# Counter-Strike: Source Enhanced Started from a fork of: https://github.com/nillerusr/source-engine \ A huge thanks to him for having port most of the valve project generator stuff to waf. ## How to build: First install dependencies: https://github.com/nillerusr/source-engine/wiki/Source-Engine-(EN) \ You also need zstd library. To compile for CS:S Enhanced a command line can look like so: ```./waf configure clangdb install -p -o build -T fastnative --prefix ./gamedata/css_enhanced/game``` - `clangdb` generates compilation database for LSP - `install` installs into the prefix `../css_enhanced` the binaries - `-T fastnative`, compiler build the source code for a performance oriented release for your specific machine. - `-d` for dedicated (server) build. - `-P <0-4>` is to enable profiling with different levels, 1 is usually enough if you want to know what takes more framerate. ## How to play: - Compile the game as above. - Run the game with hl2_launcher(.exe) -game cstrike. - I have my own server at cssserv.xutaxkamay.com, when it isn't down. ## What was enhanced: A lot! If you're curious you can look on the commit log, but here's the most interesting things: - Trigger prediction, output event prediction. (this caused the player's mistmatching between server and client) - Local player interpolation fixed without doing sub-ticks. (this is known as your screen not matching the server/client's tick view) - Lag compensation fixed. (Animations are server controlled now) - SetupBones being different from client and server due to the fact that IKs weren't enabled. - No autobhop lag. - fps_max 0 is possible now without speedhacking. (you can get more than 1k fps) - More performance in general, for example in Windows, I removed the legacy input system that took around 300 fps in fullscreen. - You can use ARM servers to run a dedicated server (this is huge, since servers have a lot of power consumption). - Network compression mostly removed so the client get the exact values from the server - zstd compression with trained data so that it compress (and decompress) very fast for a very good ratio. (around 1/10) - Added new weapon, M82A1 And more to come (TODO): - New weapons coming, thinking gluon gun & m82a1 - Shareable skins where you can use your own skins and other people will see them. - And much more to come ... - Replay - Source TV and recordings that can display the exact things that the player has seen on his screen by re-using lag compensation. - Hit indicator - A timer - m_rawinput 2 that aligns the angles to a tick. - General bug fixes like edge bugs, surf ramp bugs ... - Sphere/cylinder hitboxes