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{{ | {{Source topicon}} | ||
| | {{Infobox engine | ||
| | | title = Orange Box (engine branch) | ||
| | | image2 = Half-Life_2_Episode_2_-_Screenshot_3.jpg | ||
| imagetooltip2 = In-game screenshot of {{hl2ep2|1}}, one of the three new games in The Orange Box package. | |||
| developer = [[Valve Corporation]] | |||
| platform = {{Win|1}}</br>{{mac|1}} <small>(2010)</small></br>{{linux|1}} <small>(since Feb 2013, {{srcmp}} only){{Cite|8}}</small></br>{{360|1}}</br>{{ps3|1}} | |||
| releasedates = October 10, 2007 ({{src07|1}}){{Cite|1}}{{Cite|5}}</br>June 3, 2009 ({{src09|1}}){{Cite|1}}{{Cite|5}}<abbr style="color: #8bb9e0;" title="Exact date is unknown but June 3, 2009 is the earliest build with Protocol 15. All Orange Box games (Source 2007) are updated back in February 17, 2009, to report SteamIDs using the Steam_0 format instead of Steam_1, which would meant it use 2009 engine but said change was also reverted due to issues with third-party mods."><sup>[Note]</sup></abbr></br>October 19, 2011 ({{srcmp|1|nt=3}}){{Cite|1}}{{Cite|6}}<abbr style="color: #8bb9e0;" title="Originally games before Source MP ran on Source 2009 but use binaries built specifically for MP games. Valve later updated the SDK in 2011 to distinguish those games which use 2009 MP binaries as Source MP branch."><sup>[Note]</sup></abbr> | |||
| sdk = {{srcsdk|1}}</br>{{srcsdk07|1}} | |||
| previousengine = {{src06|2}} | |||
| nextengine = {{l4dbranch|2}}</br>{{src13|2}} | |||
}} | }} | ||
{{LanguageBar}} | |||
{{toc-right}} | {{toc-right}} | ||
<span style="color:white; font-weight: bold;"> {{For|about=the Orange Box (Source 2007) engine branch|the documentation on Source SDK Base 2007|[[Source SDK Base]]|}} </span> | |||
The | {{src07}}{{src09}}{{srcmp}} The {{src07|3}} engine branch, also known as '''{{src07|3.1.nolink|nt=0alt}}''' or '''New Engine''' branch, was released in Oct 10, 2007 with the release of {{TOB|2}} ({{hl2ep2}}, {{portal}}, and {{tf2}}), succeeding the {{src06|2}} engine branch. {{Hl2|1}} and {{hl2ep1|1}} were also ported to {{src07|name}} only on consoles (until 2010 when the PC port of {{hl2|name}} and {{hl2ep1|name}} were later ported to 2009 branch). | ||
It was maintained side-by-side with the {{l4dbranch|2}}. All first-party {{src06|name}} (except {{hls}} and {{hldms}}) and {{src07|name}} games (both SP and MP titles), starting from June 2009 until June 2010, were eventually upgraded to newer version of Orange Box branch, later referred as {{src09|3}} (after 2010 SDK update), both Orange Box and Left 4 Dead branch were eventually succeeded with the release of {{asbranch|2}}. Despite this, the {{srcmp|3}} was created in October 2011 (simply to distinguish MP binaries from 2009), and later {{src13sp|1}} and {{src13mp|1}} branches were released in 2013 as more direct upgrades for these games. | |||
In an attempt to stop [[Bunnyhopping]], Valve updated the movement system to cap the forward move speed, inadvertently creating [https://wiki.sourceruns.org/wiki/Accelerated_Back_Hopping Accelerated Back Hopping]. This branch also introduced few bugs noticeable in {{hl2|name}} (and it's episodes), such as NPC eyes no longer blinks, the [[Dropship]] container gun no longer rotates, and thus unable to shoot unless you stand in the front of the gun, which significantly make the battle on the [[Sandtraps]] chapter much easier. | |||
In May - June 2010, all first-party {{src06|name}} and {{src07|name}} games for {{PC|3.1}} '''(''except'' for {{hls|1}}, {{hldms|1}}, and {{hl2lc|1}})''' were upgraded to {{src09|1}}, which adds support for {{mac|1}}, aswell introducing achievements for PC/Mac version of {{hl2|name}} and {{hl2ep1|name}}<!-- EP2 already have achievements on X360/PS3, and this applies to PC aswell when it was released back in 2007.-->. Optionally, achievements are also supported on third-party mods. Later in October 2011, all MP {{src09|1}} games were upgraded to {{srcmp|1}}. | |||
The Orange Box builds on the original Half-Life 2 branch, requiring its content installed to work. | |||
=== 2007 | ==Versions== | ||
There are six Orange Box branches. The first three are referred to in the SDK Launcher as {{src07|4.1}}, {{src09|4.1}}, and {{srcmp|4.1}}. The 2009 and MP branches (beside MP branches receiving more frequent updates) do not have a different feature set, but they are incompatible with 2007 due to various under-the-hood changes and different {{w|Application binary interface|ABI}}. Both Source 2009 and MP branches also lacks the SDK Base. The other three are collectively referred to as {{src13|4.1}}, consisting of {{src13sp|4.1}}, {{src13mp|4.1}}, and the {{tf2branch|4.1}}, with the latter succeeded {{src13mp|name}}. Source 2013 makes several more significant changes, and [[Source 2013|has its own page]]. | |||
'''Binaries for the Orange Box engine branch was distributed under the following files (prior to [[SteamPipe]]):''' | |||
*Source 2007 branch - {{code|source 2007 binaries.[[gcf]]}} | |||
*Source 2009 branch - {{code|source 2007 binaries 2.gcf}} (despite the GCF file name, it's actually 2009 branch) | |||
*Source MP branch - {{code|multiplayer ob binaries.gcf}} | |||
** MP games before 2011 SDK update actually used this binaries instead of {{code|source 2007 binaries 2.gcf}}, but both SP/MP at the time was referred as 2009 branch, until 2011 SDK update distinguish it. Games that use this .GCF file (and having higher protocol version) meant that those games runs on Source MP branch. | |||
'''Engine versions:{{cite|1}}''' | |||
*Source 2007 branch - {{code|build 3258}} up to {{code|4104}} ({{code|Protocol 11-14}}) | |||
** {{x360|1}} version builds are {{code|[[Source/Engine_versions#3219|build 3219]]}} up to {{code|[[Source/Engine_versions#3896|build 3896]]}} ({{code|Protocol 8}}), PS3 version unknown. | |||
*Source 2009 branch - {{code|build 3861}} up to {{code|5135}} ({{code|Protocol 15}}) | |||
** Multiplayer games before Source MP actually uses 2009 branch (but shipped with separate binaries) prior to 2011 SDK update (which Valve started to referring those games using 2009 MP binaries as running on Source MP branch). These games also initially have it's protocol version set to {{code|15}}, then later {{code|16 and 17}} (only in MP titles). Singleplayer titles still have protocol version {{code|15}}. | |||
*Source MP branch - {{code|build 4727}} up to {{code|5212}} ({{code|Protocol 18-23}}) | |||
==Features== | |||
New since the {{src06|4}} engine branch are: | |||
==={{src07}} 2007=== | |||
; [[Threads|Threading]] | ; [[Threads|Threading]] | ||
: Logic, rendering and audio have been threaded for performance gains in multi-core environments. | : Logic, rendering and audio have been threaded for performance gains in multi-core environments. | ||
; [[:Category:Particle System|Soft particles]] | ; [[:Category:Particle System|Soft particles]] | ||
: An all-new, artist-driven particle system. | : An all-new, artist-driven particle system, replacing the old hard-coded particle system. | ||
; [[VTF]] 7.3 and 7.4 support, and big-endian VTFX for {{360|1}} and {{ps3|1}}. | |||
: Source 2007 adds support for newer version of VTF texture format. VTF textures on {{360|1}} and {{ps3|1}} are stored in big-endian. [[VTF_(Valve_Texture_Format)#7.4|More information here]]. | |||
; [[env_projectedtexture|Shadow mapping]] | ; [[env_projectedtexture|Shadow mapping]] | ||
: | : Special dynamic lights such as the player's flashlight can now cast high-quality dynamic shadows. | ||
; [[ | ; [[HDR|Improved High Dynamic Range rendering]] | ||
: | : Remade HDR tonemapping that better fits outdoor scenes.{{cite|2}} | ||
; Motion blur | |||
: Cheap and simple camera motion blur.{{cite|2}} | |||
; [[SFM/Introduction_To_HWM|Hardware Morph (HWM) flexes]] and [[Wrinklemaps|Wrinkle maps]] | |||
: A new, powerful facial animation system, with support for textures that add fine wrinkling detail to the face during flex animation. | |||
; [[Material_optimization#Conditional_statements|Conditional statements]] | |||
: New conditional statements for use in [[materials]] to optimize them for lower-end machines. | |||
; [[$phong#Colors|Phongwarp textures and other Phong improvements]] | |||
: Source's phong shading, introduced in {{src06|2}}, has been upgraded with additional features such as reflection tinting, albedo tinting, phongwarp textures, and more. | |||
; [[$ssbump|Self-shadowing bump maps]] | ; [[$ssbump|Self-shadowing bump maps]] | ||
: | : A special, cheaper kind of bump map for brush shaders with baked in ambient occlusion to give the illusion of a self-shadowing surface. | ||
; [[$seamless_scale|Automatic displacement texturing]] | ; [[$seamless_scale|Automatic displacement texturing]] | ||
: | : Mitigates texture stretching across displacement surfaces. | ||
; [[$alphatest|Alpha to coverage]] | |||
: Applies anti-aliasing to transparent textures. MSAA must be enabled for this to work. | |||
; [[$distancealpha|Alpha to distance]] | |||
: Vector-like edges on raster images. | |||
; [[$emissiveblend|Flowing emissive textures for models]] | |||
: Advanced flowing emission for {{ent|VertexLitGeneric}}, notably used on the Vortigaunts in {{hl2ep2|4}} | |||
; Fresnel for [[$envmap|specular reflections]] and [[$selfillum|self-illumination]] on models | |||
: On {{mono|VertexLitGeneric}}, {{ent|$envmap}} and {{ent|$selfillum}} have new parameters to enable shading with the [http://www.3drender.com/glossary/fresneleffect.htm Fresnel effect]. | |||
; [[Cinematic Physics]] | |||
: Baked physics animations that are rendered offline and brought into the engine for playback with minimal performance cost. {{todo|This isn't really new; GoldSrc did it in {{czds|2}}…}} | |||
; Better [[per-vertex lighting]] on foliage | |||
: [[Static prop]]s with per-vertex lighting can now have their vertex normals ignored when calculating lighting, reducing hard shadows on foliage. | |||
; [[BIK|Bink video]] | |||
: A video codec used in game intros, such as the Valve intro during the game startup. It replaces the old video playback system which uses the [[AVI]] file format. | |||
; [[Maplist Thumbnails]] | ; [[Maplist Thumbnails]] | ||
: A console-oriented [[server browser]] UI. | : A console-oriented [[server browser]] UI. | ||
; Xbox 360 support | ; [[BSP_(Source)#Lump_compression|BSP compression]] {{only|{{360}}{{ps3}}}}{{Cite|3}} {{also|{{src13mp}}{{tf2branch}}{{gmod}}}} | ||
: | : BSP lumps are compressed on {{360|1}} and {{ps3|1}} version of this branch. | ||
: {{Confirm|While BSPSource reports LZMA size differences and the text "LZMA" can be seen inside BSP file. Using BSPInfo (shipped with BSPSource), reports that the map are not compressed.}} | |||
; [[logic_achievement|Achievements]] support | |||
: Source 2007 adds support for earning game achievements. This feature is available on {{360|1}} and PC only, and wasn't on PS3 until the release of {{portal2|1}} (since PS3 doesn't have Trophies until 2008). | |||
<div style="float:right">[[File:HL2_360_Menu.png|340px|thumb|In {{360|1}}/{{ps3|1}} version of The Orange Box, it comes with new menu that are optimized for controller.]] | |||
</div> | |||
; Support for {{Xbox360|4}} and {{ps3|4}} console | |||
: Most of the game files ([[BSP (Source)|BSP]], [[VTF]], etc.) on both consoles (both have PowerPC architecture) are stored in big-endian. | |||
: The PlayStation 3 version was ported by EA (Electronic Arts) due to the complexity of the hardware at the time. This result in the game running worse than the {{360|1}} counterpart. | |||
; Xbox 360 (or XInput-compatible) controller support on PC | |||
: Native support for the {{360|1}} (or any XInput-compatible) controller on PC has been added. | |||
Additionally, the tools have been upgraded: | |||
; [[func_viscluster|Visclusters]] | |||
: A new entity to be placed in large open areas with unbroken visibility, reducing compile times. | |||
; [[Texture shadows]] | |||
: Static props with transparent or translucent textures can now cast shadows based upon their alpha channel. | |||
; [[DMX]] model format | |||
: Deprecates [[SMD]] | |||
=== 2009 === | ==={{src09}}{{srcmp}} 2009/MP=== | ||
; {{mac|4|nt=2}} support | |||
: Supported since 2010 engine update. The engine can now run on Mac. However, Mac support outside of official games may be spotty. <br>However with the release of macOS since 10.15 (Catalina), it drops support for all 32-bit apps and games in general (which also includes every single Source engine games that are complied for 32-bit only). | |||
; {{Linux|2}} support {{srcmp|only}} | |||
: Shortly before [[SteamPipe]] and the release of {{src13mp|1}} (on March 2013), and {{src13sp|1}} (on May 2013), {{css|1}}, {{tf2|1}} (since Feb 14, 2013), and most {{srcmp|1}} games can now run on Linux.{{cite|4}}{{Cite|8}} | |||
; QuickTime video (MOV) {{only|{{mac}}}} | |||
: Replaces BINK video and only used on {{macos|3}} systems. Some games may also support Bink video on {{mac|name}}. | |||
; [[OpenGL]] support | |||
: OpenGL uses [[ToGL]] to convert [[DirectX Versions|DirectX]] shaders to [[OpenGL]] for {{macos|3}} and later in {{srcmp}} (since February 2013) on {{linux|3}} and uses OpenGL version 2.1 which is similar to Direct3D 9.0b. | |||
; Particle system adjustments | |||
: Particles can now render [[Particle_System_Renderers#render_blobs|blobs]] and [[Particle_System_Renderers#render_models|models]].<br>Not available in subsequent branches (removed in {{src13|2}}, and not ported upstream to {{asbranch|2}}). | |||
; Disable {{ent|phys_bone_follower}}s | |||
: {{mono|phys_bone_follower}}s can now be disabled on dynamic props for performance gains and lower entity counts. | |||
; [[Direct3D#Source_Direct3D|Direct3D 9Ex]] / Windows Aero DirectX Extensions{{Cite|9}} {{since|{{srcmp}}}} {{also|{{src13sp}} {{csgo}}}} | |||
: Improve performance depending on GPU hardware and drivers. Additionally, running those games on Windows 10/11 will automatically enable fullscreen optimization, which will allow quicker {{Key|Alt}} + {{Key|Tab}}. First introduced in {{srcmp|1}} (since 2011),{{Cite|9}} later available in Singleplayer titles when {{src13sp|1}} was released. | |||
==={{src13}} 2013=== | |||
{{src13|4}} ({{src13sp}} '''Singleplayer''', {{src13mp}} '''Multiplayer''', and '''{{tf2branch|2}}''') has its own page. | |||
== | == Removed features == | ||
=== {{Src07}} 2007 === | |||
Features that have been removed or deprecated in {{src07|4}} are: | |||
; [[DirectX]] 7.0 ({{code|dxlevel 70}}) compatibility level | |||
: Support for DirectX [[DirectX Versions#DirectX 7.0|7.x]] GPUs has been dropped. | |||
;[[env_terrainmorph]] | |||
:env_terrainmorph dynamically morphs displacements by pulling vertices along a normal, similar to the Paint Geometry tool in Hammer. | |||
; [[Steam/Steam_Chat|Steam Friends]] menu (and Friends v2) | |||
: In-game friends list & instant messaging, allowing you to chat in-game without {{key|Alt}} + {{key|Tab}} to Desktop and open Friends in Steam client. | |||
: While Friends was already removed in {{src06|1}} in July 31, 2007 before the release of {{src07|1}}, this is the first Source engine branch to not have the feature, as Steam Overlay replaced many of it's functionality. | |||
=== Source | == Availability and usage == | ||
Most games using this branch (except Console version of those games) were upgraded to the {{src13sp|4}} or {{src13mp|4}} (and later {{tf2branch|4}} for multiplayer games) branches when those released. Nevertheless, gamecode for the 2007 branch is included in the now-deprecated Source SDK app. | |||
===<span style="color:{{src07|col}}">Source 2007</span>=== | |||
{{see also|[[:Category:Source 2007 engine branch games]]}} | |||
==== Valve ==== | |||
* {{Code|style=2|2007}} {{srcsdk07|4}} (formerly ''Source SDK Base - Orange Box'') | |||
* {{Code|style=2|2007}} {{tobconsole|4}} | |||
** {{Code|style=2|2008}} {{psa|4}} ({{360|4}} only) | |||
==== Third-Party (Standalone) ==== | |||
* {{Code|style=2|2007}} {{aoc|4}} | |||
* {{Code|style=2|2008}} {{Dmmm|4}} ({{360|4}} only) | |||
* {{Code|style=2|2010}} {{bgt|4}} | |||
* {{Code|style=2|2011}} {{eyedc|4}} | |||
==== Third-Party (Mod, SDK Base) ==== | |||
* {{Code|style=2|2009}} {{obsc|4}} (ModDB version - Steam version runs on {{src13|4}}) | |||
* {{Code|style=2|2009}} {{Dear Esther|4}} (ModDB version) | |||
* {{Code|style=2|2012}} {{bms12|4}} | |||
===<span style="color:{{src09|col}}">Source 2009</span>=== | |||
{{see also|[[:Category:Source 2009 engine branch games]]}} | |||
==== Third-Party ==== | |||
* {{Code|style=2|2009}} {{zc|4}} (PC) | |||
** {{Note|{{360|1}} version of {{zc|4}} (Ultimate Edition) runs on {{l4dbranch|2}}.}} | |||
* {{Code|style=2|2011}} {{p3|4}} | |||
** Added PhysX physics engine for certain cloth models. Also contains a modified MDL format, certain features from {{l4dbranch|1}} ([[VPK]] v1), unique scripting language (Postal3Script), a system for using env_sprites for trees and hair, as well as a unique implementation of Nextbots. A former developer described it as such{{cite|5}}: | |||
:: {{quote|1="We messed it up from the start. In the later stages we were trying to upgrade to the latest source version [<span style="color:{{src09|col}}">Source 2009</span>] with some luck – that was part of the multiplayer effort. But we messed a lot to a source engine core, we messed with client/server architecture. It is a miracle the game was working at all."}} | |||
* {{Code|style=2|2012}} {{Dear Esther|4}} (Steam, delisted) | |||
** Replaced by '''Landmark Edition''' remaster which instead runs on {{unity|1}}. | |||
** The original mod version from 2009 (on {{src07|1}}) is still available. And the 2012 Steam version is still available on [https://www.humblebundle.com/store/dearesther Humble Store]. | |||
===<span style="color:{{srcmp|col}}">Source MP</span>=== | |||
==== Third-Party ==== | |||
None. | |||
== History and changes == | |||
{{inline note|name=October 10, 2007|{{tob|1}} was released for {{x360|1}} and PC. {{hl2|1}} and {{hl2ep1|1}} was also ported to the Orange Box branch ([[#2007|Source 2007]]), but initially only on consoles, while {{hl2ep2|1}}, {{portal|1}} and {{tf2|1}} runs on Orange Box engine on both console and PC.}} | |||
{{inline note|name=[https://web.archive.org/web/20081217053537/http://store.steampowered.com/news/?appids=300 July 2, 2008]|Day of Defeat: Source - Palermo Update was released. This update upgraded the game from {{src06|1}} to {{src07|1}}, adds 51 achievements (now 54) to the game, "nemesis/revenge" freeze cam like {{tf2|1}}, and adds one new map, {{code|[[Day_of_Defeat:_Source#Official_maps|dod_palermo]]}}.}} | |||
{{inline note|name=February 17, 2009 or June 3, 2009|{{dods|1}} was upgraded from {{src07|1}} to {{srcmp|1}} (originally {{src09|1}}, but use MP-specific binaries)}} | |||
{{inline note|name=May 26, 2010|{{hl2|name}}, {{hl2ep1|name}} was ported to {{mac|1}}, and ran on {{src09|1}}. Both games originally ran on {{src04|1}} and {{src06|1}} respectively. This was initially exclusive to {{mac|1}} (when {{steamicon|1}} has been ported to Mac systems). This engine update was later rolled out for {{windows|1}} in June 10, 2010. Additionally {{hl2ep2|1}} was also upgraded from {{src07|1}} to {{src09|1}}.}} | |||
{{inline note|name=June 10 to June 23, 2010|{{hl2|name}}, {{hl2ep1|name}} and {{hl2ep2|name}} are ported to {{src09|name}} on {{windows|1}}. Two weeks later, {{css|1}} was ported to macOS, and also upgraded to {{src09|1}} on both Windows and Mac.}} | |||
{{inline note|name=February 14, 2013|{{srcmp|1}} has been ported to support Linux.}} | |||
{{inline note|name=March 15 to May 2, 2013|During this period, [[SteamPipe]] transition begins. All Source engine branches (2009 or earlier) and games switched from {{code|.[[gcf]]}} to depot {{code|.[[VPK_(file_format)|vpk]]}} files. Source 2007, 2009 and MP are all superseded by {{src13sp|1}} and {{src13mp|1}} respectively, and all Valve games are also upgraded to this branch.}} | |||
== System Requirements == | |||
These system requirements applies to [[Source SDK Base|Source SDK Base 2007]] (and some Source 2007/2009/MP game) only. Some other games may have their own system requirements. | |||
<p style="color:white; font-weight:bold">Windows Minimum Specs :</p> | |||
*OS: Windows [[WP:Windows XP|XP]], [[WP:Windows Vista|Vista]], [[WP:Windows 7|7]] or later | |||
*[[WP:Central processing unit|CPU]]: 1.7 GHz and/or Dual-core | |||
*[[WP:Random-access memory|RAM]]: 1GB RAM | |||
*GPU: NVIDIA GeForce 6xxx series, ATI Radeon X1600, Intel HD Graphics 3000 (with 128MB [[WP:Video random-access memory|VRAM]]) | |||
*[[WP:Direct3D|Direct3D]] 9.0 compatible [[WP:Video card|video card]] (with atleast DirectX 8.0 compatibility level or higher) | |||
{{Note|As Steam dropped support for previous version of Windows, and this branch requires Steam (unlike {{src13|1}}), all Orange Box branch games will require Windows 10 or later. Orange Box branch games are still currently playable with the last version of Steam running on Windows 7/8/8.1.}} | |||
<p style="color:white; font-weight:bold">Mac OS Minimum Specs:</p> | |||
*[[WP:OS X|OS X]] 10.5.8, 10.6.3 (up to 10.14.6) | |||
*CPU: 2.0 GHz and/or Dual-core | |||
*RAM: 1 GB | |||
*GPU: NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000<br>OpenGL 2.1 compatible | |||
*Audio: OpenAL compatible | |||
{{references|1= | |||
{{ref2|cite id=1|[https://docs.google.com/spreadsheets/d/1ldzhd6vxd-03le5ymesUeG-hLWmxLpH79ajayeYDUNs/ Source Engine Build List - Google Spreadsheets] | |||
[[Source/Engine_versions|Updated Source Engine Build List - VDC]] | |||
}} | |||
{{ref2|cite id=2|[https://cdn.cloudflare.steamstatic.com/apps/valve/2008/GDC2008_PostProcessingInTheOrangeBox.pdf#page{{=}}22 Valve GDC 2008: Post Processing in The Orange Box]}} | |||
{{ref2|cite id=3|The text "LZMA" can be seen inside {{code|.360.bsp}} or {{code|.ps3.bsp}} when viewed using any text editor software. {{bspsource|4}} also detect them and show warning "Difference in LZMA data length" on some files.}} | |||
{{ref2|cite id=4|[https://www.teamfortress.com/post.php?id{{=}}9955 Team Fortress 2 is now on Linux]}} | |||
{{ref2|cite id=5|[https://www.reddit.com/r/postal/comments/1cb2wtr/postal_3_dev_interview_programmer/ Interview with a Trashmasters dev who wished to remain anonymous]}} | |||
{{Ref2|cite id=6|[[Source_SDK_release_notes_archive#SDK_Launcher_(05/11/2010)|Source SDK release notes archive (05/11/2010)]] - Valve Developer Community | |||
{{Note|Before 5/11/2010 Source SDK (Launcher) update, both Source 2007 and 2009 are referred as "The Orange Box" ([https://youtu.be/JPTqbrRQsbI?t{{=}}14 see video]) when selecting the Engine Version on the SDK Launcher prior to 2010 update. After the update, along with Half-Life 2 being upgraded to Source 2009 engine with the release of Steam for Mac, the terminology for Engine Version was changed. The earliest game to use Source 2009 was likely Day of Defeat: Source (starting June 3, 2009), which use Protocol Version 15 that most Source 2009 games uses.}} | |||
}} | |||
{{Ref2|cite id=7|[[Source_SDK_release_notes_archive#Source_SDK_(10/19/2011)|Source SDK release notes archive (10/19/2011)]] - Valve Developer Community | |||
{{Quote|Added a new Engine Version called ‘'''Source Engine MP'''’ which is the proper one to select if working with Team Fortress 2, Counter-Strike: Source, or Day of Defeat: Source. Users should select ‘Reset Game Configurations’ in the SDK Launcher so that these games become properly associated with the new engine version.</br> | |||
- ''Changelog written by [[User:Mdurand|Mike Durand]] (Valve Software Engineer)'' | |||
}} | |||
{{Note|{{dods|1}} and {{css|1}} received updates in May 12, 2011 with both game uses Protocol version 16 and higher, which would meant that it use Source MP branch. However, Source MP was not mentioned on SDK Launcher until October 2011 (which also meant that 2009 and MP branch (during May 2011) both use tools located on {{code|SourceSDK\bin\orangebox\bin}}). By the time Source SDK Launcher gets updated in 2011, CS:S already runs on Protocol version 18 (since September 2011). | |||
Another thing to note is that MP games (since 2009) actually use {{code|multiplayer ob binaries.gcf}} (2009 binaries, for MP games), while SP uses {{code|source 2007 binaries 2.gcf}} (which are actually 2009 SP binaries). Both are referred as Source 2009 branch at the time, and present before SDK update which renamed the former to Source MP, while the latter is still Source 2009. | |||
}} | |||
}} | |||
{{ref2|cite id=8|{{Steamdb|https://steamdb.info/depot/232253/manifests/|SteamDB - TF2 Linux client}}</br>The earliest Linux SteamPipe build available on Steam is dated April 17, 2013. First SteamPipe build of TF2 was available on Windows in March 2013. The Linux version of TF2 (which runs on Source MP) was released on February 14, 2013 (and said version isn't available on Steam manifest, but likely still exist in Steam servers).}} | |||
{{ref2|cite id=9|access-date=July 20, 2025|The earliest changelog to mention D3D9Ex (Windows Aero DirectX Extensions) was in Dec 15, 2011. This change applies to all '''Source MP''' games. [http://store.steampowered.com/news/7024/ Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released]. {{Quote|'''Source Engine Changes (TF2, DoD:S, HL2:DM)'''</br> | |||
- Fixed a bug which caused Windows Aero Extensions video option to always be enabled, regardless of setting. Disabling this can improve compatibility with third-party programs and overlays, but may also affect performance.}} | |||
}} | |||
}} | |||
[[Category: | {{Branch-navbox}} | ||
[[Category:The Orange Box]] | |||
[[Category:First-party engine branches]] |
Latest revision as of 22:12, 31 August 2025
June 3, 2009 (Source 2009)[1][5][Note]
October 19, 2011 (Source MP)[1][6][Note]
The Source 2007 engine branch, also known as The Orange Box engine branch or New Engine branch, was released in Oct 10, 2007 with the release of
The Orange Box (
,
, and
), succeeding the
Source 2006 engine branch. Half-Life 2 and Half-Life 2: Episode One were also ported to Source 2007 only on consoles (until 2010 when the PC port of Half-Life 2 and Half-Life 2: Episode One were later ported to 2009 branch).
It was maintained side-by-side with the Left 4 Dead engine branch. All first-party Source 2006 (except
and
) and Source 2007 games (both SP and MP titles), starting from June 2009 until June 2010, were eventually upgraded to newer version of Orange Box branch, later referred as Source 2009 (after 2010 SDK update), both Orange Box and Left 4 Dead branch were eventually succeeded with the release of
Alien Swarm engine branch. Despite this, the Source Multiplayer was created in October 2011 (simply to distinguish MP binaries from 2009), and later Source 2013 Singleplayer and Source 2013 Multiplayer branches were released in 2013 as more direct upgrades for these games.
In an attempt to stop Bunnyhopping, Valve updated the movement system to cap the forward move speed, inadvertently creating Accelerated Back Hopping. This branch also introduced few bugs noticeable in Half-Life 2 (and it's episodes), such as NPC eyes no longer blinks, the Dropship container gun no longer rotates, and thus unable to shoot unless you stand in the front of the gun, which significantly make the battle on the Sandtraps chapter much easier.
In May - June 2010, all first-party Source 2006 and Source 2007 games for PC (except for Half-Life: Source, Half-Life Deathmatch: Source, and Half-Life 2: Lost Coast) were upgraded to Source 2009, which adds support for macOS, aswell introducing achievements for PC/Mac version of Half-Life 2 and Half-Life 2: Episode One. Optionally, achievements are also supported on third-party mods. Later in October 2011, all MP Source 2009 games were upgraded to Source Multiplayer.
The Orange Box builds on the original Half-Life 2 branch, requiring its content installed to work.
Versions
There are six Orange Box branches. The first three are referred to in the SDK Launcher as Source 2007,
Source 2009, and
Source Multiplayer. The 2009 and MP branches (beside MP branches receiving more frequent updates) do not have a different feature set, but they are incompatible with 2007 due to various under-the-hood changes and different
ABI. Both Source 2009 and MP branches also lacks the SDK Base. The other three are collectively referred to as
Source 2013, consisting of
Source 2013 Singleplayer,
Source 2013 Multiplayer, and the
Team Fortress 2 branch, with the latter succeeded Source 2013 Multiplayer. Source 2013 makes several more significant changes, and has its own page.
Binaries for the Orange Box engine branch was distributed under the following files (prior to SteamPipe):
- Source 2007 branch - source 2007 binaries.gcf
- Source 2009 branch - source 2007 binaries 2.gcf (despite the GCF file name, it's actually 2009 branch)
- Source MP branch - multiplayer ob binaries.gcf
- MP games before 2011 SDK update actually used this binaries instead of source 2007 binaries 2.gcf, but both SP/MP at the time was referred as 2009 branch, until 2011 SDK update distinguish it. Games that use this .GCF file (and having higher protocol version) meant that those games runs on Source MP branch.
Engine versions:[1]
- Source 2007 branch - build 3258 up to 4104 (Protocol 11-14)
- Xbox 360 version builds are build 3219 up to build 3896 (Protocol 8), PS3 version unknown.
- Source 2009 branch - build 3861 up to 5135 (Protocol 15)
- Multiplayer games before Source MP actually uses 2009 branch (but shipped with separate binaries) prior to 2011 SDK update (which Valve started to referring those games using 2009 MP binaries as running on Source MP branch). These games also initially have it's protocol version set to 15, then later 16 and 17 (only in MP titles). Singleplayer titles still have protocol version 15.
- Source MP branch - build 4727 up to 5212 (Protocol 18-23)
Features
New since the Source 2006 engine branch are:
2007
- Threading
- Logic, rendering and audio have been threaded for performance gains in multi-core environments.
- Soft particles
- An all-new, artist-driven particle system, replacing the old hard-coded particle system.
- VTF 7.3 and 7.4 support, and big-endian VTFX for Xbox 360 and PlayStation 3.
- Source 2007 adds support for newer version of VTF texture format. VTF textures on Xbox 360 and PlayStation 3 are stored in big-endian. More information here.
- Shadow mapping
- Special dynamic lights such as the player's flashlight can now cast high-quality dynamic shadows.
- Improved High Dynamic Range rendering
- Remade HDR tonemapping that better fits outdoor scenes.[2]
- Motion blur
- Cheap and simple camera motion blur.[2]
- Hardware Morph (HWM) flexes and Wrinkle maps
- A new, powerful facial animation system, with support for textures that add fine wrinkling detail to the face during flex animation.
- Conditional statements
- New conditional statements for use in materials to optimize them for lower-end machines.
- Phongwarp textures and other Phong improvements
- Source's phong shading, introduced in
Source 2006, has been upgraded with additional features such as reflection tinting, albedo tinting, phongwarp textures, and more.
- Self-shadowing bump maps
- A special, cheaper kind of bump map for brush shaders with baked in ambient occlusion to give the illusion of a self-shadowing surface.
- Automatic displacement texturing
- Mitigates texture stretching across displacement surfaces.
- Alpha to coverage
- Applies anti-aliasing to transparent textures. MSAA must be enabled for this to work.
- Alpha to distance
- Vector-like edges on raster images.
- Flowing emissive textures for models
- Advanced flowing emission for VertexLitGeneric, notably used on the Vortigaunts in
Half-Life 2: Episode Two
- Fresnel for specular reflections and self-illumination on models
- On VertexLitGeneric, $envmap and $selfillum have new parameters to enable shading with the Fresnel effect.
- Cinematic Physics
- Baked physics animations that are rendered offline and brought into the engine for playback with minimal performance cost. Todo: This isn't really new; GoldSrc did it in
Condition Zero Deleted Scenes…
- Better per-vertex lighting on foliage
- Static props with per-vertex lighting can now have their vertex normals ignored when calculating lighting, reducing hard shadows on foliage.
- Bink video
- A video codec used in game intros, such as the Valve intro during the game startup. It replaces the old video playback system which uses the AVI file format.
- Maplist Thumbnails
- A console-oriented server browser UI.
- BSP compression (only in
)[3] (also in
)
- BSP lumps are compressed on Xbox 360 and PlayStation 3 version of this branch.
Confirm:While BSPSource reports LZMA size differences and the text "LZMA" can be seen inside BSP file. Using BSPInfo (shipped with BSPSource), reports that the map are not compressed.
- Achievements support
- Source 2007 adds support for earning game achievements. This feature is available on Xbox 360 and PC only, and wasn't on PS3 until the release of Portal 2 (since PS3 doesn't have Trophies until 2008).

- Support for
Xbox 360 and
PlayStation 3 console
- Most of the game files (BSP, VTF, etc.) on both consoles (both have PowerPC architecture) are stored in big-endian.
- The PlayStation 3 version was ported by EA (Electronic Arts) due to the complexity of the hardware at the time. This result in the game running worse than the Xbox 360 counterpart.
- Xbox 360 (or XInput-compatible) controller support on PC
- Native support for the Xbox 360 (or any XInput-compatible) controller on PC has been added.
Additionally, the tools have been upgraded:
- Visclusters
- A new entity to be placed in large open areas with unbroken visibility, reducing compile times.
- Texture shadows
- Static props with transparent or translucent textures can now cast shadows based upon their alpha channel.
- DMX model format
- Deprecates SMD

2009/MP
Mac OS X support
- Supported since 2010 engine update. The engine can now run on Mac. However, Mac support outside of official games may be spotty.
However with the release of macOS since 10.15 (Catalina), it drops support for all 32-bit apps and games in general (which also includes every single Source engine games that are complied for 32-bit only). Linux support (only in
)
- Shortly before SteamPipe and the release of Source 2013 Multiplayer (on March 2013), and Source 2013 Singleplayer (on May 2013), Counter-Strike: Source, Team Fortress 2 (since Feb 14, 2013), and most Source Multiplayer games can now run on Linux.[4][8]
- QuickTime video (MOV) (only in
)
- Replaces BINK video and only used on macOS systems. Some games may also support Bink video on macOS.
- OpenGL support
- OpenGL uses ToGL to convert DirectX shaders to OpenGL for macOS and later in
(since February 2013) on Linux and uses OpenGL version 2.1 which is similar to Direct3D 9.0b.
- Particle system adjustments
- Particles can now render blobs and models.
Not available in subsequent branches (removed inSource 2013, and not ported upstream to
Alien Swarm engine branch).
- Disable phys_bone_followers
- phys_bone_followers can now be disabled on dynamic props for performance gains and lower entity counts.
- Direct3D 9Ex / Windows Aero DirectX Extensions[9] (in all games since
) (also in
)
- Improve performance depending on GPU hardware and drivers. Additionally, running those games on Windows 10/11 will automatically enable fullscreen optimization, which will allow quicker Alt + Tab ⇆. First introduced in Source Multiplayer (since 2011),[9] later available in Singleplayer titles when Source 2013 Singleplayer was released.
2013
Source 2013 (
Singleplayer,
Multiplayer, and
Team Fortress 2 branch) has its own page.
Removed features
2007
Features that have been removed or deprecated in Source 2007 are:
- DirectX 7.0 (dxlevel 70) compatibility level
- Support for DirectX 7.x GPUs has been dropped.
- env_terrainmorph
- env_terrainmorph dynamically morphs displacements by pulling vertices along a normal, similar to the Paint Geometry tool in Hammer.
- Steam Friends menu (and Friends v2)
- In-game friends list & instant messaging, allowing you to chat in-game without Alt + Tab ⇆ to Desktop and open Friends in Steam client.
- While Friends was already removed in Source 2006 in July 31, 2007 before the release of Source 2007, this is the first Source engine branch to not have the feature, as Steam Overlay replaced many of it's functionality.
Availability and usage
Most games using this branch (except Console version of those games) were upgraded to the Source 2013 Singleplayer or
Source 2013 Multiplayer (and later
Team Fortress 2 branch for multiplayer games) branches when those released. Nevertheless, gamecode for the 2007 branch is included in the now-deprecated Source SDK app.
Source 2007
Valve
- 2007
Source SDK Base 2007 (formerly Source SDK Base - Orange Box)
- 2007
The Orange Box (Console)
- 2008
Portal: Still Alive (
Xbox 360 only)
- 2008
Third-Party (Standalone)
- 2007
Age of Chivalry
- 2008
Dark Messiah of Might and Magic (
Xbox 360 only)
- 2010
Bloody Good Time
- 2011
E.Y.E: Divine Cybermancy
Third-Party (Mod, SDK Base)
- 2009
Obsidian Conflict (ModDB version - Steam version runs on
Source 2013)
- 2009
Dear Esther (ModDB version)
- 2012
Black Mesa (mod)
Source 2009
Third-Party
- 2009
Zeno Clash (PC)
Note:Xbox 360 version of
Zeno Clash (Ultimate Edition) runs on
Left 4 Dead engine branch.
- 2011
Postal III
- Added PhysX physics engine for certain cloth models. Also contains a modified MDL format, certain features from Left 4 Dead engine branch (VPK v1), unique scripting language (Postal3Script), a system for using env_sprites for trees and hair, as well as a unique implementation of Nextbots. A former developer described it as such[5]:
- "We messed it up from the start. In the later stages we were trying to upgrade to the latest source version [Source 2009] with some luck – that was part of the multiplayer effort. But we messed a lot to a source engine core, we messed with client/server architecture. It is a miracle the game was working at all."
- 2012
Dear Esther (Steam, delisted)
- Replaced by Landmark Edition remaster which instead runs on Unity.
- The original mod version from 2009 (on Source 2007) is still available. And the 2012 Steam version is still available on Humble Store.
Source MP
Third-Party
None.
History and changes
System Requirements
These system requirements applies to Source SDK Base 2007 (and some Source 2007/2009/MP game) only. Some other games may have their own system requirements.
Windows Minimum Specs :
- OS: Windows XP, Vista, 7 or later
- CPU: 1.7 GHz and/or Dual-core
- RAM: 1GB RAM
- GPU: NVIDIA GeForce 6xxx series, ATI Radeon X1600, Intel HD Graphics 3000 (with 128MB VRAM)
- Direct3D 9.0 compatible video card (with atleast DirectX 8.0 compatibility level or higher)

Mac OS Minimum Specs:
- OS X 10.5.8, 10.6.3 (up to 10.14.6)
- CPU: 2.0 GHz and/or Dual-core
- RAM: 1 GB
- GPU: NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000
OpenGL 2.1 compatible - Audio: OpenAL compatible
References
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