About The Contract with
by Bravo81 on May 16th, 2013
Our current aim is to get the basic movements and actions working in-game, the required animations and models required.
As you can see on our profile and website we currently have our main character Sebastian:

Plus our primary weapon a Ruger Mark 3, 22/45:

On top of this, programming has started on our game using the 2009 release of the Source Engine, plus level creation was started last week on our two missions.
In the way of audio, we have recruited a member of staff to Voice Act our handler, Specter. Another sound engineer has been recording the Ruger Mk3 in action from reloading to firing and even loading magazines bullet per bullet.
We are very happy with our progress as a team so far, including the development of our website which can also be found on our profile. We now have a community forum up and running which is just waiting for you lovely people to register and fill it with all kinds of goodness.
Also, you will find a Dev Blog on the website, allowing you to keep up to date and follow us via Facebook and Twitter:
As the excitement keeps building and our followers increase, we thank you for your interest in our project and hope that our unfolding concepts and ideas keep you on the edge of your seat as every update passes by.
All the best,
~The Contract Dev Team.
This keeps being the best engine for mods, in my opinion. Even if the source code for the 2009 version isn't available.
How can I own a Source Engine ?
(buried)
This engine was one of the best for modding before it became an outdated piece of ****.
Just think: Source engine provides acceptable graphics while it's a lot more lightweight than other mod-able game engines. That's its advantage, dude.
Also, Valve keeps polishing it. It's becoming much better, not outdated at all. Who even needs to make a new engine when the current one is so good and is still becoming better?
Sadly they don't release these updates in code form. I would of loved to actually mod Portal 2, not just create maps and assets for it. Wouldn't it be cool to see NPCs running around, maybe guns or vehicles? More than one env_projectedtexture active? Same goes for L4D1/2 and TF2.
And don't forget those... things... they call "tools". Most tools are command line, and anything that has a GUI is the very definition of unstable. I'm trying to mod AlienSwarm(it's the best codebase we have atm), and it's version of Hammer is the worst I've seen(and when I thought it couldn't get any worse). I swear it has a memory leak(cause I don't think a few brushes need 1.4GB of RAM) and it crashes 90% of the time I touch the model selector.
Valve seems to pride it's self on the fact that so many people mod it's engine. I would imagine they would try to keep us, instead of trying to kill us off with these SDK & mod-breaking updates and by releasing tools that make you want to kill the nearest living thing out of frustration.
I'm not the only one, many Source modders are jumping ship for far more stable and powerful tools(UDK). A few really good looking mods have already converted, and I know one that might be converting soon.
I'm still modding it, I'm really trying to hold on. Not sure why, either because I like the way Source works or I'm just too lazy to learn something better. But really, it's just a matter of time before Valve breaks my SDK again and I just say **** it and walk off.
Come on Valve, where is the love?
The biggest issue IMO is that the improvements to the Source engine are minimal compared to other engines of the same age. Even the IW engine, the engine that people bring to mind when they think of old engines overstaying their welcome, brought massive improvements in 2007, and arguably looks better than Valve's default Source engine ATM.
Yeah, Valve keeps doing incremental updates to Source engine instead of major changes, but I have to admit that they introduced some good ones, such as better HDR system, dynamic lighting, better animations as well as less map limitations.
When in the **** are you going to fix the L4D SDK model viewer?!
The Source Engine 2008 really showed itself off in Left 4 Dead, the first one. The visuals and the edge smoothing is just amazing!
Export the model and animations as .smd files I think Valve may ship an exporter in the Source SDK, but I'm not sure) and create a .qc file and compile with studiomdl. There are tutorials on writing .qc files on the Valve Developer wiki.