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A fork of https://github.com/nillerusr/source-engine
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# Counter-Strike: Source Enhanced
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Started from a fork of https://github.com/nillerusr/source-engine \
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A huge thanks to him for having port most of the valve project generator stuff to waf.
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## How to build:
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First install dependencies: https://github.com/nillerusr/source-engine/wiki/Source-Engine-(EN) \
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You also need zstd library.
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To compile for CS:S Enhanced a command line can look like so:
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```./waf configure clangdb install -p -o build --use-ccache -T fastnative --prefix ../css_enhanced```
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- `clangdb` generates compilation database for LSP
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- `install` installs into the prefix `../css_enhanced` the binaries
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- `-T fastnative`, compiler build the source code for a performance oriented release for your specific machine.
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- `-d` for dedicated (server) build.
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- `-P <0-4>` is to enable profiling with different levels, 1 is usually enough if you want to know what takes more framerate.
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## How to play:
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You can join my Discord server at to get a release: https://discord.gg/e8nbakt8
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OR:
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- First, you need original CS:S & HL2 files.
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- Copy the original CS:S folder somewhere
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- Overwrite the hl2 and platform folder from the Half-Life 2 files so that shaders can work.\
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This is because stdshaders needs some rewrite to make it work basically with sdk 2013, can't do it now yet.\
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- Run the game with hl2_launcher(.exe) -game cstrike.
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- I have my own server at cssserv.xutaxkamay.com, when it isn't down.
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## What was enhanced:
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A lot! If you're curious you can look on the commit log, but here's the most interesting things:
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- Trigger prediction, output event prediction. (this caused the player's mistmatching between server and client)
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- Local player interpolation fixed without doing sub-ticks. (this is known as your screen not matching the server/client's tick view)
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- Lag compensation fixed. (Animations are server controlled now)
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- SetupBones being different from client and server due to the fact that IKs weren't enabled.
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- No autobhop lag.
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- fps_max 0 is possible now without speedhacking. (you can get more than 1k fps)
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- More performance in general, for example in Windows, I removed the legacy input system that took around 300 fps in fullscreen.
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- You can use ARM servers to run a dedicated server (this is huge, since servers have a lot of power consumption).
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- Network compression mostly removed so the client get the exact values from the server
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- zstd compression with trained data so that it compress (and decompress) very fast for a very good ratio. (around 1/10)
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And more to come (TODO):
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- New weapons coming, thinking gluon gun & m82a1
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- Shareable skins where you can use your own skins and other people will see them.
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- And much more to come ...
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- Replay
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- Source TV and recordings that can display the exact things that the player has seen on his screen by re-using lag compensation.
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- Hit indicator
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- A timer
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- m_rawinput 2 that aligns the angles to a tick.
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- General bug fixes like edge bugs, surf ramp bugs ...
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- Sphere/cylinder hitboxes
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