/r/SourceEngine
A place for users to get help with questions relating to Source Engine development, as well as to show off what they have done(levels, mods, models, etc).
This is not a tech support subreddit, use the Steam forums if you are having trouble playing a Source Engine game.
A place for users to get help with questions relating to the Source Engine development, as well as to show off what they have done(levels, mods, models, etc).
REMEMBER USE 2013 NOT 2007
Joke Subreddits:
If you have suggestions for more links here message the moderator team.
If you don't see something you posted showing up message the moderators and we'll look into it.
"I walk into a bar and say, "Hey baby, I make levels on hammer" and I never go home alone" -Earkham
/r/SourceEngine
Im in need of like a team mate to which can help me figure out how to fully pack a source sdkbase 2013 multiplayer mod into a stand alone game with the sdk utilizing an appid configuration. does anybody have any experience with packing a base mod folder into the sdk?
I'm trying to follow this guide to add a dynamic scope to the crossbow this guide: https://developer.valvesoftware.com/wiki/Adding_a_Dynamic_Scope
I'm struggling to follow some sections of the guide especially view.cpp and afterwards.
!Writing! commands like changelevel and map are killing process of the sourcemod when they try to update map list
So, I've been thinking of source modding at the time, and how fantastic it the source engine is! I want to mod the engine, and I love half life 1 and it's mod... but being serious here although it revolutionized a lot of things and is the base of the source engine... but no physics. No ragdolls. I love physics. Physics are EVERYTHING. Ragdolls are funny. And the source engine's just... It's the source engine. It's the fuckin source engine. So instead of modding a classic, beloved game, I want to mod the piece of shit that valve made by grabbing hl2, deleting the weapons and npcs, then grabbing the hl1 content, copy and pasting everything (also making it compatible with the source engine) and calling it a remaster. Then proceeding to neglect it forever. So I ask you, is Half Life Source moddable? thank you!!! :)
The custom game logo i implemented in my mod wont show up
btw i had the "gamelogo 1" in gameinfo.txt
^(I don't know if this is the right place to post this, but this is the first one I found)
I've had an idea to make TF2 interact with some code outside the game. (controlling a small 20x4 LCD screen via Python and Arduino)
But I can't get a clear answer. Maybe I didn't look well enough into this?
tl;dr: Trying to port TTT on CS:Source, the test server IP: 185.107.96.237:27015 and discord link where we plan gatherings https://discord.gg/snVjZJ2Ukp
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Hi everyone! I'm currently working to bring TTT mod to CS: SOURCE, The test server is already up and running and has all the basic features expected for a full TTT gameplay such as:
This is an iteration of TTT mod and doesn't have to be 100% identical to Gmod's TTT, There isn't one iteration of TTT on Gmod anyway, The design of the mod is that all players start with pistols, and weapons are scarce or nonexistent on the map and you can acquire a gun from the credits shop once you earn some credit, overall the gameplay is super user friendly and should be easy to get hold of quickly, rules are available in-game and can be seen with the !rules chat command. I have also added some extra features like a warmup round with RPG while waiting for the TTT mod to start, Though I consider the server in beta phase since I haven't tested out things extensively, Also there are a few more stuff that are on my TODO list:
This is the server IP if you want to check it out: 185.107.96.237:27015
I will be planning some gatherings and receiving bug reports/suggestions on Discord: https://discord.gg/snVjZJ2Ukp
If for any reason you couldn't join the server please let me know on Steam it could a misconfigured plugin on the server: https://steamcommunity.com/id/JustG0/
Hey everyone, I’m having a problem with visibility on my map. I still haven’t added cubemaps cause I’m still working on it and everything is constantly changing, but everything is visible with mat_fullbright 1 through the hammer editor itself. But then, when uploading it to the workshop to share an early version with friends, mat_fullbright 1 leaves basically everything not directly lit by the sun completely dark. Any idea why? Thanks all!
it keeps giving me a missing texture with the error: "***ERROR*** Model Attempted to load with a VMT it can't find."
i dont really know whats going on so... help.
with the help of TheMaster974 we were able to get this https://developer.valvesoftware.com/wiki/Adding_Ironsights tutorial to work on source sdk 2013 multiplayer. everything works client side with the respectable weapons both pistols the smg and shotgun sv_cheats 0. however. when finally live online running off of a source dedicated server when you click to ironsight it takes a few good seconds for the game and server to realize an issue and it crashes the server and drops the game back to main menu. on the client side it does not perform the ironsight movements like it does client side creating a local server and after 3 to 4 seconds the server hangs up losing connection and timing out. i think its relative to the fcvar flags but experimenting with it hasnt gotten me anywhere yet, so im looking for some help looking into this before i revert the changes back to not.
EDIT: I realized I must select the solution itself in solution explorer and then hit debug to launch the game. The error below was because I had the Client selected.
I am trying to debug my mod from Visual Studio. I have been following a tutorial from the Developer Wiki, and can't launch the mod. I get this error.
With an output that looks like this.
1>------ Build started: Project: mathlib, Configuration: Debug Win32 ------
2>------ Build started: Project: tier1, Configuration: Debug Win32 ------
3>------ Build started: Project: vgui_controls, Configuration: Debug Win32 ------
1> Running VPC CRC Check - mathlib.vpc
3> Running VPC CRC Check - vgui_controls.vpc
2> Running VPC CRC Check - tier1.vpc
1> mathlib.vcxproj -> C:\Program Files (x86)\Steam\steamapps\sourcemods\zombie_source\sp\src\mathlib\..\lib\public\.\mathlib.lib
2> tier1.vcxproj -> C:\Program Files (x86)\Steam\steamapps\sourcemods\zombie_source\sp\src\tier1\..\lib\public\.\tier1.lib
3> vgui_controls.vcxproj -> C:\Program Files (x86)\Steam\steamapps\sourcemods\zombie_source\sp\src\vgui2\vgui_controls\..\..\lib\public\.\vgui_controls.lib
4>------ Build started: Project: Client (HL2), Configuration: Debug Win32 ------
4> Running VPC CRC Check - client_hl2.vpc
4> client_hl2.vcxproj -> C:\Program Files (x86)\Steam\steamapps\sourcemods\zombie_source\sp\src\game\client\.\Debug_mod_hl2\client.dll
4> 1 file(s) copied.
4> 1 file(s) copied.
========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
When I transferred maps from my old mod, this strange visual bug appeared, it appears when I look to the left, it can turn white, etc. Not because of the video card drivers, since everything is fine in other games. When I turn on the flashlight, everything starts to flash in different colors, etc. Help please!
literally the tittle
Looking to play some valve games with mates and spent the better half of four hours yesterday trying to get HLDS working, and finally managed to.
Today's task is setting dedicated servers for source games. Any way to get srcds running like HLDS?
I keep seeing images like this, showing it is a similar application, yet all tutorials I find talk about creating bat files and port forwarding for each specific game.
When I click srcds nothing happens, doesnt try open or crash or anything. Just sits there.
If anyone knows a way to get it to run like hlds with radmin I'd be very grateful!
As the title says, I'm trying to export a model I made for a friend into SFM. However, whenever I try to export it, I'm getting that error. I double-checked my QC file to make sure to include every single DMX that came out of the export and that the names and paths were correct. Here's some screenshots I took:
https://imgur.com/a/exception-access-violation-error-when-compiling-qc-file-uV3drZk
Now, something I noticed is that the compiling aborts by the time it gets to the "Boot L" bodygroup, but the DMXs that make part of it have a moderate polycount, so I'm not sure what could that be.
EDIT: The second picture with the QC has a few backslashes. I already replaced them with normal slashes so that must not be the problem.
I've modded TF2 with my animations, however I would like to also make custom animations for Half-life 2 as well, i am willing to learn how to rig and such to achieve this goal.
im currently on a play through of HL2EP2 with MMOD and cannot change my FOV. the command does nothing,the slider does nothing and changing it in the Config file dosent do anything either. does anyone know how to fix
How hard would it be to import the CS2 maps, models and textures to the CS:S engine?
converting vtf files to any version is a risk of easy vtf converter breaking your vtf files
I haven't gotten to that point yet, but I'd like to know now to avoid any problems in the future. I haven't investigated it in depth yet. But it's so that during the first stages the player can't ask the "Barneys" to follow them since the incident hasn't happened yet.
I know this is for Source but GoldSource should be the same - I'm working on a plugin for Half-Life and I'm not getting any crash dumps when my plugin crashes.
I've recently got a new Windows 11 computer so maybe there's a setting? https://learn.microsoft.com/en-us/windows/win32/wer/collecting-user-mode-dumps says that there is but this doesn't sound right - I definitely never set anything like this before.
Basically I want to make a very simple model replacement for lamarr the headcrab, and I've pulled this off by removing the lamarr model from it's skeleton and added in a different model and adding a constraint to just one of the bones. I then went through the action editor and exported each of the skeleton's animations to their appropriate SMD file and the reference model. With everything set up (.qc file, "lamarr_anims" folder with all smds, ref model) I compiled with Crowbar, and the model compiles with only one warning that states "ConVarRef mat_specular_scalar doesn't point to an existing ConVar" not sure if this has anything to do with my issue though. I view the model with HL model viewer and the model itself is fine, however only one sequence plays out, which is "Idle01". Any other sequence leaves the model unanimated. I then tested to see if it was an issue with the qc file (it's practically a copy and paste from the original lamarr qc), I opened it in blender and it gives me four errors, stating "no such file or directory" for fps.dmx, loop.dmx, walkframe.dmx, and event.dmx (could this be the issue?) Despite this, I can view all the model's animations accurately play out with the action editor. Then I decided to run a test .qc that only includes one sequence "BarneyPounce" and compile. Going to view this test .mdl with the one sequence in model viewer, it actually plays out the same Idle01 animation despite being called BarneyPounce... in the main qc file, each sequence calls for its own correlating .smd (Idle01 calls for Idle01.smd, BarneyPounce calls for BarneyPounce.smd, etc.) I even open BarneyPounce.smd itself in blender and the skeleton plays out the correlating animation as it should.
To be honest I'm still pretty new to 3D stuff in general so it very well could be a user error, but if the problem is those missing dmx files that I mentioned how would I go about obtaining them? Decompiling lamarr.mdl does not give me these files. Any help appreciated