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so i added gordon freeman into tf2 mod's not polished enough for release yet
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Parody posters created for Frostbite (Left 4 Dead 2). Artist: Nicky Grimes
#left 4 dead#left 4 dead 2#l4d#l4d2#posters#graphic design#design#photomosh#advertisements#advertising#garry's mod#gmod#gm_pool gmod#gm_pool garry's mod#source sdk#valve#gmod valve#garry's mod valve#steam#graphics
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TEAM FORTRESS 2 CLASSIC IS ON STEAM AND IS SET TO RELEASE ANY DAY
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You know you're a programmer when you cheer at getting a new kind of error.
#text post#random thoughts#programming#source sdk 2013#crowbar.exe#garry's mod#sourcemdl#programmer humor#programmer things
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can the guy who worked on the source engine at valve let me know why, inside a block you can only enter if numplanes equals 1, there's an iterator loop using numplanes as its end range. meaning this loop can and will only ever fire if it, yknow. never actually loops
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Adam: Robô Humanoide de Alta Performance para Desenvolvedores
Um novo marco na indústria da robótica humanoide foi estabelecido com a criação do Adam, um robô humanoide projetado especialmente para desenvolvedores. A empresa por trás do projeto, comprometida com a criação de um padrão universal no setor, tem se destacado por adotar conceitos de modulação, padronização, integração e estabilidade no desenvolvimento de seus produtos. Adam: Um Robô de Alta…
#Algoritmos de Aprendizado#Deep Reinforcement Learning#Desenvolvimento de Robôs#Humanoide#Nvidia Isaac Gym#Robô Humanoide Adam#robôs#SDK Open-Source
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English SDK for Apache Spark
Are you tired of dealing with complex code and confusing commands when working with Apache Spark? Well, get ready to say goodbye to all that hassle! The English SDK for Spark is here to save the day.
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#AI#Apache Spark#ChatGPT#code#Coding#compiler#Creative content#Data Frames#databricks apache spark#english#English SDK#generative AI#GPT-4#Large Language Model#LLM#OpenAI#pyspark#Python#SDK#Source code#Spark#Spark Session
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tomorrow, october 23 2024, spore will be getting an update to renew the server certificates.
there will be no new content.
however, this means that all mods that use the ModAPI sdk will break upon the 2024 update. .package files will not break and will be functional upon update. Most mods that work on the current (march 2017) version of the game will continue working fine, though many will need ModAPI and the Launcher Kit to be updated.
SMC community modders are currently working on an open-source mod that will backport the 2024 certificate updates to the march 2017 version so march 2017 update players can continue accessing servers. when it is released, i will post a link to it.
if you use the GOG or origin/EA versions of spore, you do not have to update your game and if you do not update, you will not be able to access the servers, but your mods will continue to function.
if you use modded steam spore, set your game's acf files to read-only. from the SMC discord:
there is a way for steam spore to be prevented from updating. Locate the folder SteamLibrary > steamapps
[it was Steam > steamapps for me, so it may be different for you.]
If you arent sure where you installed steam, right-click a steam game > manage > browse local files. You can backtrack from there. Most people have steam installed under "program files (x86)" but it depends.' Set the following two files to read only: appmanifest_24720.acf which is Galactic Adventures, and appmanifest_17390.acf which is Core Spore. You do this by right-clicking the file, then properties, then select "read-only" in the attributes section. When you DO want to update, remove the read-only flag.
as of right now i have already taken these steps, and hopefully my game will not cease to function upon update day, but i am spreading this information so we are all prepared for if it does stop functioning.
as a precaution to prevent outdated information from spreading, i will be turning off reblogs to this post once the situation is resolved.
original posts from the official spore discord and smc discord under the cut:
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The Spycrab. Why does it exist?
What is a Spycrab?
A Spycrab is an iconic animation bug for the Spy from Team Fortress 2. This bug was introduced since the game’s launch in 2007 and still exists today!
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This post will cover on what causes this bug happen, how to fix it, and why it SHOULDN’T be fixed.
Debugging the Spycrab
First we need to know how do you become a Spycrab in TF2. To become a Spycrab the player have to pull out the disguise kit, crouch, look up, then start moving in any direction.
This give us a clue on what’s going on. The issue is related to looking around while crouching with the Spy’s disguise kit. We can take a look at how Valve setup the Spy’s animations since they provided the model sources in the Source SDK. Let’s take a look at spy_movement.qci since that’s where they handle all of the animations related to moving around. From this point I will refer the disguise kit as PDA since that’s what it called in the sources. Looking at the entry for Crouch_PDA and Crouch_Walk_PDA everything seems to be written correctly. Theres nothing wrong with the code itself
Line 15: $sequence Crouch_PDA PDA_crouch_idle loop alignto a_reference addlayer PDA_aimmatrix_crouch_idle activity ACT_MP_CROUCH_PDA 1
Line 424: $MPCrouchWalkWithWeapon Crouch_Walk_PDA 0 0 0 0 0 0 0 0 PDA_crouch_walkN PDA_crouch_walkCenter PDA_aimmatrix_crouch_idle ACT_MP_CROUCHWALK_PDA $infoNode$
This means that the issue is coming from one of the animations itself. Lets load up the PDA crouch animations in SFM and compare with the normal stand up animations.
Everything looks fine however there’s something odd with the pda_aimmatrix_crouch_idle animation. It’s in a different pose entirely! To summarize what a aim matrix do, the animator put the character in various poses mimicking that the character is looking around. The game will take those poses and blend between them depending on what direction the player is looking. Generally you don’t want to stray way from the idle pose too much since it can cause potential problems when blending between various poses at once.
With closer inspection, it seems the pda_aimmatrix_crouch_idle animation is actually an early version of the spy’s knife aim matrix animation. Here’s both aim matrices side by side.
The Fix
Now knowing that the bug is created by accidentally exporting another aim matrix animation for the wrong weapon. The fix is actually very simple! Without touching the animation files itself. We can go into the spy_movement.qci and replace any mention of pda_aimmatrix_crouch_idle with pda_aimmatrix_idle and that’s it! Compiling spy_animations.qc and loading up TF2 we will see the Spycrab no longer works.
But should this bug really be fixed?
This is the part where I tell you that the Spycrab bug should never be fixed in TF2. Even though this bug was stemmed from a mistake and it’s pretty simple to fix. This bug should never be fixed purely because it’s very important for the game’s history and community. After this bug was discovered and popularized back in 2008. It spawns plenty of memes within the community and in-game references from community cosmetics and unusuals, an official rare taunt for the disguise kit, warpaints, and a poster from the map Carnival of Carnage a Halloween reskin of Doomsday.
Hopefully this post provide some interesting insight on how this iconic bug was created and the process of debugging animations in Source Engine!
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The Pebble Smartwatch is (maybe) coming back!!!
And the OS has been Open Sourced!!
For those that don't know the Pebble, it was one of the first smartwatches.
Some things about it where there has been NO SUITABLE REPLACEMENT FOR IN ALMOST 10 YEARS (that have more than 3 of these):
- an e-paper display
- a Battery that lasts more than 3 days.
- simple (I don't need 1000 features I don't use but make the watch expensive and cost battery life. I only need telling time, notifications, music control, alarms, weather, calendar, sleep/step tracking. Thats it)
- hackable (you can't even create watchfaces on the apple watch, and for the google pixel watch you need the whole Android SDK and basically have to make an android app) the pebble had thousends of user created watchfaces on its store.
- freaking physical buttons. I loved to control my music from my wrist without having to look.
I've got myself a google pixel watch a few months ago and I hate not beeing able to control music blindly and having to charge it every 1-3 days. The only good thing is, that I can use Google Pay from it and control some HomeAssistant stuff.
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watching a friend on steam launch source sdk base 2007 twenty times over the course of an hour and having the same emotional reaction i would to watching someone trying to get their sick elderly dog to play fetch
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have you seen the promotional material from tsp greenlight? if yes i would absolutely love to hear your thoughts on it. otherwise i can go fetch it for ya
First - please check Maximum's art - one of my fav TSP artists fr fr <333 Thanks for the ask!!
I asked for the files and now I'm sharing it here for you guys, too of the original TSP: HD REMIX greenlight.
I want to say that the TSPUD release took some inspiration from this campaign and I will compare the two, focusing mainly on the greenlight as you've asked for it.
There is a lot to unpack here so, I will break this into a few parts.
TABLE OF CONTENT
1) Trailers 1a) The First Trailer 1b) The Raphael Trailer 2) Images 3) The FAQ (frequently asked questions) 4) Final conclusions
1a) The First Trailer
Let's look at this trailer first. From what I can tell, this is the first instance of the 2013 intro. The layout of the Parable is once again unique, which happens in other trailers, too.
What is intriguing is the ending.
The exit sign - was also visible in 2011 Escape Ending (with Curator), and 2013 (Mariella Ending - it's green). The only instance of it being above the door is the Demo (door close to 'Do you like the Stanley Parable' choice). It feels like a clever blend of the 2011 and 2013 ending to me, as the Narrator experiments more with the new placement. That's maybe why the layout feels isn't as familiar.
It's also the first instance where we see Stanley being conscious, besides the 2011 opening. From his perspective - he woke up to completely. Every video present in it is from the intro - which, seeing erratic movements from the camera, could mean those are new to him, too.
My take is this is where the Other Stanley comes in place. As he can move too, he might either be the guy who we see in the trailers OR, the one in the video. I like both interpretations
This trailer was reimagined for the PS5 release of TSPUD.
The layout is also different from the main game. What is intriguing, however, is the setup. While the intro does show the room from above, making this fake 427 room just a scrapped material, the fact that the new Freedom ending (look at the difference in the sky between the images), only furthers what I said in my prev post (about IOS release )
Conclusions:
For trailers, the Narrator likes to make new parts of the Parable and play with layouts, letting Stanley run around freely.
That Stanley might be The Other Stanley. These, besides the Escape Pod Ending, are the only spots that Stanley moves by himself.
The greenlight trailer is there to show the new content from the perspective of 2011 mod, with a small callback to the original.
Now, onto
1b) The Raphael Trailer
Link to it Before I get to the trailer, I just want to give a shoutout to a Raphael Parable mod. It's an interesting fan game and I truly admire it.
The orange walls are typical Source SDK engine ones, and we have the emotion boxes found later in the Demo.
Have this list tho because it's funny
It's the typical type of crazy list we see in the Demo, Disco, and iOS new content; I feel this is closer to most of them, written by the Narrator instead of Proctols like the Disco one.
It's also the first mention of other types of game and the Narrator's interest in them. The survival horror element with the Bicycle scene is really nice. It shows up later in the Memory Zone <3
In general - this is, before Cookie9, the first canon situation of the Narrator reading other people's feedback on the game. Just like with Cookie, he seems to take a proactive method with negative feedback, trying to show he can change. The attitude, however, also changed - for Raphael's ending, he is still 2011 way meaner self. The amount of sarcasm throughout the whole thing is so enjoyable and, whoever Raphael is, I hope he enjoyed this.
Conclusions:
The Narrator takes a proactive approach to critique that feels close to heart.
The construction part with desk 000 is shown for the first time - which could potentially mean each office number corresponds also to the part of office built.
2) The Images
There are 17 images in total. This part is also referenced in the PS5 TSPUD release video but also, if you look at the Mind Control Facility, some of the images are also used there as some of the room renders.
There are main three types of these images. The first, the contradictions that are also present in the PS5 video. It's a theme in the game in general to combine these, as The End is Never The End (thing that the PS5 text segment ends with) only shows it more.
The second element - image 7 mentioned multiple different games styles that just like the video, fits the fact the Narrator loves gaming.

But the third one is most interesting. The text in these seems conscious
For the person who could say this, it could be either The Narrator or The Settings.
a) The Narrator: - Asking someone for help when game doesn't work like he thought:
Demo: " THEY SAID THEY LIKED IT! I NEED SOMEONE TO STOP THE DEMO! HELLO??"
Expo Achievement Fix: "Who fixed it? Is someone here?" ;
Confusion" "Will someone come for us?" - Skip Button parallels:
Image 12: slow corruption and scattered mind,
Image 15: "I am in control" ("It's all out of my control now. ") ,
Image 16: repetition,
Image 17: the return to normality
b) The Settings Person / 432 / TimeKeeper : - This could be his first appearance in the series.
- References to 'someone' could be his coworkers.
- Image 12: we know the number 8 is significant in the game. Just like the Bucket and Gamborrata, we know there seems to be some spiritual stuff going on and that might be the exact moment when he became the Timekeeper.
- Image 14: "If someone could get rid of the text maybe then I would see what the game is about" seems not quite like The Narrator's thing to say, as it's his game. Rather than that, it feels like someone else could be involved. - and with the corruption, it feels like a great
- Image 15: "don't tell me what to do" and Image 17: 'Let's begin again' fit their Settngs Persona
Both interpretations are as likely and while I prefer it's 432, feel free to make your own interpretations :] Maybe it's even a new character we don't know!
EDIT: I want to just show the smallest text on image 14:
"I would just like to know who is writing all of this. Do you know who is doing that. Would you please ask them to stop? Because I'm trying to figure out what this game is about (covered)"
This one part could mean whatever we see here are transcripts of thoughts, or what the person is saying is either written on the slides as they speak (meaning someone IS observing them), or they possibly have internet access (Google Translator). Once again, both can be true for The Narrator and 432 but, I thought it was a neat detail :]
Now, onto the last part:
3) The FAQ
It ties a bit back to who might be the person speaking in the images. And here, I would say it's even harder to tell due to the answers.
The question that starts it all is this:
If you remember the iOS post, the Narrator will in the future to this say he holds back on the details. Of course, as this is Davey/Cakebread, it could be interpreted as one of the Proctols speaking.
The second part though, is really interesting.
The question of identity is one in gen also present in the game (i.e. Confusion ending).
But the ending note-
"I'm alone again, aren't I."
makes me feel that once again. This might be either a) someone else entirely,
b) The Settings Person (theme of loneliness, loss of identity, understanding of weird rules),
c) Or, for this one my favourite, The Narrator.
Skip: "And here I am now, stuck in a room waiting for you (...) and that I'm going to be stuck all alone(...)"
Bucket apartment: "No, no no, no, no, no, no, no, what's going on? Why do I want to be with the bucket, hear what the bucket has to say do anything it asks, what's wrong with me? I don't understand!"
4) Final conclusions
First - thank you maximum for the ask. I had no clue about the Greenlight Steam page so, this was a delight to look through and analyse. Here are my final thoughts on this:
This was still a collaborative work for the Narrator. The construction work, the different characters seemingly present in the images and the FAQ work well with the Demo having mention of Proctols. He used some old ideas and is going into new territory.
Trailers are spaces for Stanley (or, the Other Stanley) to walk in peacefully without a player's interference. It's unclear which Stanley is it.
The critique was meaningful to him from the start. The way he responded to it felt similar, but the emotional impact seemed to have changed, just like he did between TSP and TSPUD.
Themes of madness and loss of identity are important in the game. It might be the first instance of The Settings Person appearance, but no canon information is shown.
The FAQ might be the last canon instance of him being directly in touch with the Proctols.
If you got to this part of the post - thank you :] Nine cookies for you!!
🍪🍪🍪🍪🍪🍪🍪🍪🍪
#the stanley parable#2013#greenlight#tspud#the setitngs person#narrator#the narrator#timekeeper#432#cakebread#trailer#ps5#ps4#stanley#the other stanley#ultra deluxe#the stanley parable: ultra deluxe#the stanley parable ultra deluxe#my ramblings#my rambling#theory#analysis#thanks maximus weuuu i adore your knowledge of the game. This was truly a delight on my sick day to look through.#I opened the other versions of the game and looked through all of trailers I could :]#I admire your knowledge on the game huwehehehueu truly and the way you share it with me. Thank uuu
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Promotional posters for @sharkburrito's upcoming campaign,
FROSTBITE
Coming soon to Left 4 Dead 2.
#frostbite#frostbite left 4 dead 2#frostbite l4d2#left 4 dead#left 4 dead 2#l4d#l4d2#graphic design#design#photomosh#advertisements#advertising#garry's mod#gmod#gm_pool gmod#gm_pool garry's mod#source sdk#valve#gmod valve#garry's mod valve#steam#graphics
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If you're a chaos-head, and also a fan of Cry of Fear... I am unsure of what exactly to tell you, but provide you with a custom hoodie where little Simon can brandish this hoodie against his will (if you are aware, then you are aware)
Here's a tutorial on how to put it into your game.
Keep in mind: you need to unlock all 5 endings of the game to unlock the custom hoodie option (being the very bad ending, 2 separate bad endings, the good ending, and the joke ending)
The hoodie provided is saved in .png for the sake of showcasing. Download this image and convert it to targa (.tga) and save it as 24-bit. (You can use any art program that allows you to save in .tga file (I prefer paint dot net)
Load up the game files in your steam directory (unless you downloaded it from another source, then I suggest you seek out the Cry of Fear folder as we speak), and search up models, costumes and put your targa file in the costumes folder, ensure you rename it to custom_hoodie. For the confused, it should look like this. steam>steamapps>common>cry_of_fear>cryoffear>models>costumes.
I will need to hold your hand for this, but if you are an owner of Steam, you will need to download Source SDK (and it's adjacent source variants) for the custom_hoodie to appear.
Start your game from the beginning, go to the secret room before proceeding, collect whatever you need for your little adventure and change your clothes. On the very bottom of the list should be a custom hoodie option, and it should look like this.
Do disregard the highlighted button, it does that on it's own sometimes.
5. Have fun.
#6ix3y3s#ask to tag#chaoseum#chaoseum (band)#cry of fear#cryoffear#cry of fear (game)#simon henriksson (cry of fear)#simon henriksson#cof
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SFM for first time users wanting to get started! (and how i personaly use my sfm)
so here you're gonna first load up sfm. make sure the launch option is NOT launch SDK and its just "launch source filmmaker.
black screen flickering when trying to move the camera or pose a character? eeeeasy fix! just copy down what on the pictures and i'll explain!
you want to make sure the "auto hide engine window is OFF, and you want to make sure that when creating your file that you DONT LEAVE THE FRAMRATE AT 24! i recommend the frame rate to be 25-30 since that's what i personally use. and boom! problem should be fixed!
2. "HOW DO I EXPORT MY POSTERS!? 😭😭😭" fear not, its WAY easier than you thought :3
ok so first of all before you even OPEN sfm, is go down to the sidebar, right click sfm and go to properties and it'll give you this popup.
now you see that little textbox there? i want you to copy paste that code into it, which is this ⬇️
-insecure -sfm_resolution 2160 -w 3840 -h 2160 +flex_smooth 0 -sfm_shadowma
now you'll have CRRRRISP, HIIIGH QUALITY posters in 4K resolution :3 beautiful
now once you've done tha, you can go make your poster and whatnot. and once you're done with it and want to export it, you go up and press file, and scroll down to export and select "movie". now dont worry, you're NOT exporting a VIDEO, just bare with me a sec. and once you've pressed that a new box will appear like so.
you're gonna want to press the three dots on the side of the "output path" and then a menu will come up of your files and stuff. you see where it says "ypapa"? on your puter or mac it should be your name. dont press "my computer". you wanna click downloads since thats where you want your posters to end up!
now that you've selected the output path, you're gonna name your file. DONT USE KEYS LIKE "/, (, :,{" since the system doesnt like it and wont let you, and remember to end the name with ".png" since you want it to be a png.
now i want you to copy the way i've set it out here. :) press export or click your enter key and boom! finished product! way to go man!
sorry if this is rambly or yappy im not good at explaining things :(
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"There's a new project attempting to make a source port of Prey 2006, based on the open source release of Doom 3. Currently it's in alpha state and not fully playable. The author is accepting contributors to help on the project, so I'm sharing here so it gets enough attention."


The source code is hosted here:
Here's the page where you can download and test it:
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