Source SDK

Source SDK

Astute Mar 14, 2017 @ 10:08pm
Trying to compile SourceMod(2006/2013).
Well, after a couple days of tweaking and tinkering, my progress was halted. I'm attempting to get a Source Mod working using any available Source Engine branch. To my credit, I've setup 3 Source Mods and installed 3 extra compilers so far.

I have two Source mods currently, a 2006 and 2013 branch.

The 2013 branch made it pretty far. I was able to get a mod setup and booting, with a test level and a menu background and all that. I tried to start adding a custom entity(as per the "Your First Entity" tutorial on the Developer Wiki). I ended up hitting a wall here, as I can't compile a custom entity due to a missing "COutputEvent" definition. Workarounds have only resulted in corrupt client.dll's. I was able to add a custom entity to my map and compile it, but it crashes when I load it up in my mod. I've compiled using both VS2015 and VS2013.

The 2006 branch doesn't make it past the memoryoverride stage of compilation, I've tried it with both VS2005 and VS2008, it's a no go as far as I can tell.

After many a web search, I'm out of ideas. If someone knows how to get past one of these roadblocks, any help would be appreciated. However, I'm more looking for general advice about what to do next.

Experienced Source Modders/Programmers, where do I go from here? Do I continue with 2013? Fix 2006 somehow? Is there some "correct" route to take when setting these up?
Last edited by Astute; Mar 18, 2017 @ 2:59pm
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Showing 1-6 of 6 comments
Kris Mar 15, 2017 @ 7:03am 
The Source 2006/2007 and ASW Engine Are OutOf Date, You Must Be Use Source 2013
Astute Mar 15, 2017 @ 1:46pm 
Thanks for responding, I was afraid I wouldn't get a reply for several days/weeks. The reasoning behind picking the 2006 branch was because the 2013 branch wasn't compiling. I don't care as much about whether or not I'm up to date, I'd just like it to run.

Still, ditching the 2006 branch is probably for the best. It was a desperate attempt to get something working.

I'm currently trying to figure out where COutputEvent is and why it's not showing up for my custom entity. I can get the code to compile by removing the event, but that renders the class inoperable(and thus crashes the game).

I've located a COutputEvent in the server files under "server\entityoutput.h", but this appears to be the server version. I can't find a client version of COutputEvent.
Astute Mar 15, 2017 @ 2:15pm 
Derp, of course the solution would present itself right after I post. As it turns out, I was creating my entity in the client.dll, when I should have made it in the server.dll. Switching my .cpp from Client(HL2) to Server(HL2) fixed the problem. The tutorial even tells you to add to the server project. Looks like I just fudged it.

It compiles now, but still crashes. Oh well, one step at a time.
Astute Mar 21, 2017 @ 8:20pm 
To anyone interested as to why I was encountering a crash, just in case you stumble upon this and have a similar issue. It turns out it that it was not my code, but rather the test map I was using. The map had been compiled using Team Fortress 2's Hammer editor, rather than a version that was compliant with the 2013 version of the SDK I was using. Recompiling the map using the GMod Hammer editor fixed this issue. I don't know what other versions of Hammer might work here.
oof Sep 8, 2020 @ 12:29pm 
hey man did you get it to work if cant i can try to help you with the 2007 source code
Astute Sep 8, 2020 @ 8:33pm 
Wow, I forgot this existed.

I gave up Source Engine later that year. I ended up switching to Unity and developing my idea from there.
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Showing 1-6 of 6 comments
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