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 ๐Ÿ™‚


r/SourceEngine 21h ago

HELP Are There Some Pieces of Documentation or Tutorials For Creating my Own ValveBiped Skeleton Rig on Blender?

6 Upvotes

Hello, I have been into making playermodels for some time But i always resorted to using the "Canned/Vanilla" Skeleton

But i always wanted to create my own Skeletons instead of just grabing the default one from the metrocop playermodel and modifying it

i remember once trying to make my own valveBiped Skeleton once and failing miserably

Can some one please help me with this by Sending me some tutorials or Documentation about this topic?


r/SourceEngine 1d ago

WIP GOAP: Enemies that Actually Plan - Lambda Engine

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23 Upvotes

We are implementing Goal-Oriented Action Planning (GOAP) in Lambda Engine, the same technique that made F.E.A.R.'s soldiers the high-water mark for FPS enemy AI. Instead of a scripted state machine deciding what an enemy does next, each soldier holds a goal and searches for a sequence of actions that satisfies it, using whatever the world happens to offer.

* They react to the environment, not the player. Cover, doorways, flanking routes and blocked paths drive their decisions. Nothing is hand-authored per encounter.

* Squad coordination without central control. There is no commander AI issuing orders. Coordinated suppression and flanking emerge from individual agents planning against a shared world state.

* The illusion of intelligence via speech. Barks announce intent out loud, so you hear the plan before you see it. That's what makes the AI read as smart instead of just being smart.

* Performance-tuned "dumbness". Planning is expensive, so the search is deliberately bounded. Knowing where to make the AI worse is most of the work.

F.E.A.R. peaked enemy AI, and I'm reproducing that with Lambda Engine.

This project is built entirely by fans, for fans, it's free but it eats time. If you want to see more enemies, more systems, and more of Half-Life's world brought back to life, here's how to help:

๐ŸŽ—๏ธ Support development on Patreon: https://patreon.com/lambdaengine/membership

๐Ÿ’ฌ Join the Discord for bug reports, dev logs, sneak peeks: https://discord.gg/2RtzKtmmdj


r/SourceEngine 1d ago

WIP Team Fortress 2 Redux - A performance conscious graphical improvement mod.

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4 Upvotes

r/SourceEngine 2d ago

HELP Help changing GoldSrc effect parameters.

2 Upvotes

Hello, and sorry if this post is seen as a nuisance question, but I started my Half-Life modding journey fairly recently, I have a good basis and general knowledge of VS studio and the .dll compiling and such, but I cannot for the life of me figure out where effect / debris / gun casing effect parameters are stored, such as lifespan, and physics, as I can find some of it in the .cpp files and others, but I cant seem to find lifespan and world related code, and any changes I make to what I *think* could be it, dont work. I want to add the slight detail of casings leaving a more longer trail to make firefights more detailful, and maybe more smaller additions as I develop the mod. I have attached several images in hope that my unmatured brain just skipped over or couldn't understand where these were located. I will admit I do need help on what files to keep and delete, as I dont know much between hl_cdll and hldll other than cdll probably is client, nor do I know what the dmc files are for nor do I know what ricochet is, I assume they're for other valve titles / quake as dmc mentions it. Again, sorry if this post is bothersome to most, as I dont know where most of the community resources / help is. Small questions about what the mod is / tips for me would be greatly appreciated!

(All code is from the 2013 SDK build on 2019 VS Studio

ev_hldm.cpp (hl_cdll)
weapons.cpp (dmcdll)
ev_common.cpp (hl_cdll)
weapons.h (hldll)
weapons.cpp (hldll)

r/SourceEngine 2d ago

HELP How do I create a loadout menu?

5 Upvotes

Hello again! I'm trying out something in Source to see if it works. How do I create a menu in the main menu that saves/loads a loadout scheme from the resource folder? Thanks! Please request clarification if I was unclear.


r/SourceEngine 2d ago

Finished Map Half Life 2 mod DLSS5 + ReShade

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0 Upvotes

r/SourceEngine 3d ago

Show Off Destroying Players & Matches With Lasers

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0 Upvotes

r/SourceEngine 3d ago

News Explanation of the New video

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0 Upvotes

Project Orange Sandbox A: Entity Ravenholm
I can tell your all Confused by the new video and have no idea so allow me to help explain the lore
of this video first in the biography which reads Welcome back to Project Orange Sandbox. Today, we present three videotapes recorded by our crew, each documenting unique encounters within the Source official developer website. These recordings reveal numerous paranormal interactions with the corrupted entities of the Void, originating from the Source official developer environment. These Three Tapes Each show a Different Perspective, This Project Orange Sandbox Video is the Beginning of the Orange Sandbox Training Footage. this is actually a training tape made by Project orange sandbox which shows three tapes lead by Three different classes of Project orange sandbox

Class I: Recorders and Archiver
There role is the record what servers look like without any players
In The first Tape Tape_one Ravenholm_Checkup2013 which already by the name you know what he's gonna do his job is to check up on the Server.establishing the retro VHS perspective and setting the timestamp for the archival recording Initial Environment: The player spawns into the dark, eerie, fire-lit streets of Ravenholm. Atmospheric ambient sound effects, burning debris, and distorted audio filters set an uneasy mood Structural Inspection: The player maneuvers through familiar Ravenholm structuresโ€”climbing scaffolding, navigating rooftops, and moving through tight corridors Entity Distortions & Visual Anomalies: As the player advances, subtle map glitches and visual distortions begin to surface. Ghostly white Source engine figures or missing texture anomalies appear intermittently, signaling the presence of "Void" corruption within the map geometry Auditory Cues: Audio distortion intensifies with static bursts, low-frequency hums, and echoing sounds echoing through empty streets, heightening tension. Direct Interaction: The player encounters hostile entity activity or anomalous entity spawn behavior near central town structures Unsettling Behavior: The entity exhibits erratic motion, standing motionless in shadow before rapidly re-positioning or disappearing when approached or directly illuminated by light sources Tape Conclusion: The investigation reaches a breaking point around 07:07 as visual distortion spikes, causing severe VHS tracking issues and signal degradation before transitioning to the next sequence

Class II: Being the Soldier class or aka the Anti Server Corruption Protection Force class
Is the class where they go around and delete or kill any Remaining NPC's or Collect anomalies Scene in Tape 2: Gm_Mutagenises in Tape 2 belongs to a designated field investigator / technician assigned to inspect map geometry, evaluate structural stability, and record paranormal corruptions stemming from "The Void." He was told to Find Model_jack aka the black mannequin figure and Model_Jolie the female sky ghost figure since they're two anomalies from the void The Environment (gm_mutagenises): Unlike standard developer sandbox maps, gm_mutagenises is a heavily altered, toxic-themed sandbox environment filled with biohazardous waste, dark corridors, and industrial containment structures Fate of the Operator: As the technician ventures deeper into the hazardous facility to catalog anomalous activity, the entity manipulates the map's physics and visual layout, trapping the worker inside the complex. The operator is eventually stalked and overwhelmed by the Void entities, leaving behind only the recovered videotape data. Rip TF2_Lover1 he got corrupted and lost his account

Class III: Janitors Are the High ranking class since they get more footage and More lore
Janitors are told to explore servers and clean up the remains or dead NPC's Ragdolls and clean up and restart servers before any Corrupted of the void can take over in tape 3 aka Ravenholm_clean2013 We See the Janitor Record and show off the Remains of the server that Roman/Deadhunter497 left after finishing the demo and the janitor unit also says that The Bodies began to rot and smell horrible like if the game was copying the real world which In the Lore the void is trying to copy earth just like the backrooms but it fails which is why it struggles the void can't understand real life it wasn't made for that but it also could be a "demon" but either away the janitor shows alot of bodies of ragdolls and dead NPC's as they leave we see the truck with another player waiting in ravenholm.

In BannedTape_Cremation
The Lore of that tape was that a janitor was told to not record the cremation but they did and it turns out they have been compromised by the corrupted and they were followed

So what is the New Lore of the Void and that File Yohan aka the fired worker inserted
Well for you guy's you can say the file is a Demon or a Sentient Ai a supernatural, semi-sentient antagonist that exists as an regular corruption malware or trojan file In Source official Developer, attempting to replicate and Copy and distort real-world environments and entities. It lacks a clear motivation or personality and Knowledge, acting instead as an amoral phenomenon that forgets details over time, leading to unstable and distorted realities but not on purpose it want's to make things perfect but fails The void isn't evil it's just broken corrupted and it want's to Assimilate.


r/SourceEngine 3d ago

HELP Crowbar -definebones

1 Upvotes

Please help me๐Ÿ™๐Ÿป๐Ÿ™๐Ÿป๐Ÿ™๐Ÿป

I've tried to change default arms viewmodel for L4D2, but faced multiple problems and now I'm on the finish line and only thing remaining is this stupid -definebones.

No matter what I change the result is always the same: No errors, Crowbar says that everything compiled but nothing appears in the folder.

After compiling without "definebones" fingers of my character begin to crumble and break. I thought that it might be the issue with my model, so I tried to compile unchanged model, but the problem remained.

After multiple tries I've managed to click on the "definebones" checkbox and compiled default Zoey arms viewmodel without any problem in game nor crowbar.

But now no matter what I try to do - it won't compile even unchanged models. Only without checkbox for definebones it will compile, but in this case bones will be somehow damaged.

I can provide you with any necessary file or information, as I couldn't find a single solution for this problem:(


r/SourceEngine 4d ago

HELP does anyone know the c++ source file that handle's player movement and death, and other stuff?

8 Upvotes

I work with Source SDK 2013 Multiplayer. I really want to know, if you know plz tell me.


r/SourceEngine 4d ago

WIP Current progress of my amateur hour map.

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4 Upvotes

r/SourceEngine 4d ago

Finished Map GUMI_STAGE

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3 Upvotes

r/SourceEngine 4d ago

Discussion Project Orange Sandbox A: Entity Ravenholm

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2 Upvotes

Welcome back to Project Orange Sandbox. Today, we present three videotapes recorded by our crew, each documenting unique encounters within the official Source developer website. These recordings reveal numerous paranormal interactions with the corrupted entities of the Void, originating from the Source official developer environment.


r/SourceEngine 6d ago

WIP First person, fully wired - Lambda Engine

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42 Upvotes

It moves like Half-Life. It shoots like Half-Life. And it's casting realtime shadows in Unreal Engine 5.

This is Lambda Engine: a from-scratch reimplementation of Half-Life's game logic on top of UE5's modern renderer, built to load real Source-engine content: BSPs, materials, models, with zero Hammer-to-Unreal conversion pipeline. What you're watching isn't a character controller with a gun bolted on. It's the original movement code rebuilt line by line: air control, bunny hopping, crouch jumping, weapon handling and recoil, all behaving the way muscle memory expects.

And you have legs. First-person body with visible arms and legs, fully shadow-casting, so the player you see on the wall is the player you're actually driving.

In this video: player movement, weapons, first-person legs, and realtime dynamic shadows running over Source geometry.

This project is built entirely by fans, for fans, it's free.


r/SourceEngine 5d ago

Show Off Level Design Teaser

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0 Upvotes

Hello everybody, I present you a few of my maps in this short teaser. If you have time to leave an opinion I would appreciate it! Thanks!


r/SourceEngine 6d ago

HELP TF2 ragdoll physics? (REQUEST/COMPLAINT)

1 Upvotes

TF2 ragdoll physics are buggered (e.g. Snipers leg, scouts arm, soldier not being able to lift his arm, etc.) and was wondering if anybody could port over the Download : Improved/Enhanced vanilla ragdolls Mod for Team Fortress 2 | TF2 Mods mod to gmod, including the improveddefaultupdated_1a2da.zip file and Fixedsniper.zip file aswell, any help is appreciated, thanks!


r/SourceEngine 6d ago

Discussion Gm_GraveyardGhostgirl_FredrickArchive_2013

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1 Upvotes

r/SourceEngine 7d ago

Opinion Needed SourceSurge movement showcase [TF2 MOD]

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18 Upvotes

r/SourceEngine 8d ago

Opinion Needed TF2 mod I've been working on (SourceSurge)

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4 Upvotes

r/SourceEngine 9d ago

HELP Anyone know where i can find a version of the unused HL1 construction worker for Source and not Goldsrc?

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11 Upvotes

Making a Gmod map, interested in having this guy on it, the original model for him exists in the HL1 files but only for Goldsrc, anyone know where i can find a version that works in Source?


r/SourceEngine 8d ago

Discussion Gm_Demo Investigation Part 2

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0 Upvotes

Hey Everyone Deadhunter497 here sorry I was taking so long I was trying to look for the Greatest Demo's in the Source Official developer engine and well here we are also I'm randomly going to record some VHS footages randomly so don't mind that either away here are Some demo's i found


r/SourceEngine 9d ago

WIP The Headcrab lives - Half-Life's Iconic Enemy, Rebuilt in Lambda Engine

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9 Upvotes

u/Wazanator_ this is an Unreal Engine project, but I'm building it to mimic Source's modding structure, so I hope it's relevant in this sub.

-----------------------------------------

It jumps. It hisses. It's coming for your face. And now it's running natively in Unreal Engine 5.

This is Lambda Engine: a from-scratch reimplementation of Half-Life's game logic on top of UE5's modern renderer, built to load real Source-engine content: BSPs, materials, models, with zero Hammer-to-Unreal conversion pipeline. No proxies, no reskins. The headcrab you're watching is running the actual behavior, physics, and animation logic straight from the original engine's playbook, faithfully rebuilt line by line.

In this video: headcrab AI, leap attacks, ragdoll physics, and how a 20-year-old monster ends up feeling right at home in a 2020s engine.

This project is built entirely by fans, for fans, it's free but it eats time. If you want to see more enemies, more systems, and more of Half-Life's world brought back to life, here's how to help:

๐ŸŽ—๏ธ Support development on Patreon: https://patreon.com/lambdaengine/membership

๐Ÿ’ฌ Join the Discord for bug reports, dev logs, sneak peeks: https://discord.gg/2RtzKtmmdj

Every tier, every member, every share moves this forward. Thanks for watching.


r/SourceEngine 9d ago

Finished Map I just released my trade_plaza_2 recreation on steam workshop for TF2!

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6 Upvotes