• Making a source mod in 2018?
    8 replies, posted
Are there tutorials on how to build a source mod in 2018, with modern visual studio? A few months ago I thought I'd play around with it since it was always an aspiration of mine as a kid to make a source game, but the project failed to build when I tried to run it in Visual Studio. Is the Source SDK too stale to work with in 2018?
If you do find a way, just be a lad and remake SMOD: Tactical.
Not exactly gonna be easy since most of the tools available are approaching ten years old, and most of the people you used to be able to talk to are long gone, but the documentation is still out there so it's at least possible to try.
Is the source for it out?
You're probably better looking into Unity or UE4 at this point, even if it means bringin all the source content from HL2 in somehow.
yeah, its best to just go to an engine, for one, you keep your options fully open to sell the game later, and source is outdated as fuck nowadays. Maybe one day source 2 sdk will come out (lol, good luck)
I'm really just looking into source for nostalgic reasons. I'm not much into game design, just coding/engineering. I'm writing my own engine right now
Keep in mind It has been a while since I toyed around with the source sdk so this information might be outdated by now: You can use modern visual studio, but you have to use the visual studio 2013 platform toolset to compile the code, which means you have to install visual studio 2013 unless Microsoft decided to provide the visual studio 2013 compiler separately.
The 'uptodate' way to mod would be the 2013 SDK base. Your choice if you wanna start to base it on hl2+ or hl2mp. The code can be found in the Valve githu repo. It should be natively built in vs2013 and is setup to build with the vc120_xp runtime. It can compile using the express edition. I can confirm the singleplayer builds without much trouble. If you wanna use another engine branch or default game style (top down) you could use the Alien Swarm SDK from the steam library. I can't remember how i configed it the last time i build the shader dll. My current backed up config seems the same vs2013 with a broken vc runtime. Assuming it was vc120_xp too.
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