I Tried Anyway, But Not Precaching While Connecting.
Where Is The Problem? My Server SteamCMD Win Build 6153 And Connecting With Original Steam CS 1.6. Orpheu Module Is Ok (2.6.3.0)
HLDS Console:
Code:
Connection to Steam servers successful.
Menu item 18 added to Menus Front-End: "Plugin Cvars" from plugin "CSY_Plugin_Menu.amxx"
Menu item 19 added to Menus Front-End: "Plugin Commands" from plugin "CSY_Plugin_Menu.amxx"
VAC secure mode disabled.
[entities_resources_replacement.amxx] Something went wrong while getting information about next version
amx_modules:
Code:
Orpheu 2.6.3 joaquimandrade & Ar running
Fun 1.8.2 AMX Mod X Dev Team running
EngineX 1.8.1.3746 AMX Mod X Dev Team running
FakeMeta 1.8.2 AMX Mod X Dev Team running
GeoIP 1.8.2 AMX Mod X Dev Team running
nVault 1.8.2 AMX Mod X Dev Team running
Ham Sandwich 1.8.2 AMX Mod X Dev Team running
CStrike 1.8.2 AMX Mod X Dev Team running
CSX 1.8.2 AMX Mod X Dev Team running
Sockets 1.8.2 HLSW Dev Team running
RegEx 1.8.2 AMX Mod X Dev Team
Modules.ini:
PHP Code:
;;;
; To enable a module, remove the semi-colon (;) in front of its name.
; If it's not here, simply add it its name, one per line.
; You don't need to write the _amxx part or the file extension.
;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; SQL Modules usually need to be enabled manually ;;
;; You can have any number on at a time. Use ;;
;; amx_sql_type in sql.cfg to specify the default ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;mysql
;sqlite
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Put third party modules below here. ;;
;; You can just list their names, without the _amxx ;;
;; or file extension. ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; These modules will be auto-detected and loaded ;;
;; as needed. You do not need to enable them here ;;
;; unless you have problems. ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
orpheu
fun
engine
fakemeta
geoip
sockets
regex
nvault
hamsandwich
Dyn:
PHP Code:
;This file allow you to dynamically change entites resources
;For complete replacement use entities_resources_comp_replace file and set err_replace_type cvar to 1 or 3
;You can have resources changed for different players, teams, for admins, for maps and so on.
;This increase the precache list, be sure to don't go over it(512)
;Please add models into their section, don't add player models in weapon section!
;Flags explanation:
;1.STEAM_....:
;Allow to change a model only for a specific steamid.
;2.Flag_access:
;Access flag is the letter or the combination of letters that are used in users.ini.
;You must add Flag in front of access flags. If you have the letter m it will become Flag_m.
;Example: If you want the user with rcon acces to have a custom weapon model do: Flag_l v_old_model v_new_model p_new_model w_new_model
;Change the cvar AdminFlagsReadType to change the way in which admins flags are checked.
;0 means contain - the flags from file must be contained in user flags
;1 means equal - flags from file must be the same as the user flags.
;Example: in the file we have the flags abc and a user with flags abcdefghijklmnopqrstu
;If the cvar value is 0, he will get the model, because abc is contained in abcdefghijklmnopqrstu
;If the cvar value is 1, he won't get the model, because abc is not equal to abcdefghijklmnopqrstu
;You can also make any combination you want between flags, by adding a +
;Example: TEAM_CT+Flag_abc -> only admins with flag "abc" that are CT will get the modification
;Priority of plags:
;If the current player has a custom config this will be taken into account, no matter other settings(firstly steam, after that acces flags are checked)
;If the current player doesn't has a custom config then check the team config, this will be taken into account, no matter the global config
;If no player & no team config the global config will be taken into account.
;If no player & no team & no global config the resources will not be changed for that player.
[WEAPON MODELS]
;Change Weapon Models
;You can change weapon models to one player, for one team, for admins or for all players.
;Use NULL to ignore a model from the syntax. This model won't get changed.
;Syntax:
;STEAM_...... v_old_model v_new_model p_new_model w_new_model
;Flag_acces v_old_model v_new_model p_new_model w_new_model
;TEAM_TERRORIST v_old_model v_new_model p_new_model w_new_model
;TEAM_CT v_old_model v_new_model p_new_model w_new_model
;ALL v_old_model v_new_model p_new_model w_new_model
;Example1:
;ALL models/v_ak47.mdl models/v_m4a1.mdl models/p_m4a1.mdl NULL
;ALL means that everyone gets this modification
;models/v_ak47.mdl is the weapon you want to replace, specified by v_ model. If you would replace galil models, then it will be models/v_galil.mdl
;models/v_m4a1.mdl is the model which will replace models/v_ak47.mdl
;models/p_m4a1i.mdl is the model which will replace models/p_ak47.mdl
;NULL: this means that w_ak47.mdl won't be replaced.
;Example2: Flag_abcdefghijklmnopqrstu models/v_m4a1.mdl models/v_ak47.mdl models/p_ak47.mdl models/w_ak47.mdl
;Flag_abcdefghijklmnopqrstu means that only admins with "abcdefghijklmnopqrstu" will get the model.
;This will replace all m4a1 models with ak47 ones.
;Add your models below:
[PLAYER MODELS]
;Change Player Models
;You can add models for one player, for a team, for admins, for all players or to replace a specific model.
;Do not include models/ or .mdl in the path!
;Syntax:
;STEAM_...... model
;Flag model
;TEAM_TERRORIST model
;TEAM_CT model
;OldModel model
;ALL model
;Example1:
;TEAM_CT antifurien
;TEAM_CT means that only CT team will get the model
;antifurien this is the model that everyone from CT team will get
;Example2: guerilla antifurien
;guerilla is the old model that will be replaced
;antifurien is the model that will replace "guerilla" model
;Add your models below:
[SOUND SECTION]
;Change Sounds
;You can replace a sound with a new one.
;Only .wav files are allowed, .no mp3 files.
;You MUST include sound/ in the path.
;For weapons, you can only change knife sound.
;Syntax:
;old_sound new_sound
;Example:
;sound/weapons/knife_hitwall1.wav sound/weapons/m4a1_deploy.wav
;This will replace sound/weapons/knife_hitwall1.wav with sound/weapons/m4a1_deploy.wav
;Add your sounds below:
[SPRITE SECTION]
;Change Sprites
;This works pretty much as sprite replacement from complete replacement mode
;It does not increase precache list. The advantage is that you are not limited by path size, as in entities_resources_comp_replace
;Syntax:
;old_sprite new_sprite
;Example:
;sprites/fexplo.spr sprites/explo1.spr
;This will change the he grenade explosion sprite to explo1.spr
;Add your sprites below:
sprites/muzzleflash1.spr sprites/mf1.spr
sprites/muzzleflash2.spr sprites/mf2.spr
sprites/muzzleflash3.spr sprites/mf3.spr
sprites/muzzleflash4.spr sprites/mf4.spr
Comp:
PHP Code:
;This file allow you to permanently replace resources.
;For dynamic configuration use entities_resources_dyn_replace file and set err_replace_type cvar to 2 or 3.
;This does not increase precache list.
;Your path size must be lower or equal to the original one! Rename the models if needed.
;Example: models/some_model_name.mdl models/some_other_model_name.mdl is invalid because second path is longer than first path.
;MODELS:
;old_model new_model
;You must include model/ in path.
;Example:
;This will change all ak47 models to m4a1 ones. This models paths has the same size, so it's fine.
;models/v_ak47.mdl models/v_m4a1.mdl
;models/p_ak47.mdl models/p_m4a1.mdl
;models/w_ak47.mdl models/w_m4a1.mdl
;SOUNDS:
;old_sound new_sound
;You must include sound/ in path.
;Only wav files are allowed, no mp3 files.
;For weapons, you can only change knife sound.
;Example:
;This will change the sound emitted when you hit a wall with the knife.
;sound/weapons/knife_hitwall1.wav sound/weapons/ak47-2.wav.
;SPRITES:
;old_sprite new_sprite
;You must include sprites/ in path.
;Example:
;This will change he grenade explode sprite.
;sprites/fexplo.spr sprites/explo2.spr
;Add your custom resources here:
sprites/muzzleflash1.spr sprites/mf1.spr
sprites/muzzleflash2.spr sprites/mf2.spr
sprites/muzzleflash3.spr sprites/mf3.spr
sprites/muzzleflash4.spr sprites/mf4.spr