cfg file(s) the plugin was made for (Example: add
map_plugin pizza_ya_santovalve/maps/pizza_ya_san1.cfgandvalve/maps/pizza_ya_san2.cfg).
Plugin paths in map cfg files start in valve/plugins/maps/.
Sven Co-op maps often need converting before they can be used in Half-Life. Not doing this will result in crashes. This section is here mostly as a warning not to install maps directly. Good luck actually following this. I plan to publish all my ports and ripents later so that this isn't needed.
- Create a folder and copy
scripts/convert_map.pyto the new folder. - Add modelguy, ripent, bspguy, studiodec, studiomdl (Sven Co-op SDK), and wadmaker to the same folder. modelguy and bspguy may need to be built from source for the latest porting features.
- Copy
resguy_default_content_hl.txtfrom resguy to the folder, and rename it toresguy_default_content.txt - Copy
skill.cfgto the folder. - Copy
sound/hlcoop/sentences.txtto the folder, and rename it tohlcoop_sentences.txt - Copy
titles.txtfrom the latest version of Sven Co-op to the folder. - Update
valve_pathin the script to point to yourHalf-Life/valvefolder. - Install imagemagick and ffmpeg. Make sure
magickandffmpegare usable from the command-line. - Extract a map package to the folder (
maps/should end up next to the script) - Run the script
Maps made for Sven Co-op 5.x often need special attention (map moving/splitting to fit in the +/-4096 grid, texture resizing, etc.). bspguy has porting tools to help with this.
So far, I've had the only server hosting sven maps so I don't bother renaming files that the script modifies. That's a horrible practice and will cause crashes once other server ops start hosting without reading this section.
See the Server Settings wiki for configuration unique to this mod.