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Top 23 source-engine Open-Source Projects
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Osiris
Free and open-source game hack for Counter-Strike 2, written in modern C++. For Windows and Linux.
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source-engine
Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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advancedfx
Half-Life Advanced Effects (HLAE) is a tool to enrich Source (mainly CS:GO) engine based movie making.
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Plumber
A Blender addon for importing Source 1 engine maps, models, materials and textures. This addon makes it possible to import full CS:GO, TF2, CS:S or other Source 1 game maps into Blender. (by lasa01)
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SourceDemoRender
Multithreaded, hardware accelerated solution to create high quality movies for the Source engine.
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tf2-patches
Team Fortress 2, but with a lot of fixes, QoL improvements and performance optimizations!
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BlenderSourceTools
The Blender Source Tools add Source engine support to Blender, the free 3D modelling suite.
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VMF2OBJ
Convert source-engine VMF files into OBJ files with materials (including brushes, displacements, entities, and models)
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Portal-Base
Port of Portal 1 2007 leaked source code to Source SDK 2013. Also includes fixes for Half-Life 2 maps and gameplay.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
Project mention: The Next Generation in Graphics, Part 1: Three Dimensions in Software | news.ycombinator.com | 2023-04-27Let me make the case that it's definitely not just nostalgia - or, at least, that Quake style movement didn't fade away because of any objective, rational process.
One of the exasperating consequences of the rise of game engines has been that you have games shipping that have more and more of their game design inherited from their game engines.
On some level this makes sense - games are just massively complicated, and so if you already have working, tested code, it's often quite tempting to just go with what already works (and not spend time really internalizing how working things work) and then focus on figuring out the particular things you are adding from that baseline.
As just such an example, when I was working on Activision's Soldier of Fortune, we largely inherited Quake 2's movement code, and most of it was left untouched by the time we shipped. At some point, midway through development, inspired by Thief, I stayed late one night with a co-worker, and I added in leaning around corners to the player controls. I don't remember the particulars of that process, but (obviously) I had to make tons of aesthetic choices while doing that, because I was writing it from scratch. But the base movement we could inherit.
If you go back and look at first person games from the late 90's, their aesthetic choices about basic player movement are all different in subtle ways. That makes sense, because most studios were writing their own bespoke engines at the time, and there was vastly less code sharing. So people were writing code because there was no particular alternative, and so they were making tons and tons of aesthetics choices whether they wanted to or not. Lots of those choices weren't always great, but they were often particular.
It's clear at this point that lots and lots of FPS games just inherit Unreal Engines movement. Not because it's great, but because it comes with Unreal and it's a default. To me, there's something very specific about the way friction works with player movement in Unreal that feels very ... sticky? ... compared to Quake Engine games. Players come to a stop when input is released in a way that feels like being in glue - again, at least to me. There's more subtle gliding around in Quake. As far as I can tell, the difference rarely effects game play in most games. But it does change how it feels aesthetically to play moment by moment.
Anyway, this topic feels intensely path dependent to me. Unreal's movement is the default because Unreal is the default engine (in a lot of contexts), but it didn't become the default because of anything specific about its player movement code. Those aesthetic decisions were just along for the ride, so to speak. Or at least, that's my sense.
Interestingly, I found a github project a while ago that tried to reverse engineer Quake / Source's movement and put it into Unreal Engine 4. No idea how successful the project is, but I suspect it might be an interesting resource for seeing what's different between the two: https://github.com/ProjectBorealis/PBCharacterMovement
Project mention: Modified source engine (2017) developed by valve and leaked in 2020 | news.ycombinator.com | 2023-10-28
Project mention: Brody Foxx is now official in roblox TF2, how do you feel about this? | /r/tf2 | 2023-12-11You probably already know about this but mastercomfig is great for improving performance. There is also helpful documentation on performance mods, launch options, huds, hitsounds, etc...
Project mention: TF2 does not launch properly. Game opens, switches resolution to 720x576, then shows the loading splash screen and dies. What's going on? | /r/linux_gaming | 2023-10-10
Project mention: Questions regarding modeling maps on a different program to import into Source 2 engine | /r/SourceEngine | 2023-04-30I used this one for importing map to blender https://github.com/lasa01/io_import_vmf
> meta version Metamod:Source Version Information Metamod:Source version 2.0.0-dev+1225 Plugin interface version: 16:14 SourceHook version: 5:5 Loaded As: GameDLL (gameinfo.txt) Compiled on: Oct 3 2023 05:37:26 Built from: https://github.com/alliedmodders/metamod-source/commit/b5f160f Build ID: 1225:b5f160f http://www.metamodsource.net/
why not use SVR and get actual quality video faster than realtime? https://github.com/crashfort/SourceDemoRender
Project mention: PeTI: How can I improve the start room of my test chamber? It's based around carrying a Companion Cube with you. (BEE2 v4.43.0 installed) | /r/Portal | 2023-06-08It wasn't too hard, honestly. I went to the official GitHub page, installed BEE2, and selected the portal2.exe file in "/steamapps/common/Portal2". From there, I just booted up BEE2, chose what I wanted, and hit the "Export to Portal 2" button under Export Options.
Warmly recommending to pair hammer++ with Slammin' source mapping tools(compilers) and compilepal.
They did recently added community fixes from mastercoms and makaroffilya in the March 1st and March 20th update. So I'm 100% certain that they'll add plenty of fixes from Team Comtress 2 (which is now TF2 Patches) and probably whatever they'll find from the workshop for this summer update.
Project mention: Trying to import "No More Room in Hell" models and animations but failed | /r/SourceEngine | 2023-08-18Hi, I am trying to import NMRiH models and animation into blender, I tried Blender Source Tool SourceIO and plumberr, but none of them works. If these tools can't do this job, is there any other tool can help me?
you might be able to use something like https://github.com/Dylancyclone/VMF2OBJ to convert the map to .obj, and then use blender to convert that to .gltf
source-engine related posts
- Brody Foxx is now official in roblox TF2, how do you feel about this?
- Why is Hammer notorious for being a pain in the ass?
- setting up a surf server offline?
- Modified source engine (2017) developed by valve and leaked in 2020
- TF2 does not launch properly. Game opens, switches resolution to 720x576, then shows the loading splash screen and dies. What's going on?
- Server requirements to host a 100 player server?
- I love random crits
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A note from our sponsor - InfluxDB
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Index
What are some of the best open-source source-engine projects? This list will help you:
Project | Stars | |
---|---|---|
1 | Osiris | 3,223 |
2 | PBCharacterMovement | 1,159 |
3 | source-engine | 1,044 |
4 | sourcemod | 939 |
5 | mastercomfig | 601 |
6 | Source-1-Games | 605 |
7 | game | 494 |
8 | advancedfx | 486 |
9 | Plumber | 359 |
10 | metamod-source | 338 |
11 | hl2sdk | 325 |
12 | SourceBans++ | 317 |
13 | SourceDemoRender | 285 |
14 | BEE2.4 | 275 |
15 | CompilePal | 210 |
16 | tf2-patches | 206 |
17 | BlenderSourceTools | 209 |
18 | rcon | 129 |
19 | BEE2-items | 129 |
20 | SourceOps | 128 |
21 | source-pbr | 116 |
22 | VMF2OBJ | 107 |
23 | Portal-Base | 102 |
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