Run any GoldSrc mod on ReHLDS, the reverse-engineered and bug-fixed rebuild of Valve's Half-Life server engine.

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Compare recommended use, plan hardware and monthly prices.
| Plan | Recommended for | Hardware | Monthly price |
|---|---|---|---|
| Bronze 4GB | 32-player ReHLDS mod server (recommended)ReHLDS runs on a few hundred MB; even with plugins, 4 GB leaves wide headroom. | 4 vCore Ryzen 9950X · 4 GB DDR5 6000MHz · 50 GB NVMe SSD Samsung 990 PRO | ₺240.00/mo |
| Silver 6GB | Content-heavy mod, many pluginsExtra room for large model and sound packs; same CPU as Bronze. | 4 vCore Ryzen 9950X · 6 GB DDR5 6000MHz · 60 GB NVMe SSD Samsung 990 PRO | ₺345.00/mo |
| Gold 8GB | Large map and log archive70 GB of NVMe for long-term archives; no difference in game speed. | 4 vCore Ryzen 9950X · 8 GB DDR5 6000MHz · 70 GB NVMe SSD Samsung 990 PRO | ₺440.00/mo |
| Platinum 10GB | More than ReHLDS needsOne engine process will not fill this memory; only for the 100 GB disk. | 4 vCore Ryzen 9950X · 10 GB DDR5 6000MHz · 100 GB NVMe SSD Samsung 990 PRO | ₺530.00/mo |
| Diamond 12GB | More than ReHLDS needsMore RAM on the same 4 vCores does not make GoldSrc any faster. | 4 vCore Ryzen 9950X · 12 GB DDR5 6000MHz · 110 GB NVMe SSD Samsung 990 PRO | ₺617.50/mo |
| Emerald 16GB | Not recommendedExtra vCores add nothing to the single-threaded ReHLDS game loop. | 6 vCore Ryzen 9950X · 16 GB DDR5 6000MHz · 120 GB NVMe SSD Samsung 990 PRO | ₺840.00/mo |
| Xtreme 32GB | Not recommended32 GB RAM and 12 vCores are nowhere near what any GoldSrc mod needs. | 12 vCore Ryzen 9950X · 32 GB DDR5 6000MHz · 200 GB NVMe SSD Samsung 990 PRO | ₺1520.00/mo |
The features stock HLDS lacks, and the real reasons to run ReHLDS in the first place.
ReHLDS rebuilds HLDS build 6152/6153 from the debug info embedded in the Linux engine file. Many bugs and potential crashes were fixed along the way, and the plugin API was extended.
With rcon_adduser you grant rcon access only to specific IP addresses or CIDR ranges. Even if the password leaks, an address outside the list cannot send commands.
rescount prints the total of precached resources and reslist breaks them down by model, sound, decal and event. On content-heavy mods you quickly find the map pushing GoldSrc's precache limits.
With sv_use_entity_file enabled, the engine reads mapname.ent from the maps folder. Change spawns and entities without recompiling the map, and optionally have the file generated for you.
Metamod-r is the Metamod build recommended with ReHLDS API 3.1 and later. The ReAPI module exposes ReHLDS hooks to AMX Mod X plugins, and many current plugins depend on it.
ReHLDS binaries are installed from the official GitHub releases and can be pinned to a specific version. Back up in the panel before trying a new release and you can step back instantly.
Custom ReHLDS Engine Game hosting at TheCrewHost starts at ₺240.00 ($6.00) a month and gives you a GoldSrc server in İstanbul, on Ryzen 9 9950X hardware, where HLDS's engine binaries are replaced with ReHLDS. Because ReHLDS works at the engine level, it is not a Counter-Strike-only affair: Half-Life Deathmatch, Team Fortress Classic, Day of Defeat, Opposing Force or a third-party mod you upload over SFTP all benefit from the same fixes, extra cvars and extended plugin API. Players install nothing and connect with standard clients. If you want Valve's engine left exactly as shipped, see our sibling Custom HLDS Engine Game environment.
ReHLDS is a reverse-engineered, bug-fixed rewrite of Valve's Half-Life Dedicated Server engine. Its developers rebuilt HLDS build 6152/6153 from the debug information embedded in engine_i486.so in the Linux HLDS, fixed a long list of defects on the way and added an extended API for mod and plugin authors. The project moved to the MIT license in July 2025 and is still actively developed.
The Custom ReHLDS Engine Game environment offers that engine without tying it to one game. The server first installs HLDS and your chosen game folder from SteamCMD, then replaces Valve's engine files with the ReHLDS binaries. As a result, Half-Life Deathmatch in the valve folder, tfc, dod, gearbox or a mod you upload yourself all run with the same engine fixes.
One distinction is worth making clear: ReHLDS is the engine, not the game rules. ReGameDLL_CS is specific to Counter-Strike, so if that is what you are after, our CS 1.6 ReHLDS page is the right place. On other GoldSrc mods you gain the engine fixes, new cvars and the ReHLDS API.
ReHLDS is fully compatible with the HLDS build from before Valve's Half-Life 25th Anniversary update, meaning installs with engine version 8684 or lower. That build lives on the steam_legacy beta branch in SteamCMD, and it is the branch a ReHLDS environment should use. The current public branch, and very old 5xxx builds from the hldsupdatetool era, do not work with ReHLDS.
The second point is SteamCMD validation. The validate option compares files against Valve's originals and restores anything that differs. The engine files ReHLDS puts in place naturally differ, so with validation on, an update can quietly revert your server to stock HLDS. That is why validation during updates is best left off on ReHLDS installs.
A practical habit: after HLDS or the game folder updates, check the console output to confirm the server still starts on ReHLDS, and back up in the panel before moving to a new ReHLDS release. ReHLDS Linux releases are signed with GPG, so if you ever update the files by hand, you can verify the signature.
The most familiar headache on GoldSrc mods is the precache limit: when a map and its plugins try to load too many models, sounds or decals in total, the server errors out. On a stock engine, finding the culprit is guesswork. On ReHLDS, rescount shows the total number of precached resources, and reslist lists them one by one, split into sound, model, decal, generic and event. You can pin down the map or plugin pushing the limit in minutes.
sv_use_entity_file makes map tweaks easy. At 1, the engine uses mapname.ent from the maps folder instead of the map's original entities; at 2, it also creates the file when it does not exist. That lets you move spawn points, weapons or triggers without recompiling the map.
sv_auto_precache_sounds_in_models precaches sounds attached to models automatically. sv_rehlds_allow_large_sprays permits logos larger than 64×64, while sv_delayed_spray_upload defers spray uploads until after players enter the game, which shortens connection time. sv_tags adds tags to your server so it can be filtered in server browsers.
The least known but most valuable security feature in ReHLDS is the rcon user list. As soon as you add an IP address or CIDR range with rcon_adduser, rcon is accepted only from those addresses; rcon_users shows the list and rcon_deluser removes an entry. With the list empty, behavior matches classic HLDS, so anyone with the right password can send commands.
Speedhack detection uses the sv_rehlds_movecmdtime family. You decide how far a client's game clock may drift from the server's, the speed-up and slow-down ratio limits, and the penalty. The warning count defaults to -1, so detection ships disabled; observing your server for a few evenings before enabling it avoids false positives.
For command and download floods, rate limits for movement and string commands plus the dlfile settings are ready to use. sv_reconnect_timeout stops cheat clients that never reconnect after a map change from squatting on slots, and malformed compressed file transfers are punished through the sv_net_incoming_decompression settings.
The plugin chain on ReHLDS follows the same logic as on stock HLDS, only with parts that are more at home. The first link is Metamod-r: its developers recommend running it with ReHLDS API 3.1 or later, and its core, written with a JIT compiler, is faster than classic Metamod. You point the gamedll_linux line in the mod's liblist.gam at Metamod-r.
The second link is AMX Mod X and the third is the ReAPI module. ReAPI exposes ReHLDS hooks to AMX Mod X plugins, and on Counter-Strike it adds ReGameDLL hooks as well. The module file goes into AMX Mod X's modules folder and should appear in the module list in the console.
One warning: ReHLDS is built with different compilers than Valve's files, so it is not binary compatible with them. Plugins that scan engine machine code, Orpheu being the classic example, will most likely fail. If a plugin your mod cannot live without works that way, the stock HLDS environment is the safer pick.
ReHLDS needs no more memory than stock HLDS; a GoldSrc server stays at a few hundred megabytes even when full. That makes Bronze 4GB enough for almost any mod. The game loop runs on a single thread, so core speed is what counts, and every plan from Bronze to Diamond offers the same 4 vCores. Only look at bigger plans when very large content archives need the disk.
On the player side, ReHLDS is invisible. It is compatible with standard clients, so nobody installs anything: players launch the game or mod the server runs, open the console, type connect and enter IP:port. Port 27015 is the default game port, and your panel shows the exact address. For third-party mods, players still need the same version of the mod as the server.
A server in İstanbul gives players connecting from Türkiye low latency. Adding the mod's name and a ReHLDS tag through sv_tags helps the right players find you in the browser.
Most GoldSrc mods on ReHLDS run comfortably on Bronze 4GB. Move to Silver or Gold for disk only if your content archive is very large.
After payment clears, HLDS and your game folder are installed, the engine files are swapped for ReHLDS, and the server appears at gamepanel.hostingmerkezi.net.
In the startup settings pick the game folder (valve, tfc, dod or your own mod), and make sure you are on steam_legacy with update validation left off.
Place Metamod-r and AMX Mod X under addons over SFTP, add the ReAPI module to the modules folder, point gamedll_linux at Metamod-r and confirm with meta list.
Set a strong rcon_password in server.cfg, add your own IP range with rcon_adduser and tune the flood guards to your server's traffic.
Share the IP:port with your community. In the first days, follow precache and plugin warnings with reslist and the console output.
What people ask most before hosting a GoldSrc mod on the ReHLDS engine.
Our İstanbul datacenter runs on Ryzen 9 hardware, delivering low latency to players in Türkiye and good connectivity to Europe, the Middle East and the Caucasus.
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