- Server platform
- GoldSrc · AMX Mod X
- Transport
- A2S
- Schema
- 1
EMP extends the standard game server response with structured, up-to-date data. The resulting information can be used by compatible monitoring services and any other third-party services.
EMP is developed and maintained by the Lagnetic team and distributed as open-source software.
Each game receives its own server-side implementation tailored to the engine.
| Game | Server platform | Transport | Schema | Status | Repository |
|---|---|---|---|---|---|
| Counter-Strike 1.6 | GoldSrc · AMX Mod X | A2S | 1 | Supported | emp-cs16-amxx |
| Counter-Strike: Source | Source | — | — | Planned | Not published yet |
| Counter-Strike: Global Offensive | Source | — | — | Planned | Not published yet |
| Counter-Strike 2 | Source 2 | — | — | Planned | Not published yet |
Links to new repositories will be added after the corresponding implementations are published.
The standard server response accurately reflects its technical state: address, current map, player count, password protection, version, and so on. However, this is not enough to describe the game server itself in detail — its mode, supported languages, official communities and their links, modifications, and other distinctive features.
Extended Meta Protocol adds this information as named fields, providing every potential consumer with more complete data. The game server itself remains the source of that information.
Players receive current server information through any source or service they already use.
When a server or related resource changes, owners no longer need to edit information and register again across dozens of monitoring services.
Services can always obtain complete, current information directly from the server instead of relying on manually maintained user data.
Developers can use one shared schema instead of inventing incompatible formats that other services do not support.
The protocol establishes one contract between a game server and the services that present it to players.
EMP enables richer server pages without manually collecting information or maintaining a custom integration for every project.
Query A2S and detect fields with the em_ prefix.
Check em_status and em_schema first, then reassemble chunked fields.
Validate and escape every value, and fetch external resources safely.
EMP gives owners control over how their server is presented across different services and lets them describe project-specific features directly in its configuration just once.
Download the appropriate plugin or mod from an official source.
Install it on your server.
Fill in the configuration according to your server and project settings.
The open schema can be brought to other games while preserving field meaning and expected behavior for monitoring services.
Choose a server metadata query mechanism available in the target game.
Preserve the EMP schema, dynamic-field manifests and versioning rules.
Contact us so the mod can be published under your authorship.
The example below describes the EMP implementation for Counter-Strike 1.6. Transport and implementation details may differ for other games; consult the corresponding repository documentation and the current EMP schema.
Project information is stored in the EMP configuration on the game server.
The plugin validates the config and adds em_ fields to A2S.
A compatible service parses the schema and presents current data to players.
EMP extends standard A2S responses. It does not duplicate player count, map, bot count, password, VAC state or server version.
em_desc*, em_mod, em_keywordsem_lang_voice, em_lang_uiem_icon, em_map_imgem_links, em_link_<key>em_commands*, em_custom, em_x_<key>em_status, em_schema, em_updated, em_errorThe implementation repository contains the full specification, limits and error list. A minimal consumer should account for these fields.
em_statusem_schemaem_desc_partsem_linksem_customem_error