Fixing Missing Textures in Source Engine Mods by Correcting VMT Paths
Learn how a simple case‑sensitivity mismatch in a .vmt file causes missing textures in Source Engine mods and how to fix it with mat_reloadallmaterials.
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Learn how a simple case‑sensitivity mismatch in a .vmt file causes missing textures in Source Engine mods and how to fix it with mat_reloadallmaterials.
Learn how to use the SourceEngine Scroll API for efficient deep pagination, see a complete curl‑based example, and understand the limits and common pitfalls to avoid resource leaks or stale data.
A laggy custom weapon in a Source mod usually isn't a weapon bug — it's a misunderstanding of prediction, interpolation, and lag compensation. Here's how the three systems fit together and how to write networked fire code that feels instant.
Learn how to prevent 'physics explosions' and instability in the Source Engine by managing collision meshes, mass ratios, and utilizing debug tools like phys_boxes.
Learn how to build, compile, and test a custom dynamic lighting material in the Source Engine 2013. Follow a concise step‑by‑step guide that covers shader files, material dictionary settings, hot‑reload, and in‑game verification.
Goal Maintain a Source engine server where players and administrators hold only the privileges they need, even as Steam authentication tickets expire and RCON credentials change. SteamAuth Ticket Refresh Steam-issued tickets expire after a configurable interval (≈24 h). The server accepts a ticket until the next map change, then prompts the client to re‑auth
The Source Engine entity system allows for property definition via hard-coded member variables or dynamic property maps. When designing for data persistence and save-game compatibility, these two approaches offer different trade-offs regarding performance and schema evolution. Static member variables ensure type safety and high-speed access during the game l
Binding behavior with sv_lan enabled When sv_lan 1 is set in server.cfg , the Source Dedicated Server stops advertising to the Steam master list and rejects connections from non-RFC1918 addresses. However, the engine continues to bind the game port (default 27015 UDP/TCP), SourceTV port (27020), and RCON to 0.0.0.0 on all interfaces. This leaves the sockets
The goal is to define the concurrent client input threshold at which a Source engine server's deterministic lock-step simulation begins to serialize inputs across a single tick and produce measurable latency spikes. The server processes client commands sequentially per tick, so rapid simultaneous input from many clients can exceed the simulation step budget,