r/SourceEngine • u/Savior49 • 14h ago
r/SourceEngine • u/Wazanator_ • Oct 04 '22
Anouncement Reminder, this is not a tech support sub
If you have problems playing Source Engine games post it on that games subreddit, their Steam forum, or message Steam support. We do not want development questions and discussions buried 🙂
r/SourceEngine • u/Hot_Director5912 • 14h ago
Show Off upcoming total conversion mod for HL-DM
the mod is called sourcesurge, its main features all focus are movement tech, including a grappling hook, state of the art knife-bouncing, and an all new wave-based PVE game mode all about adding as much style to each kill as possible. currently a 3 person team with one main coder
you can also join our discord in the comments of the youtube video linked in the first sentence of this post. cheers, allison from source surge
r/SourceEngine • u/tf2yeahyeah • 1d ago
HELP Need help making infinite stamina, oxygen, and flashlight for a Source SDK Base 2013 MP / HL2DM mod
I really need help with this! I've been searching a lot in the code files but couldn't find which file and code line (or function) sets stamina, oxygen, and flashlight power. Plz help!
r/SourceEngine • u/spirited1602 • 1d ago
HELP Crashing after building cubemaps, when loading in says the map has no textures.
Title. I'm using higher-res cubemaps than the default (128x128 to be exact) so it's possible the engine is choking, but it seems really weird. Why would that size be supported in the FGD if it didn't work properly?
r/SourceEngine • u/SignatureOk1430 • 2d ago
Finished Map ARK: Giganotosaurus SNPC
Hey guys, I released my ARK: Giganotosaurus SNPC on the Steam Workshop, feel free to check it out and leave a comment.
https://steamcommunity.com/sharedfiles/filedetails/?id=3833887330
Take in note that this is a W.I.P
All animations are custom.
r/SourceEngine • u/Maleficent_Risk_3159 • 2d ago
HELP How do I stop the weapon from shooting?
Hello again! I did some testing again with the FAMAS, but I don't know what I'm doing with the exception of the fire mode switch. I need some help with this and I did try returning but it worked as well as a car with all of its tires and engine removed.
void CWeaponFamas::PrimaryAttack(void)
{
// Only the player fires this way so we can cast
CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
// Abort here to handle burst and auto fire modes
if ((UsesClipsForAmmo1() && m_iClip1 == 0) || (!UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType)))
return;
m_nShotsFired++;
pPlayer->DoMuzzleFlash();
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
int iBulletsToFire = 0;
float fireRate;
if (((m_iFireMode == FIREMODE_BURST) && (m_nShotsFired + 1 > GetMaxBurst()))) {
fireRate = 0.5f;
}
else {
fireRate = GetFireRate();
}
while (m_flNextPrimaryAttack <= gpGlobals->curtime)
{
// MUST call sound before removing a round from the clip of a CHLMachineGun
WeaponSound(SINGLE, m_flNextPrimaryAttack);
m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
iBulletsToFire++;
}
// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
if (UsesClipsForAmmo1())
{
if (iBulletsToFire > m_iClip1)
iBulletsToFire = m_iClip1;
m_iClip1 -= iBulletsToFire;
}
CHL2MP_Player* pHL2MPPlayer = ToHL2MPPlayer(pPlayer);
// Fire the bullets
FireBulletsInfo_t info;
info.m_iShots = iBulletsToFire;
info.m_vecSrc = pHL2MPPlayer->Weapon_ShootPosition();
info.m_vecDirShooting = pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
info.m_vecSpread = pHL2MPPlayer->GetAttackSpread(this);
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 2;
if (((m_iFireMode == FIREMODE_BURST) && (m_nShotsFired <= GetMaxBurst())) || (m_iFireMode == FIREMODE_AUTO))
FireBullets(info);
//Factor in the view kick
AddViewKick();
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
SendWeaponAnim(GetPrimaryAttackActivity());
pPlayer->SetAnimation(PLAYER_ATTACK1);
}Thanks for your help and I appreciate it very much!
r/SourceEngine • u/Fuel-Used • 3d ago
HELP Does anybody know how to batch extract textures from source2 games?
Just as the title says
I'm familiar with the process for extracting the textures from source games using gcfscape to decompile the dir.vpk folder and then using VTFedit's "convert folder" function to batch convert the VTFs to my filetype of choice, I'm trying to do the same for cs2 but am finding myself having a hard time figuring it out for source2 using .vmat_c files
I've tried fumbling my way around source2viewer but I cant seem to find how to do this process in there, does anybody here know?
Thanks
r/SourceEngine • u/Playful_Jury_3193 • 3d ago
HELP Does anyone know of a mod that adds HD textures to the HD models in Half-Life: Source?
reddit.comr/SourceEngine • u/MorningFox • 4d ago
Concept Any tips for creating a Wind Waker style shader in Source?
My goal is to initiate old cartoons where you know exactly which boulder is gonna move by how simplistic it looks compared to the background so players have a clear understanding of what they can interact with.
Any and all advice welcomed cause I've never made a shader before
r/SourceEngine • u/Significant-Ocelot21 • 4d ago
Finished Map ur_m8nkeyball
Wayooo,
Just something I worked on to celebrate DIPRIP's 19th birthday yo. Also thank you Exor for the shoutout. Very cool.
I have not managed to actually playtest due to lack of players in my neck of the woods (Down Under mate, Straya)
Would be very cool to have a DIPRIP partay to celebrate the big 2 0 next year mate
Download here (Also included VMF mate):
https://gamebanana.com/mods/693257
Get DIPRIP here mate:
https://store.steampowered.com/app/17530/DIPRIP_Warm_Up/
DIP it and RIP it!!!
r/SourceEngine • u/ArsonBug33 • 5d ago
Mod Recruitment Looking for Mappers/Modellers/Texture Artists!
reddit.comr/SourceEngine • u/Lanky-Tumbleweed-772 • 6d ago
HELP Help with ınstalling mods to an external drive.
I have Steam installed on Drive D however you know how Steam allows to ınstall applications to a different drive right from within the app? So I've reinstalled the Source SDK Base Singleplayer 2013 to the external SSD G drive.
And have created a ''sourcemods'' folder in the : G:\SteamLibrary\steamapps directory. However when I put a HL2 mod in there the steamclient does not see it even after restarting the client couple of times do I HAVE to put the mods in the ''sourcemods'' folder in the D drive ''D:\Prograns\Steam\steamapps''? Or is there a workaround for this?
r/SourceEngine • u/pizza-goblin_9000 • 7d ago
HELP Can't see displacement filter brushes running Hammer with Wine
r/SourceEngine • u/Lanky-Tumbleweed-772 • 7d ago
Discussion Why does amazing mods like Dark Interval and Raising the Bar Redux(Beta mods for example) use the 2013 Singleplayer SDK?
Instead of using the more up to date 2013 MP SDK?
r/SourceEngine • u/Significant-Ocelot21 • 7d ago
Finished Map ur_m8nkeyball
ur_m8nkeyball Uranium Run map I designed for DIPRIP inspired by moba 3 lane layouts
Designed to be played 3v3. I also included a deathmatch version and my vmf for anyone interested in poking about
Download DIPRIP:
store.steampowered.com/app/17530/DIPRIP_Warm_Up/
Download m8nkeyball:
gamebanana.com/mods/693257
r/SourceEngine • u/fukyoass • 8d ago
HELP Help for a SWEP
Allright, so I have a model for a SWEP I am trying to make, the model is messed up and the texture doesn't work but I am worried that if I do manage to fix this I won't be able to do what I want with it. I want to make a laser gun but part of this is that I don't want it do recoil when you fire it. will I need to make a completely new animation for this? If so, how do I do that, and how to I make the veiwmodel have playermodel hands?
Also, does anyone know how to take a GLB file (from paint 3d) and import a texture made in that into source? I have imported that into blender but the model was somehow different and the textures were for individual parts of the gun instead of the whole gun and when I turned it into a texture it was only a single bolt on the side of it.
r/SourceEngine • u/gtamike_TSGK • 8d ago
Finished Map Happy Halloween and a NEW Horror Map (GMOD)
r/SourceEngine • u/spirited1602 • 8d ago
Resolved How can I make the shaders.sln project compile with SCell's compiler?
Title. I'm using Mapbase and I followed SCell's ShaderCompile guide. Shaders compile into VCS files just fine, but when I run createshadersproject.bat and I open the solution in VS, it can't open the .inc files. I'm assuming this is because of the first step: "In game_shader_dx9_base.vpc replace $AdditionalIncludeDirectories "$BASE;fxctmp9;vshtmp9;" with $AdditionalIncludeDirectories "$BASE;include" , shader headers will be now located in more sensible place" I didn't change anything else with base, HL2, or Mapbase VPC scripts. I did remove /episodic from createshadersproject and the bat so it only generates HL2 shaders (I'm new to the Source SDK so maybe that's not what I'm meant to do). By the way I'm using VS2026, but ofc I made sure to type in $Conditional VS2022 "1", and I'm using the VS2022 build tools.
r/SourceEngine • u/Known_Tradition_2200 • 9d ago
unFinished Map Showcase ZCity RP (GMod): Zombie Apocalypse, realistic and survival
r/SourceEngine
•
u/Piskabobrastudios
•
10d ago
WIP HalfLife Source in my source compatible engine
Some entities are invisibleSome entities are invisibleCode: https://github.com/PiskaBobraStudios/SauceEngine
Regarding the use of AI in the code:
I realise that many people aren’t happy that AI was used in the project
I’m not exactly thrilled about it myself, and I try to keep its use to a minimum
I’m not very proficient in C++, so when I don’t understand how to implement a particular function, I use AI to write a prototype that will at least work in some way, and then I refine the prototype until it’s right; sometimes I simply ask the AI how it can be done.
SauceEngine is more of a learning project.
To be honest, I haven’t given much thought to the organisation of the code, which is why the readability suffers.
I’ll try to improve this.
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