Mapbase is a base mod for Source SDK 2013 which expands and improves the toolset available to modders, augmenting other maps and mods for development purposes. Level designers would create their maps based off of this mod and larger mods with their own unique changes would draw from Mapbase's code and assets.
Mapbase includes 60+ new entities (not counting filters or engine ports), hundreds of new I/O/KV (Inputs/Outputs/KeyValues), a custom implementation of VScript, custom shaders, countless fixes, and enhanced FGDs all in one single package.
Mapbase is NOT an improved version of Hammer. Mapbase is a mod for Source 2013 itself and maps using it must be played in Mapbase or a mod running its code in order to function correctly.
Mapbase can be compared to mods like Spirit of Half-Life or even Smod in many ways, but most of Mapbase's changes are quality-of-life improvements that are largely invisible in-game.
- New entity factory manager for custom weapons (contributed by Petercov)
- Add cvar to enable player sprint while holding a prop (contributed by Crimson-X1)
- Add bounding box testing mode to `point_bugbait` (contributed by arbabf)
- Fix captions not loading from VPKs and certain directories (contributed by Petercov)
- Fix delayed closed captions appearing in the wrong order (contributed by Petercov)
- Fix HL1 style lip sync (contributed by Petercov)
- Properly assign held physcannon entity to pass into commander goal trace (contributed by Agent Agrimar)
- Fix ViewPunch random for AR2 (contributed by Mr0maks)
- Fix typo in `logic_branch` removal signal for `logic_branch_listener`
- New grenade throw AI hint for certain NPCs
- Fix `ai_relationship_classify` applying before default relationships loaded and not working properly after loading save
- Fix `CBaseEntity::CanBeHitByMeleeAttack()` not blocking damage from `CTraceFilterMelee`
- Fix `game_text` and `logic_format` not functioning properly on Linux
- Add extra trace to `npc_create` for NPCs which should use bbox instead
- Fix unarmed citizens not picking up weapons from racks
- Add optional upwards viewkick to HL2 `weapon_pistol`
- Add new VScript and particle animation events
- Add `OnScriptEvent` outputs to `ai_hint`
- Add new dynamic interaction keyvalues and utilities
- Fix dynamic interaction problems caused by walkframe sequence movement
- Fix various issues with HL2 NPCs performing dynamic interactions
- Add new response concepts (including some Alyx concepts) for all companion NPCs
- Add additional enemy criteria to NPC speech
- Add `func_tank` behavior criteria
- Fix `CNPC_BaseZombie::HeadcrabFits()` and blood impacts not working with serverside ragdolls
- Fix `AE_ZOMBIE_POPHEADCRAB` using inaccurate headcrab release position
- Add cvar to prevent zombies from flinching during actbusies and scripted sequences
- Add better circumstantial criteria to followup responses
- Add support for `game_text` and `vgui_text_display` to use fonts created by VScript VGUI (contributed by samisalreadytaken)
- Add recursive KV read/write on `CScriptKeyValues` (contributed by samisalreadytaken)
- Enable parenting to clientside HUD viewport (contributed by samisalreadytaken)
- Fix case sensitivity of panel classname and panel callback inputs (contributed by samisalreadytaken)
- Fix script fonts not being reloaded when no panel parented to the root was created (contributed by samisalreadytaken)
- Fix image rotation in `vgui::ImagePanel` (contributed by samisalreadytaken)
- Change vscript net message header size to 4 bytes from 2 bytes (contributed by samisalreadytaken)
- Disable vscript entity listeners on level shutdown (contributed by samisalreadytaken)
- Fix `mapspawn_addon` not loading from VPKs
- Fix clientside `C_BaseCombatCharacter` hierarchy
- New `Get`/`SetGroundEntity` and `Get`/`SetModelScale` functions for `CBaseEntity`
- New `SetClassRelationship` function for `CBaseCombatCharacter`
- Fix custom procedural crash
- Add command line parameter to allow VScript file read paths with dot slashes
- Fix `weapon_custom_scripted` hook calls and `ItemPreFrame` base call (contributed by samisalreadytaken)
- Add `Panel::RemoveTickSignal()` (contributed by samisalreadytaken)
- Move `CNPC_Citizen::IsMedic()` to `CAI_BaseNPC` (contributed by samisalreadytaken)
- Fix `CBaseEntity::ScriptGetKeyValue()` returning cached string on invalid input (contributed by samisalreadytaken)
- Fix warnings about conversions between `soundlevel_t` and `float` (contributed by Mechami)
- Fix syntax mistakes causing warning messages on certain compilers
- Various comment changes
This update comes almost exactly 16 months after Mapbase v7.1, and it mainly focuses on contributions and other changes which have queued up in that time. This includes a lot of fixes for long-standing bugs in Mapbase as well as stock Source 2013, as well as a few new features with interesting use cases.
Click on the button below to find out more about what this update entails:
Mapbase's v7.1 update has been released. This update primarily focuses on VScript VGUI, Linux support, and bug fixes.
Mapbase's v7.0 update has been released. This update focuses on new NPC animations, some big Alien Swarm SDK ports, changes to developer commentary mode...
A public open beta for Mapbase v7.0 has begun. This article will explain why we're doing this and how to take part in it.
Mapbase's v6.3 update has been released. This update heavily involves video playback improvements, VGui text, VScript convars/commands, and quality-of-life...
This build includes the main 3 folders involved in Mapbase and a README.txt with instructions.
This build contains the upcoming Mapbase release for testing purposes. Use the "Mapbase Release Build" instead for the latest stable release. Includes...
This build is a version of the release build which contains Mapbase's experimental VScript support. Please report any issues to the comments of this file...
Custom map compilation tools (vbsp, vvis, vrad) needed to compile Mapbase maps. Slammin' Source works as well.
A special, experimental tool used for miscellaneous Mapbase tasks, like creating tool shortcuts or converting VMT files to the new shaders.
I can't get a map to run after I compile it with hammer. It starts to play and then crashes back to hammer without an error. I can get my map to run using the console when I load up Mapbase episodic from my steam library.
I think someone reported the same issue a while back. I asked around and someone said it fixed itself once they tried loading the map from the console. Since you've done that, could you try running it from the compile process again?
Did that and still not working.
hmm. i can't get ropes working... they dont show in hammer or ingame.
so theoretically, can I merge this mod's source code with the code of my own? i'd love to have these tools in my mod, but i'm concerned about the potential conflicts with the code i already have.
If your source code is a proper fork of the Source 2013 repo, you will be able to merge Mapbase's code with your own mod's code using Git. I haven't written documentation on how to do this yet, although I will likely begin on that within the next few days.
I can't play this mod. The console shows:
CModelLoader::Map_IsValid: No such map 'maps/sdk_vehicles.bsp'
map load failed: sdk_vehicles not found or invalid
Can you provide more details? Does the map crash on loading? Do you get this error after trying to load a specific map?
The loading screen doesn't even appear.
It looks like it can't get any map for some reason.
I tried to load a map on console, here's what it says:
map d1_canals_01
CModelLoader::Map_IsValid: No such map 'maps/d1_canals_01.bsp'
map load failed: d1_canals_01 not found or invalid
also the background too
CModelLoader::Map_IsValid: No such map 'maps/background01.bsp'
map load failed: background01 not found or invalid
try adding -dev on the launch options this disables background menu map loading
I want this but for HL1