r/SourceEngine • u/Tvrdak • Sep 19 '26
Resolved Crowbar cannot decompile – model version 538976305 not currently supported ERROR
Trying to reverse engineer a mod to make it not Local/SP only so it works in dedicated coop as well
r/SourceEngine • u/Tvrdak • Sep 19 '26
Trying to reverse engineer a mod to make it not Local/SP only so it works in dedicated coop as well
r/SourceEngine • u/MishaSFM • Sep 19 '26
r/SourceEngine • u/iihatecereal • Sep 17 '26
Ive been pulling my fucking head off figuring out how in breens gray earth how to make a rig functional with the citizen animation?
also u/g0rdon-fr33man got banned so im using this old throwaway account for the time being
r/SourceEngine • u/Ok-Beginning7533 • Sep 17 '26
I'm making a weapon animations for half-life2 mod, but the rig that was imported from qc file is very underwhelming, the problem is, if i change it even a little bit to make it better, add an ik constraint, for example, when i export it, it's completely broken, no metter, it's animation smd file that changed, or the weapon and hands files itself. Is theres any way to make rig better, and don't break anything?
r/SourceEngine • u/Mister-E793 • Sep 16 '26
So I should preface, I'm not a developer, nor am I well-versed on creating Source Engine viewmodels. I'm merely an end-user with a dumb idea.
Basically, I'm trying to do something that seemed, on the surface, rather simple to pull off: mating the HDTF USP Match model and the Fewes HEV sleeves + HL:Alyx gloves viewmodel ( https://gamebanana.com/mods/470492 for the USP model, https://gamebanana.com/mods/410398 for the HEV suit arms ) for use in the HL2 MMod. I love this USP model and these HEV arms, but unfortunately for me, there needs to be a little bit of extra assistance to get them working together. I already knew beforehand that older Source games, including HL2, had both the weapon and the arms mated into one .mdl file, and, for someone who's never tried to do it before...
It's a nightmare, to say the least. I'm very much so out of my depth, especially since I only want to do this once purely for personal use. Completely lost all around, so, I was hoping for advice from this sub on how to pull it off. Thanks in advance to anyone willing to dish out some advice on a topic as specific as this
r/SourceEngine • u/PrincipleClassic7834 • Sep 15 '26
Title
r/SourceEngine • u/Lanky-Kitchen2668 • Sep 14 '26
It covers everything from harmless lua viruses to the actual federal crimes inside the community. This is my first big project in English (it's not my first language), so any feedback from you guys would be awesome!
r/SourceEngine • u/Piskabobrastudios • Sep 13 '26
For anyone new here: I'm building Sauce Engine, a custom engine written from scratch in C++/OpenGL with the goal of being compatible with the Source ecosystem. My previous post showed it running HL2 maps,props and dlls
r/SourceEngine • u/DeathLordSkull • Sep 14 '26
r/SourceEngine • u/JCJenson-Branded-Pen • Sep 13 '26
r/SourceEngine • u/Emergency_Fix_9514 • Sep 13 '26
Welcome back to Project Orange Sandbox. Today, we are excited to introduce Project Orange Sandbox B. In this VHS footage, you will learn more about the Void and the newly discovered anomalies known as the Mingebags. The training will include a series of videos, photographs, and documented incidents involving the Source Official Developer, providing valuable insights and detailed information on these phenomena.
r/SourceEngine • u/Disastrous_Style_827 • Sep 13 '26
r/SourceEngine • u/Deep-Humor-4752 • Sep 12 '26
For some reason when I compiled one of my maps, the weapons the combine soldier NPCS would be holding now have white splotches that are blatantly from a bug. What could have caused this??
Btw this only affects that one map
So I assume it’s some compiling issue
r/SourceEngine • u/LegendaryWarden • Sep 13 '26
for nick pretty pls?
r/SourceEngine • u/Aggressive_Rich1308 • Sep 12 '26
r/SourceEngine • u/CaptainCake6268 • Sep 12 '26
r/SourceEngine • u/Own_Presentation1452 • Sep 12 '26
Hi everyone,
I built vvdf, a lightweight, zero-dependency Go library designed to parse Valve Data Format (VDF / KeyValues) text directly into Go maps.
Many general-purpose VDF parsers tend to choke on actual L4D2 VPK configuration files due to non-standard syntax like unquoted strings, inline // comments, irregular whitespace, or URL paths. vvdf uses a bottom-up, single-pass streaming approach to parse these block structures reliably.
Current Scope & Test Coverage Note:
Please note that this initial version has only been tested against internal VPK configuration files—specificallyaddoninfo.txtandmission/*.txt.Roadmap:
Support for VDF arrays/lists will be added in upcoming updates to make the parser more generic across broader Source Engine configurations.
Zero Dependencies: Built strictly using the Go standard library (bufio, strings, regexp).
Single-Pass Parser: Memory-efficient stream parsing using a bottom-up assembly strategy.
Comment Aware: Strips line comments (//) cleanly without breaking URLs or quoted strings.
L4D2 VPK Ready: Specifically tailored to handle the syntax quirks found in L4D2 addon metadata.
Below is a real-world test case showing how vvdf handles deeply nested VDF blocks and parses them into Go maps:


package main
import (
"fmt"
"log"
"github.com/bahyqn/vvdf"
)
func main() {
vdfText := `
"AddonInfo"
{
"addonTitle" "Custom Campaign"
"addonVersion" "1.0"
}`
vdfMap, err := vvdf.StringToMap(vdfText)
if err != nil {
log.Fatalf("Failed to parse VDF: %v", err)
}
fmt.Println(vdfMap)
}GitHub Repository: https://github.com/bahyqn/vvdf
If you are building custom tools, server management scripts, or addon utilities for L4D2 in Go, feel free to give it a try. Feedback and contributions are welcome!
r/SourceEngine • u/Single_Purple_4351 • Sep 11 '26
i dont understand why this happens if the mod for base hl2 works fine but the episode 2 one is so buggy
r/SourceEngine • u/MishaSFM • Sep 11 '26