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[WIP] Day of Defeat: Source entities and other TF2 Branch fixes #300
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Thanks for this! For base classes, you'll want one the
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still need to merge DoDSWeapon with Weapon
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It can be conditional yes, but it's a bit more work I'll probably need to do. You define |
* based upon Twemoji U+1F4CD; added to CREDITS.md as per attribution requirements https://github.com/twitter/twemoji * font from Mapbase https://github.com/mapbase-source/source-sdk-2013/wiki/Media-Resources
ommited `.sw.vtx` because directx 7 is no longer supported
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You should really rename |
It's a continuation, but very different from the 2013MP prior to the update. It's not an actual "branch", no, but it is a distinctly different (and semi-incompatible) engine version; that's why Hammer++ had different TF2 and SDK2013MP versions. The 2025 SDK update should've been a separate new SDK, not pushed as an update to SDK 2013. |
since it's not really a branch. Not calling 2013MP b/c it's very different from 2021's 2013MP, which is still used by a number of mods.
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Perhaps |
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That works; keeps it future-proof in case there's another major update. |
name suggested by @vrad-exe
*now* that should be all the baseclasses; I checked all of them this time.
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Yeah |
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Oh also noticed you mentioned Mapbase's ent sprite font - I do have another option, a script in the repo root that assembles those. |
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Ah, |
Technically, `player` handles it, but that's an unnecessary can of worms
I need to figure out how to run the test scripts locally
only weaponscripts, baseclasses, and spawned ents rn; need to go through and check what else is loaded.
…`_point_worldtext_tf2`
fixes vanilla hammer compatability
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Okay, I tried to run the build scripts locally, but command prompt crashes (without the FGD being made). I don't want to mark this as ready for review until I can test it locally. |
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What error do you get? What version of Python are you using? |
Okay, I had to open command prompt from within command prompt to get it to not "crash", because the
I recently changed the version on my %path% to 3.13.3. |
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I installed srctools via pip and ran build.bat, but it seemed to put every single entity in each FGD (regardless of if I chose |

I'm almost done with my updated Day of Defeat: Source FGD, so I figured I'd attempt to add the DoD:S entities to this project. I've also bundled some related edits that affect all first-party TF2 Branch games (HL2DM, CSS, TF2, DODS, HLDMS).
This adds a few extra tags:
HLDMS- Half-Life Deathmatch: Source (has everything HL:S has, plus more, because it runs on TF2's engine version)HL2DM- Half-Life 2: Deathmatch (surprised this wasn't here already?)PROPLM- supports lightmapped static props2025MP- runs on same engine version as TF2 currently does (as of Feb 2025 update) and shares codebase for DLL code. Name suggested by @vrad-exe.MPONLY- no singleplayer mode; used to hidenewunitin multiplayer-only gamesTodo
HammerAddons/src/hammeraddons/bsp_transform/globals.py
Line 68 in 506d542
comp_team_wall.pyloadsEntities
Checkmarked ones are implemented in this PR. Unchecked ones exist in DoD:S, but seem to not be useful for neither Hammer nor the postcompiler.
Comp entities
@PointClassand@SolidClassversions to coexist, as func_team_wall is intended to be usable as both.Point entities
Brush entities
Logical entities
Code-managed entities and C++ baseclasses