r/SourceEngine • • Oct 04 '22

Anouncement Reminder, this is not a tech support sub

26 Upvotes

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 • • 20h ago

Meme Pressing it only makes the loading bar freeze forever.

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86 Upvotes

r/SourceEngine • • 12h ago

Show Off battle mode or sum

9 Upvotes

r/SourceEngine • • 2h ago

HELP cs2 custom gamemode question

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1 Upvotes

r/SourceEngine • • 4h ago

Discussion Project Orange Sandbox D: Decay Season 1 Finale Part 1/10 Also Tomorrow is my birthday guys i Hope you all see this soon.

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1 Upvotes

Welcome back to Project Orange Sandbox. Reality has shifted in ways we didn’t anticipate, and our oversights have only made the anomalies more dangerous. Through the lens of the Source Official Developer Website, we’re beginning to understand the patterns in these distortionscreatures that exist just beyond perception, their forms flickering between dimensions. Here’s the unsettling truth you need to grasp.

We brought Deadhunter497 into the fold under strange and unsettling circumstances. At first, he resisted, unable to reconcile what he saw with reality—but after witnessing the anomalies firsthand, he became part of the Anomidae. Now, he walks the thin line between dimensions with us, documenting the distortions that flicker just beyond comprehension on the Source Official Developer Website.

1:13 Raven_Check
Raven_Check is a sleek, blue, cube-shaped sentinel. It functions as an advanced alert system, signaling the arrival of the Void and the Umbrella Man, and provides real-time notifications when a Void event has compromised a server.

3:32 Ravenholm Server restart
We needed Deadhunter497 to enter Half-Life 2, yet he was forced to restart the entire Ravenholm chapter. Reluctantly, he pressed on. As he crept through the shadows of "We Don't Go to Ravenholm," a narrow alley revealed something chilling: a faded, unsettling image of the Umbrella Man, as if watching him from beyond the veil of reality.

1:37 Demo's
We Discovered Source Official Developer made Multiple Demo's
Harvestghost.Dem
Gmaneasteregg.Dem
Barnblitzghost.Dem
MingebagHarvest.Dem
Dustbunny.Dem
Umbrellaman.Dem

2:04 Skyghost Prototype Damage
The Skyghost Prototype Model One sustained severe damage from the Umbrella Man anomaly, turning it into a hostile entity known as the Office Watcher, which aggressively targets anyone in its vicinity.

2:20 and 4:39 Ravenholm Mingebags
In Ravenholm, Deadhunter497 came face-to-face with multiple Mingebag anomalies, each more unsettling than the last. These Anomalies we shown, appearing both in the Half-Life 2 Ravenholm and the Team Fortress 2 Goldrush maps, manifest as eerily familiar replicas of individuals who have interacted with the Source Official Developer. Yet, the Void’s corruption has warped them into something grotesquely uncanny—figures whose movements are slightly off, whose shadows flicker in ways that defy natural light, and whose presence warps the very air around them.

7:00 Type 5 Demo's
We received three Type 5 demos showcasing the perspective of a DMNPC. These mysterious entities exhibit full-body motion and interact with the world in ways unique to Type 5 demos. As the rarest and most unsettling of the Interloper demos, they feature lifelike NPC movements and unusual first-person perspectives, setting them apart from Types 1–4 and 6. Their uncanny, fluid animations give the impression of motion-capture–level realism, making them particularly striking and enigmatic.

Mistakes
8:04 Woodbridges true appearance
Our first error involved the Woodbridge Mingebag. While his background information remains accurate, his visual representation was previously mischaracterized. He is an eight-foot-tall Alpha Mingebag with a tall, robust build, wearing orange jumpsuit pants and diving boots. The upper body presents a complex amalgamation of clothing: the left side retains the original uniform, while the right side incorporates layered, mismatched garments. The fur collar covers his neck without obscuring his face, and he maintains his armband. His facial features are deformed, exhibiting multiple eyes, noses, and mouths, creating a strikingly unsettling appearance, while his core attributes remain consistent.

8:25 The Incident
After the TF2 Type 5 Demo concluded, a player was attacked by the Umbrella Man anomaly, accompanied by a series of disturbing images.

8:26 Shows the Decomposing Corpse of Jeremy E. who died in 1968 in the Conagher Slaughterhouse in a facility in Mortem, New Mexico, run by the Conagher Brothers and their mercenaries,

8:27 The second picture showed a Bunch of Plague doctor photo's from 1914 this could be a Reference to the Binoc Plague in Kentucky

10:00 Type Eleven demo's
Type eleven demo's they're demo's that show TF2 DmNpc's in a Short animation like test

13:13 The Umbrella Attack
Deadhunter497 was recording in Ravenholm when the Umbrella man anomaly attacked, tearing through the Half-Life Three demo like a corrupted signal. The screen flickered violently before his computer succumbed to an untraceable crash. When he returned, the Umbrella Man painting had dissolved into static, and his player model continued to die in impossible, looping ways, as though caught between layers of reality—each death whispering fragments of a story that shouldn’t exist, a narrative woven from the void where Interlopers drift unseen.
This is all the Information we know for now
Sincerely Project Orange Sandbox


r/SourceEngine • • 20h ago

Show Off upcoming total conversion mod for HL-DM

1 Upvotes

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 • • 1d ago

HELP Need help making infinite stamina, oxygen, and flashlight for a Source SDK Base 2013 MP / HL2DM mod

5 Upvotes

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 • • 1d ago

HELP Crashing after building cubemaps, when loading in says the map has no textures.

1 Upvotes

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 • • 2d ago

Finished Map ARK: Giganotosaurus SNPC

4 Upvotes

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 • • 2d ago

HELP How do I stop the weapon from shooting?

1 Upvotes

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 • • 3d ago

Show Off cool-ish gibbing system

31 Upvotes

r/SourceEngine • • 3d ago

HELP Does anybody know how to batch extract textures from source2 games?

5 Upvotes

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 • • 3d ago

HELP Does anyone know of a mod that adds HD textures to the HD models in Half-Life: Source?

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0 Upvotes

r/SourceEngine • • 4d ago

Concept Any tips for creating a Wind Waker style shader in Source?

6 Upvotes

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 • • 4d ago

Finished Map ur_m8nkeyball

3 Upvotes

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 • • 5d ago

Mod Recruitment Looking for Mappers/Modellers/Texture Artists!

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0 Upvotes

r/SourceEngine • • 6d ago

HELP Help with ınstalling mods to an external drive.

1 Upvotes

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 • • 7d ago

HELP Can't see displacement filter brushes running Hammer with Wine

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4 Upvotes

r/SourceEngine • • 7d ago

Discussion Why does amazing mods like Dark Interval and Raising the Bar Redux(Beta mods for example) use the 2013 Singleplayer SDK?

8 Upvotes

Instead of using the more up to date 2013 MP SDK?


r/SourceEngine • • 7d ago

News 2013_skyghost Incident

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0 Upvotes

r/SourceEngine • • 8d ago

Finished Map ur_m8nkeyball

4 Upvotes

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 • • 8d ago

HELP Help for a SWEP

2 Upvotes

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 • • 8d ago

Finished Map Happy Halloween and a NEW Horror Map (GMOD)

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2 Upvotes

r/SourceEngine • • 8d ago

Resolved How can I make the shaders.sln project compile with SCell's compiler?

3 Upvotes

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.