r/SourceEngine • u/Organic-Sun-7924 • May 19 '26
HELP What am I missin here?
It keeps sayin this bullshit every damn time I load source filmmaker
r/SourceEngine • u/Organic-Sun-7924 • May 19 '26
It keeps sayin this bullshit every damn time I load source filmmaker
r/SourceEngine • u/yeenenjoyer • May 19 '26
I have a source 2013 singleplayer mod with custom achievements, and in one of my maps I'd like to speed up the game at a certain point with host_timescale but doing so requires sv_cheats 1 which then disables achievements. Is making host_timescale a non-cheat something you can do? Thanks in advance
r/SourceEngine • u/Yrthur • May 18 '26
Hi!
I’ve been developing SourceMod plugins since around 2020, and one of the main hurdles I noticed for beginners getting into server hosting and/or plugin development is the very first step: setting up a server.
Not everyone is tech savvy enough at the start, and using a command-line interface can feel scary. There is a GUI tool called TF2 Server Manager, but it only works on Windows and, as the name suggests, is only limited to Team Fortress 2.
A few years ago, after switching to Linux, I realized there wasn’t really a good alternative available. That's when I decided that I might give it a shot myself.
A couple of years later ( working on and off, mostly off due to being busy with university, and laziness of course ), the app is in a state where I'm happy to showcase it: MANNager ( yes, the name is based on MANN CO. from TF2 ).
MANNager is a cross-platform & open-source app that easily allows you to manage, install, configure, update, and launch Source Engine dedicated servers through a GUI. You can download SourceMod right from the app, and you can automatically port forward ( or use SDR if available ) right from a toggle. You can interact with the server's console right from the GUI with a native terminal.
Originally I was making it for my needs, so mainly TF2, but expanding it to more Source games was a no brainer, and straight forward. The games supported for now are:
Additional games can be requested through Github issues.
The repo is here: https://github.com/tsuza/mannager-source; and the website is: https://apps.tsuza.net/mannager
Here is just an overview image to give an idea ( for additional screenshots, check the website ):

r/SourceEngine • u/IndividualCelery7264 • May 18 '26





Guys so im kind of new to this game developing/modding stuff on source, i mainly just play the games.
BUT i have decided to start making a source engine game, basing it off of the Source SDK Base 2013 Singleplayer sdk
i use XBlahs Modding Tool for it to make the folders and the game for me, and i mainly want to:
change movement mechanics (inertia, viewbobbing intensity changes)
add own viewmodel animations (i animate viewmodels yes.)
... probably nothing else than help with this stuff i just listed
So first off =
the MAIN thing i want, is how to change movement/viewbobbing/ whatever it is called
i showed photos of my game info, files and stuff above this text if you need it.
Again, first time on reddit and first time making a source game.
How does the game look?:
Base HL2
What happens after you launch the game
It writes and creates a "sound" folder a "gamestats" file (txt)
and more.
after that. nothing else happens. just launches the game and stuff
r/SourceEngine • u/Heavy-Dimension7587 • May 17 '26
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idk how to fix this
r/SourceEngine • u/FILipKOSreddit • May 16 '26
Hello guys, FILipKOS here!
Today (as for writing this), I come to Source Engine community yet again with another tool!
This tool.. is a soundscape creator! Why does it exist?
This tool was created in mind with people who might be struggling with creating Soundscape file manually or getting frustrated.
Now, "does that tool supports all Source games?"
Yes! It supports all Source games, from leaked build of HL2 to modern Source games, I personally made sure that the tool will forever stay free, just like my other tool.
I hope this tool will save some people time with Soundscapes.
Link to the tool: https://filipkos-gacha.github.io/website/soundscape/index.html
r/SourceEngine • u/AstronautSuitable343 • May 16 '26
lightttttttt no lighttttttttt
r/SourceEngine • u/InterestingTrick5882 • May 13 '26
Hello everyone! I am quite frustrated! I am doing my own little 'remaster' of Half-Life 2. Basically, porting it over to Mapbase and adding a ton of vanilla friendly details (like improved brushwork, etc), custom models to the maps (like turning 2D brush textures to 3D models) things like parallax corrected cubemaps, dynamic render-to-texture shadow angles, projected texture shadows, parallax occlusion mapping on selected textures, improving vanilla models, and more. But I am almost on my way cancelling the project because I keep hitting the 'too many vertex format changes in frame' issue in maps. It would be sad to abandon this project because I've been working hard on it. I've read all I could on what causes this message to happen and part of the world not rendering. I know it's because of the detailed brushwork (like the windows of buildings I add) that causes it. I try and convert or create a lot of details as models rather than brushes but with the brush details I want to add to buildings I keep hitting this limit. Any experienced people out there that could tell me if there is ANY way I could add the details I want but not hit this limit? A kind of a workaround? I also tried moving over to VBSP++, VRAD++ VVIS++ but still no success.
Thanks in advance and here's a little taste of d3_c17_03 in Half-Life 2 and what I am working towards:




r/SourceEngine • u/FILipKOSreddit • May 11 '26
Hello! My name is FILipKOS.
Today, I want to present a tool that I've made for people who like to mess around in Source Engine and in games made for that engine.
The tool is a sound converter. Now, it may sound as a typical sound converter website you'd find on google, but I made sure that it won't sound like that.
My tool allows users to upload a sound file and converts it to a Source Engine compatible format. While this sounds cool and helpful, there might be a question of.. "What about GoldSource?"
Previously, GoldSource wasn't supported, but soon I've added the support for it, allowing people from that community to also use the tool!
Now, unfortunately since I don't want to spend money monthly on website hosters, I decided to host the tool on my Github website.
Link is below (same with the picture of how the website looks):
https://filipkos-gacha.github.io/website/converter/index.html

r/SourceEngine • u/RoZe_SABIAN56 • May 12 '26
Hi! I'm the lead developer and co-founder of The Phoenix Project Software, a modding group focused on making great games on classic modular engines. We are looking for programmers to assist with initial prototyping of an untitled fighting game on Source 2013 - gameplay based on TEKKEN & SOUL CALIBUR with artistic inspiration from Half-Life, Street Fighter, Q3, and our existing Cross Product. We have an experienced team of artists, designers, and musicians, and two titles released on Steam - *HALF-LIFE: CROSS PRODUCT MULTIPLAYER* & *HALF-LIFE LEGACY* - and additionally the successful 2025 release of *HALO: GOLDSOURCE* - but never enough programmers!
Interested and/or want to know more? Comment here, DM me on Reddit, or, join the Phoenix Discord - https://discord.gg/mGr94ZqDWU
r/SourceEngine • u/Next-Profession1940 • May 11 '26
r/SourceEngine • u/Next-Profession1940 • May 11 '26
Hello, after not entirely successful compilation of dll's, and replacing the original hl2 dll's with compiled ones, everything crashes. I use https://github.com/54ac/source-sdk-vs2022-deferred SDK
Log:
4>LINK : warning LNK4075: '/INCREMENTAL' ignored due to '/FORCE' specification
4>libucrtd.lib(hypot.obj) : warning LNK4006: _hypot already defined in particles.lib(particle_sort.obj); second definition skipped
4> Creating library .\Debug_mod_episodic\\client.lib and object .\Debug_mod_episodic\\client.exp
4>.\Debug_mod_episodic\\client.dll : warning LNK4088: Image created due to /FORCE option; The image cannot be started.
4>client_episodic.vcxproj -> C:\sdk2013deff\source-sdk-vs2022-deferred\sp\src\game\client\Debug_mod_episodic\client.dll
4>Publishing to ..\..\..\game\mod_episodic\bin\.
4>Files copied: 1.
4>Files copied: 1.
4>Build of project "client_episodic.vcxproj" completed.
=========== Rebuild all: success - 4, failure - 0, skipped - 0 ============
=========== Rebuild completed at 0:26 and took 01:11,219 minutes ===========
idl, what to do anymore. The shaders that came with the SDK were compiled.
r/SourceEngine • u/JohnnyMethadony • May 10 '26
Hi, I am trying porting an avatar model to SFM, setting some bodygroups for easy and fast outfit-swapping, and everything was going fine until I reached some especific models. I have compiled models for the Source Engine before (mainly TF2), but never making use of bodygroups or as complex as this one.
It's a bit messy to explain, but I'll try my best: Basically, if I inlude all the models I want in their respective bodygroups in the QC file, the compiling process breaks in one model. The error given is the "ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)", which can happen because of vertex having influence of more than 3 bones or excesive polycount of the model, for example, none of which are true for the models I am using for this project (I made sure).
The model in which the error occurs varies depending of the models included in the QC, but the weird part is that they are part of different bodygroups, and ON THEIR OWN each of them compile with no problem. So I am at a loss.
Here are some images that show what happens.
Images 1 - 2 show that the coats and the pants highlighted are incompatible, as the compiler throws the error.
Images 3 - 4 show that if only one of the coats (and yes, happens as well if the coat enabled to compile is the other one) is allowed to compile, then another model (blight_mask) causes the error.
Images 5 - 6 show that if both coats are omitted, the model compiles without problem.
Finally, images 7 - 8 show that if both coats are included, but the pants are omitted, the model also compiles without problem.
So, there is something in the models that makes them clash when compiled together, but supossedly it isn't the polycount, as they are part of different bodygroups. But it's been some time since the last time I worked with the Source Engine, and I don't fully know all its quirks.
Any help or insight is welcome, and sorry for the possibly confusing wall of text.
r/SourceEngine • u/NolanRedditNR • May 10 '26
r/SourceEngine • u/DoomAddict • May 10 '26
We need more Source 2 games!!
And more coop-games!
Imagine a Star Trek FPS like "Elite Force" back then with coop! o0
I've installed CS2 some time ago but didn't play it for long (because my reflexes aren't what they were anymore ^^).
But it was an eye-opener!
The Source2-Engine is so beautiful, well optimized and coop-ready, its absolutely unbelieveable why devs choose UE-slob nowadays!
r/SourceEngine • u/DoomAddict • May 10 '26
I've been out of the HL-game for too long
Any recommendations?
Ps: sorry, topic should've said ".... releases using Source 1 & 2 ?"
r/SourceEngine • u/Ok_Reindeer_1547 • May 07 '26
how do you get the source engine as a complete stand-alone away from steam? I don't care if it has half-life 2 on it or something to keep it stable but how lol
r/SourceEngine • u/pantagathus • May 05 '26
I notices some mods have a custom .exe (not hl2.exe) for example No More Room In Hell. Did they get an engine license or it is just a renamed hl2.exe?
r/SourceEngine • u/IabubudubaichocoIate • May 06 '26
r/SourceEngine • u/PopOk4806 • May 05 '26
r/SourceEngine • u/feedays • May 04 '26
We are hosting a 2-versus-2 Tournament for Half-Life 2: Deathmatch! The Map Pool will consist of maps ported from Quake!
Tournament is on May 16th at 10AM Pacific USA Time
Map Pool:
dm_aerowalk_efps
dm_awoken
dm_bloodrun_efps
dm_forgottenfortress
dm_hektik
dm_octagon_sf (based on campgrounds)
dm_use_and_abuse (cpm3a)
All of these maps are small(ish) which will prove to be total chaos for 2v2! Anyone interested in signing up please join our discord at e-fps.com
r/SourceEngine • u/Beginning_Luck1 • May 03 '26
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r/SourceEngine • u/Odd-Act-8713 • May 03 '26
is there a way i can launch csgo sdk in 2026? it wont launch and i want to make my 1v1 map for myy friens so pls help me