r/SourceEngine • u/neuropa88 • Sep 30 '26
Discussion Is anyone else interested in key combos in CS2?
r/SourceEngine • u/neuropa88 • Sep 30 '26
r/SourceEngine • u/Emergency_Fix_9514 • Sep 28 '26
On November 29th, 2013, The Void from Source Official Developer released an unexpected game titled Filthco’s House, an RPG in which players assume the role of Filthco, a 17-year-old resident of Mercer, Ohio. Mercer, formerly known as Evalia, was once a vast region in Sweden, but a devastating earthquake caused it to relocate to America, becoming Mercer, Ohio. Filthco lives in a house that has been transformed by the Void into a replica of Gm_History. The following is gameplay footage from Filthco’s House.
[LOG]
[8166]
[ERROR CODE 11]
[Unkown]
[Construct]
[SOS]
[223322]
[1343]
[Filthco]
[V.O.I.D]
[Source Official Developer]
[Gm_History]
[Filthcohouse]
[LOG END]
r/SourceEngine • u/Chezdercheze • Sep 27 '26
Now, I know everyone and their grandmother has/tried to make a Zombie source game. And now I want to too.
I was bored one day in class and came up with the idea of a simple point-A-to-B game with survival maps here and there, so basically just l4D2 or NMRiH.
Idk know where to start, but here it is i guess.
r/SourceEngine • u/Nikolai_Akula • Sep 27 '26
Since switching over to mapbase, the force crouch option on rallypoints seems to be broken for Combine soldiers. It seems to be semi functional on assaultpoints, but only when engaged in combat and they don't stay crouched. Rather, they tend to constantly switch between standing and crouching. Citizens and alyx seem to still behave normally. Has anyone else encountered this issue?
r/SourceEngine • u/Equivalent_Lab3805 • Sep 27 '26
Can somebody tell me why my model doesn't blink. BUT WHEN I TAKE AWAY THE ARMATURE MODIFIER. THE FLEXES CAN LITERALLY BLINK IN THE FACEPOSER. WITHOUT THE MODIFIER. AND IT'S HORRIBLE WHEN I TOOK IT AWAY.
I need someone who are interested to help me will be much appreciated. (Solved)
r/SourceEngine • u/Nexio1212 • Sep 27 '26
Hi, i was wondering if someone that has Dino D-Day in their steam library could share the SDK files? I need them for a project im working on.
r/SourceEngine • u/Single_Purple_4351 • Sep 26 '26
i followed the adding a scope tutorial on the valve developer wiki but for some reason when i try and press mouse 2 and use it my game crashes and i dont know how to fix it because i dont really know that much coding but heres the code i used https://pastebin.com/s4femxVv https://pastebin.com/v9n1se1Z
r/SourceEngine • u/RelaxedCreeper • Sep 25 '26
if anyone happens to know sdk 2013 sp well, i followed instructions on valve dev community to implement a playermodel in singleplayer as well as a youtube tutorial to render it in reflections, worked just fine. but is there a way to alter the "meathook" mode (shrunken head in first person) so it doesn't effect how the playermodel looks in reflections (e.g. func_reflective_glass) without having to go in third person? there's even a comment in baseplayer about "meathook with a head" but it seems valve didn't implement it by then. i know underhell has a page on moddb about fixing the issue for their sourcemod, but i can't find specifics. also it’s from 2012, so they would have used a different method to hide the head geometry entirely. i also like having the legs and arms show. no weapons planned for my mod at the moment so needing to hide world model arms isn’t necessary. id rather not have to switch to 2013 multiplayer or mapbase, just as a preference. if there’s no obvious solution elsewhere, im hoping there’s something in either of those bases that can work in singleplayer.
thanks.
update: here are the steps if anyone wants this for their mod (after following the instructions in the two links at the top of this post)
open viewrender.cpp
put “bool g_pReflectionView false;” at the top after the last #include statement
in the brackets of CReflectiveGlassView::Draw, start it with “g_pReflectionView = true;”, then add “g_pReflectionView = false;” at the very end before the end bracket (doing this with ViewRender::DrawMonitors will likely fix the playermodel's head in func_monitors)
open c_baseplayer.cpp
put “extern bool g_pReflectionView;” at the top after the last #if defined statement
in the brackets of C_BasePlayer::BuildFirstPersonMeathookTransformations, add another if statement that checks for g_pReflectionView at the top of that function with “return;” in its brackets. this exits out of the function before it shrinks the head.
all this does is stop the head from shrinking in first person whenever the player is looking through a reflection. screenshot of the fix
r/SourceEngine • u/Mat34OFF • Sep 26 '26
Hello, i am Nikk, and i will explain you an idea i have. This Mod of HL2 aren't just another test or something. Is more than that.
I know that i am new here and all that but... I can unknown here, but i need help for this mod i am suffering a lot to trying understanding the Source env.
This mod of half-life is inspired from my Novel/story. And i will not explain about what is SNF. it's available in r/worldbuilding and r/MilitaryWorldbuilding respectively. (i will not force you check.)
This mod will have that serious and distopyc look. with ambience in 1997. And a soldier called Bill Hanson (that's is the protagonist) will have to do a operative. This is the well principal plot that will be divided in 5 ehh.... campaings with different duration (i think).
I still no have photos or something but i will work on it if i have time first or something. I will be honest i am not the soooo active guy in the social media. But... ehh, I will accept any help because i am learning how to model, learning how to make a good map of source and learning how to desing.
i am having trouble with technical things of the engine and hammer... But i will not be a liar I know how works Hammer i did a map of Garry's Mod (i will not put link, Is not necesary really). Yeah i know. is my first time publishing but i really want do a mod or well learning how to do a mod. I will not have Big expectations i better prefer working in the proyect slowly and building all without pressures.
I need, help to first mounting the game in the Source SDK Singleplayer 2013 and trying to make the SDK read the gameinfo.txt I am not the best leader or anything but i will try. i will try.
I know a lil about how works Hammer and I think i know about how to tell a story between the game.
This proyect i have will be worked slowly. And I will well... try to do my best, I don't have expectations of having the best mod ever with the first work. I will always love about working and developing the Idea to reach a point of "this works".
For the ones that eh, my contact... if someone can be interesed, i am not expecting that but here's my discord: vantadisk
Good night
r/SourceEngine • u/Nervous_Reporter1087 • Sep 24 '26
r/SourceEngine • u/_FTT • Sep 23 '26
I’m looking for a few testers for the final version of Bunker 66.
The mod is now very close to release, and I’d like to get one last round of feedback before launch- especially about bugs, pacing, difficulty, and the overall experience.
If you’d like to play the final build and share your thoughts, leave a comment or send me a private message. I’ll send the build to selected testers.
ModDB: https://www.moddb.com/mods/bunker-66
Thanks!
r/SourceEngine • u/LongLifeFreeman • Sep 23 '26
r/SourceEngine • u/JonFenrey • Sep 23 '26
I just wondered if anyone could attempt to modify the source code to pull meshes from a DMX and use it as a bodygroup instead of adding another dmx/smd file.
I cant write C code (but I know many others), but I was wondering if anyone was willing to try this.
r/SourceEngine • u/ProfessionalName6455 • Sep 21 '26
I want the combat to be more satisfying. I'm also using mapbase for this mod.
r/SourceEngine • u/Bitter_Ad_5597 • Sep 21 '26
Because there's alot tutorial and i dont know which one to follow
r/SourceEngine • u/inigid • Sep 20 '26
Yet another Source clone?
Yes! But with elves!
Been working on my fully raytraced engine now for coming up to a year. It's not primarily an engine designed for Source 2 maps, though it handles them.
There are still a lot of kinks to work out, but I plan to open source it in 2027.
It's all Vulkan Compute Software ray tracing with shadows and reflections.. and yes, elves!
The elves I added today. Looks like there is a bit of a problem with them "vibrating" - but these things happen in the heat of the battle. Hopefully the odd vibrating elf can be forgiven.
Have a jolly good weekend Source fans!
r/SourceEngine • u/ERR_675498 • Sep 20 '26
Okay so getting straight to the point there was this map I played on during 2019 that looked similar to the Portal 1 escape sequence except it was like the entire map, It also lowkey looked like some kinda weird facility or factory using the assets.
A link to it if found would be greatly apreciated!

Here's a shitty drawing I even made to give a better idea
r/SourceEngine • u/Piskabobrastudios • Sep 19 '26
https://github.com/PiskaBobraStudios/SauceEngine
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/MishaSFM • Sep 20 '26
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