h4rmy / csldr

Client-side enhancements for CS 1.6 and Condition Zero

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Main features

  • Hor+ FOV scaling for widescreen
  • Separately calculated viewmodel FOV
  • Adjustable viewmodel origin
  • Alternative viewmodel bob from CS:GO 1.0.0.40
  • Viewmodel sway/lag
  • Viewmodel shifting can be disabled
  • Alternative crosshair
  • Bodygroup-based arm changing depending on team
  • Separate hand models for viewmodels (CS:GO/GMod style)
  • Client-side weapon inspecting
  • Bone controlled camera movement
  • Mirrored shell ejects
  • FOV lerp
  • Shader-based model renderer

Notes

  • Read the installation instructions. It's very easy to break your game if you don't.
  • Play on VAC secured servers at your own risk.
  • Software and D3D renderers are not supported.
  • Some features will not work when cl_lw is set to 0 (inspecting, crosshair...).
  • Other client-side mods that rely on client.dll (like some MetaHook plugins) will not not work when this is installed.

Non-Steam builds

Some non-Steam builds of the game (notably CS WaRzOnE) come with a program called GTProtector. This causes problems with csldr like the Find Cl/En/St modules error pop-up or the game crashing on startup. As a workaround, csldr will remove GTLib.asi or GTProtector.asi when the game is launched. GTProtector is apparently used to protect the client from malicious servers so it might not be a good idea to play online with these builds when clsdr is installed. Using the latest Steam version of the game is recommended.

Installation

  1. Download the latest Windows or Linux binary from the releases page or compile it from source
  2. Navigate to "cstrike/cl_dlls" (or "czero/cl_dlls" if you're playing Condition Zero)
  3. Rename the existing client.dll to client_orig.dll (client.so to client_orig.so on Linux)
  4. Place downloaded client.dll in the folder
  5. Play

Shader-based model renderer

The shader-based model renderer requires OpenGL 2.0 for GLSL shaders. For GPU skinning to work, OpenGL 2.1 is required for non-square GLSL matrices and the GL_ARB_uniform_buffer_object extension is needed for UBOs. Currently the renderer doesn't have a lot going for it besides a few nice to have things:

  • Improved performance in some cases
  • Support for the fullbright texture flag
  • Chrome textures are no longer limited to 64x64
  • Support for more than 2048 vertices/normals per submodel
  • External texture replacements (see Model config files)

Eventually I will add more features to it for modding purposes.

Known issues with the renderer:

  • Glowshell uses model normals instead of computing custom ones
  • Rendering of hulls, bboxes or bones is not supported (r_drawentities > 1)
  • Having a lot of entities visible at once tanks the frame rate on some systems

The renderer can be enabled with studio_fastpath 1 if the system supports it. To see information about the renderer's state, use studio_info. If you notice any issues with the renderer (models not looking as they should, worse performance, etc.) let me know by opening an issue.

Model config files

Model config files allow you to tweak model specific options. Here is an example config file for the ak47 viewmodel (models/v_ak47.txt), which contains all of the available options:

// subset of valve's keyvalue format
// c++ style comments are supported (//)
// strings can be quoted or unquoted (latter is preferred if the string doesn't contain spaces)

// viewmodel tweaks
mirror_shell 1 // mirror shell ejects
mirror_model 1 // mirror the viewmodel
origin "1 0 -1" // additional origin adjustment
fov_override 74 // scales accordingly to the value of viewmodel_fov (90 = no change)

// texture overrides, these only work when studio_fastpath is 1
textures
{
    ak47.bmp // embedded texture name
    {
        diffuse textures/models/v_ak47/ak47.tga
    }
}

The texture replacements only work when the shader-based model renderer is active. Only TGA files are supported.

Model config files can be reloaded with the studio_config_flush command. This will also reload texture files.

Other stuff

  • To get bone controlled camera movement working, make a bone called "camera" and make an attachment on it.
  • You can make hand bodygroups change depending on what team you're in by naming the bodygroup so that is starts with "arms".
  • Inspect sequence indices are hardcoded for compatibility, it's always the sequence after the last default sequence. Check inspectAnims array in inspect.c if in doubt.

Cvars and commands

Name Description
camera_movement_interp Smooths out camera movement when switching weapons. Recommended value is 0.1. Set to 0 to disable smoothing.
camera_movement_scale Camera movement scale.
cl_bob_lower_amt Specifies how much the viewmodel moves inwards for CS:GO style bob.
cl_bobamt_lat Lateral scale for CS:GO style bob.
cl_bobamt_vert Vertical scale for CS:GO style bob.
cl_bobstyle 0 for default bob, 1 for old style bob and 2 for CS:GO style bob.
cl_rollangle Viewmodel roll angle.
cl_rollspeed Viewmodel roll speed.
fov_horplus Enables Hor+ scaling for FOV. Fixes the FOV when playing with aspect ratios other than 4:3.
fov_lerp FOV interpolation time in seconds.
lookat Inspects the weapon if the animation is present.
studio_confg_flush Reloads model config files and any files referenced by them (like textures).
studio_fastpath Enables the shader-based model renderer.
studio_info Prints information about the shader-based model renderer.
viewmodel_fov Viewmodel FOV.
viewmodel_hands Specifies an external hand model, for example "v_hands.mdl". Can be disabled with an empty string ("").
viewmodel_lag_style Viewmodel sway style. 0 is off, 1 is HL2 style and 2 is CS:S/CS:GO style.
viewmodel_lag_scale Scale of the viewmodel sway (HL2 sway only).
viewmodel_lag_speed Speed of the viewmodel sway.
viewmodel_offset_x Viewmodel's x offset.
viewmodel_offset_y Viewmodel's y offset.
viewmodel_offset_z Viewmodel's z offset.
viewmodel_shift Fixes the viewmodel shift when looking up and down. 1 disables the shift without fixing the viewmodel position, 2 disables the shift and fixes the viewmodel position.
xhair_alpha Crosshair's transparency (0-1).
xhair_color_b Crosshair color's blue value (0-1).
xhair_color_g Crosshair color's green value (0-1).
xhair_color_r Crosshair color's red value (0-1).
xhair_dot Enables crosshair dot.
xhair_dynamic_scale Scale of the dynamic crosshair movement. Set to 0 to disable the dynamic crosshair, 1 for default amount of movement.
xhair_gap_useweaponvalue Makes the crosshair gap scale depend on the active weapon.
xhair_enable Enables enhanced crosshair.
xhair_gap Space between crosshair's lines.
xhair_pad Border around crosshair.
xhair_size Crosshair size.
xhair_t Enables T-shaped crosshair.
xhair_thick Crosshair thickness.

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Client-side enhancements for CS 1.6 and Condition Zero


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Language:C 95.9%Language:GLSL 3.0%Language:CMake 1.1%Language:Shell 0.0%