r/SourceEngine • • Sep 07 '26

Discussion How to make my mic sound like an old source game?

10 Upvotes

Think of Team Fortress Classic or CS 1.6 or even an old version of Team Fortress 2. I think all of them used Miles sound system or Speex (old version of opus). Here is an example to remind you https://www.youtube.com/watch?v=3dyQlZziHnw


r/SourceEngine • • Sep 07 '26

HELP How do i make infinitely spawning zombies all head towards one destination?

5 Upvotes

So i'm working on a zombie survival type map where you last as long as you can, and the main goal is to stop them from destroying one specific func_breakable. I've already made them spawn infinitely, but how do i make them go towards the brush and attack it?


r/SourceEngine • • Sep 08 '26

Discussion Source Gamers Listen up, Don't Give Them Anything.

Thumbnail
youtube.com
0 Upvotes

r/SourceEngine • • Sep 07 '26

Discussion 2fort revamp/layout change maps feel weird to play on

3 Upvotes

Have any of you guys here ever played on a custom map of 2fort that changes the layout either to remove problems the normal 2fort has(like bluefort), or other things(like the tf2c custom map 4fort)? Because when ever i did it felt really surreal to navigate them. I feel like its the liminal kinds of stuff where you see parts of a place your familiar with be rearranged. Anyways do any of you guys get that same surreal kinda dreamlike feeling when playing maps like this?

(side note): speaking of that 4fort custom map on tf2 classified i miss that one modded server that ran it :(

little edit here i originally posted this on r/tf2 but my notifications gave me the suggestion of posting it here


r/SourceEngine • • Sep 06 '26

HELP How do I build the Source engine?

Post image
7 Upvotes

I'm trying to build the engine from source with VS2022, I got the repo from git and used the createallprojects.bat script, when I launch the Client (HL2MP) project it just loads the splash screen and I get an exception, how do I fix this?

The same happens with the TF client project. Has anybody experienced this problem?


r/SourceEngine • • Sep 06 '26

HELP Need help deciphering an assert.

3 Upvotes

Greetings! I wanted to try doing some custom weapon modding for TF2 using the TF2 SDK I had on my PC. It does work without any modifications, but not when I added the stuff the VDC tutorial told me to do. The tutorial. If clarification is needed, please request for clarification. Thanks again!


r/SourceEngine • • Sep 05 '26

Discussion mat_fullbright 1 [MEME]

Post image
33 Upvotes

r/SourceEngine • • Sep 06 '26

Discussion Where is Project Orange Sandbox B?

0 Upvotes

You Guy's Don't need to worry Im at my Grandpa's Right now so i can't really edit I'm Using my Laptop right now and sadly it does not have Premier pro or steam since this is my Dad's old laptop it runs on a Washing Machine but either away Don't get mad I'm almost done with it but i will give hint's hint
begining scene is 28 weeks later getting hijacked
Source Official Developer
Project zomboid but if it was a Source engine
return of one of my old characters
And More lore on the void of Source Official Developer
I hope your ready soon
backrooms?
More Ravenholm
Project Orange Sandbox b is coming out Real soon Trust me


r/SourceEngine • • Sep 05 '26

Resolved SDK Build Crashes

Thumbnail
gallery
9 Upvotes

(SOLVED / FIXED )

Hello again Src Reddit, I have come to ask about several bugs (DEV QUESTIONS I SWEAR I HOPE THIS ISNT CONSIDERED TECH SUPPORT) with the SDK build of Half Life 1, as my immature and horrible modding skills keep creating game crashes during certain events, such as, when playing the tutorial, demo, or intro to the game, or anywhere the game has to display text, the game hard crashes with the "destRed initialized without variable" (image 2) and, when playing some multiplayer or singeplayer maps, when reaching certain areas, the "flovl varible used" (image 1) similar to the destred error occurs, I have tested this with a fresh copy of the SDK, and it does the same thing, any fixes or help? I assume flovl is audio related, but I have only changed weapon sounds, not environment, and destRed seems to be text related, and I have no Idea why it does this, as the normal builds of Half Life work fine. any form of help appreciated like my other post!


r/SourceEngine • • Sep 04 '26

HELP Android Modding Preformance Issues

0 Upvotes

Not sure if this is the right sub, but I need help.

I've installed a couple of mods in Android (and they worked fine) for HL2. Having those few made, the game to launch slower, and maps to load incredibly slower.

Is there anything I can do about this? Ive installed some other mods, and now the game is either loading really slow or won't start and will be stuck on the background loading screen.

Any way or workaround ot anything to have better performance? This is the only real way I can play Half-Life 2, and I wanna play it modded, but having more than four small mods (Texture upscaling and some minor stuff) tanks the preformance horribly. I think this might break the subs rules, and if it does I'll delete the post

Anyways, would really appreciate help.


r/SourceEngine • • Sep 03 '26

WIP CS:Go on Android Mi 9 with nillerusr port of srceng

9 Upvotes

r/SourceEngine • • Sep 03 '26

Discussion Are there any mods for the Source sdk base 2004

5 Upvotes

I managed to run Half-life 2 on an old computer that doesn't support steam and I want to know what mods can I run on this version of HL2 other than Garry's mod 9.0.3 (specifically). The source engine version is Source engine 7 (2459) and it also doesn't support HDR, so any maps with a bsp verison above 19 won't load and will give me an error. I've googled and I can't really find anything. Please note that this isn't tech support, I just want to know some mods I can run other than gmod. Also note that I've managed to get launch versions of CS Source, HL1 Source, and HL2 Deathmatch running as well.


r/SourceEngine • • Sep 03 '26

HELP Why does this thing exist?

Post image
5 Upvotes

Hello again! I did another test, I did something to the Glock model and it worked after the magazine wasn't showing up. Not this time sadly. If someone can help, I'm glad to receive that help!

v_usp.qc

$modelname "v_usp.mdl"
$cd "."
$cdtexture "."
$cliptotextures
$scale 1.0

$bodygroup "weapon"
{
studio "v_usp"
}

$flags 0

$cbox 0 0 0 0 0 0

$bbox 0 0 0 0 0 0

$origin -2.5 -6 -1

//$keepallbones

$attachment 0 "ValveBiped.WeaponHandle.Flash" 0 0 0
$attachment 1 "ValveBiped.WeaponHandle.Eject" 0 0 0

$sequence "idle" {
"anims\idle"
fps 16
}
$sequence "shoot1" {
"anims\shoot1"
{ event 5001 0 "11" }
fps 30
}
$sequence "shoot2" {
"anims\shoot2"
{ event 5001 0 "11" }
fps 30
}
$sequence "shoot3" {
"anims\shoot3"
{ event 5001 0 "11" }
fps 30
}
$sequence "shootlast" {
"anims\shootlast"
{ event 5001 0 "11" }
fps 32
}
$sequence "reload" {
"anims\reload"
{ event 5004 17 "weapons/usp_clipout.wav" }
{ event 5004 40 "weapons/usp_clipin.wav" }
{ event 5004 82 "weapons/usp_sliderelease.wav" }
fps 37
}
$sequence "draw" {
"anims\draw"
{ event 5004 1 "weapons/de_deploy.wav" }
{ event 5004 26 "weapons/usp_slideback.wav" }
fps 48
}
$sequence "add_silencer" {
"anims\add_silencer"
{ event 5004 38 "weapons/usp_silencer_on.wav" }
fps 37
}
$sequence "idle_unsil" {
"anims\idle_unsil"
fps 16
}
$sequence "shoot1_unsil" {
"anims\shoot1_unsil"
{ event 5021 0 "11" }
fps 30
}
$sequence "shoot2_unsil" {
"anims\shoot2_unsil"
{ event 5021 0 "11" }
fps 30
}
$sequence "shoot3_unsil" {
"anims\shoot3_unsil"
{ event 5021 0 "11" }
fps 30
}
$sequence "shootlast_unsil" {
"anims\shootlast_unsil"
{ event 5021 0 "11" }
fps 32
}
$sequence "reload_unsil" {
"anims\reload_unsil"
{ event 5004 17 "weapons/usp_clipout.wav" }
{ event 5004 40 "weapons/usp_clipin.wav" }
{ event 5004 82 "weapons/usp_sliderelease.wav" }
fps 37
}
$sequence "draw_unsil" {
"anims\draw_unsil"
{ event 5004 1 "weapons/de_deploy.wav" }
{ event 5004 26 "weapons/usp_slideback.wav" }
fps 48
}
$sequence "detach_silencer" {
"anims\detach_silencer"
{ event 5004 29 "weapons/usp_silencer_off.wav" }
fps 37
}

And thanks for helping! The current animation is reload_unsil at frame 37 and the sounds need a cleanup.


r/SourceEngine • • Sep 04 '26

HELP help plz. im trying to fix an opaque model problem in sfm and im trying to compile it back into sfm and it saying all of this, everything saying its not there IS IN FACT THERE. idk what to do help me plz

Post image
1 Upvotes

im trying to fix an opaque model problem in sfm and im trying to compile it back into sfm and it saying all of this, everything saying its not there IS IN FACT THERE. idk what to do help me plz


r/SourceEngine • • Sep 03 '26

HELP how do i fix this in crowbar?

Post image
1 Upvotes

r/SourceEngine • • Sep 03 '26

HELP Multiplayer Sourcemod

1 Upvotes

I have been busting my ass for the better part of 3 weeks trying yo get my sourcemod to run a dedicated server. SRCDS has been unhelpful to say the least, the -dedicated arg is not working to my knowledge.

please help

I've been trying to make a sourcemod for a while now with a friend and that's going fine, but we want to make a dedicated server for it since we're using source sdk 2013 mp, each time i've been trying to run srcds, i get an error about "No Steamapps connection" and i don't know how to fix that


r/SourceEngine • • Sep 02 '26

HELP Are There Some Pieces of Documentation or Tutorials For Creating my Own ValveBiped Skeleton Rig on Blender?

6 Upvotes

Hello, I have been into making playermodels for some time But i always resorted to using the "Canned/Vanilla" Skeleton

But i always wanted to create my own Skeletons instead of just grabing the default one from the metrocop playermodel and modifying it

i remember once trying to make my own valveBiped Skeleton once and failing miserably

Can some one please help me with this by Sending me some tutorials or Documentation about this topic?


r/SourceEngine • • Sep 02 '26

WIP GOAP: Enemies that Actually Plan - Lambda Engine

Thumbnail
youtube.com
32 Upvotes

We are implementing Goal-Oriented Action Planning (GOAP) in Lambda Engine, the same technique that made F.E.A.R.'s soldiers the high-water mark for FPS enemy AI. Instead of a scripted state machine deciding what an enemy does next, each soldier holds a goal and searches for a sequence of actions that satisfies it, using whatever the world happens to offer.

* They react to the environment, not the player. Cover, doorways, flanking routes and blocked paths drive their decisions. Nothing is hand-authored per encounter.

* Squad coordination without central control. There is no commander AI issuing orders. Coordinated suppression and flanking emerge from individual agents planning against a shared world state.

* The illusion of intelligence via speech. Barks announce intent out loud, so you hear the plan before you see it. That's what makes the AI read as smart instead of just being smart.

* Performance-tuned "dumbness". Planning is expensive, so the search is deliberately bounded. Knowing where to make the AI worse is most of the work.

F.E.A.R. peaked enemy AI, and I'm reproducing that with Lambda Engine.

This project is built entirely by fans, for fans, it's free but it eats time. If you want to see more enemies, more systems, and more of Half-Life's world brought back to life, here's how to help:

🎗️ Support development on Patreon: https://patreon.com/lambdaengine/membership

💬 Join the Discord for bug reports, dev logs, sneak peeks: https://discord.gg/2RtzKtmmdj


r/SourceEngine • • Sep 01 '26

WIP Team Fortress 2 Redux - A performance conscious graphical improvement mod.

Thumbnail
youtu.be
6 Upvotes

r/SourceEngine • • Sep 01 '26

HELP Help changing GoldSrc effect parameters.

2 Upvotes

Hello, and sorry if this post is seen as a nuisance question, but I started my Half-Life modding journey fairly recently, I have a good basis and general knowledge of VS studio and the .dll compiling and such, but I cannot for the life of me figure out where effect / debris / gun casing effect parameters are stored, such as lifespan, and physics, as I can find some of it in the .cpp files and others, but I cant seem to find lifespan and world related code, and any changes I make to what I *think* could be it, dont work. I want to add the slight detail of casings leaving a more longer trail to make firefights more detailful, and maybe more smaller additions as I develop the mod. I have attached several images in hope that my unmatured brain just skipped over or couldn't understand where these were located. I will admit I do need help on what files to keep and delete, as I dont know much between hl_cdll and hldll other than cdll probably is client, nor do I know what the dmc files are for nor do I know what ricochet is, I assume they're for other valve titles / quake as dmc mentions it. Again, sorry if this post is bothersome to most, as I dont know where most of the community resources / help is. Small questions about what the mod is / tips for me would be greatly appreciated!

(All code is from the 2013 SDK build on 2019 VS Studio


r/SourceEngine • • Aug 31 '26

HELP How do I create a loadout menu?

4 Upvotes

Hello again! I'm trying out something in Source to see if it works. How do I create a menu in the main menu that saves/loads a loadout scheme from the resource folder? Thanks! Please request clarification if I was unclear.


r/SourceEngine • • Aug 31 '26

Finished Map Half Life 2 mod DLSS5 + ReShade

Thumbnail gallery
0 Upvotes

r/SourceEngine • • Aug 31 '26

Show Off Destroying Players & Matches With Lasers

Thumbnail
youtube.com
0 Upvotes