Source 2013: Difference between revisions
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| While SteamPipe was praised for simplifying how the Source engine mounts content | <span style="color:white; font-weight: bold;"> {{For|about=the Source 2013 engine branch|info about Source SDK Base 2013, and how to setting up & compiling SDK|[[Source SDK Base 2013]]|}} </span> | ||
| {{Infobox engine | |||
| | title		 = Source 2013 engine branch | |||
| | developer	 = [[Valve Corporation]] | |||
| | releasedates	 = March 15, 2013 ({{src13mp|1}}){{Cite|1}}{{Cite|2}}</br>May 2, 2013 ({{src13sp|1}}){{Cite|1}}{{Cite|3}} | |||
| | platform	 = {{Win|1}}</br>{{mac|1}}</br>{{linux|1}}</br>{{switch|1}} | |||
| | sdk		 = {{srcsdk|1}} ({{code|bin}} folder)</br>{{srcsdk13sp|1|nt=short}}</br>{{srcsdk13mp|1|nt=short}} (Legacy, prior to 2025) | |||
| | forks		 = {{xengine|2}}</br>See [[#Third-party Source 2013 branches|Third-party Source 2013 branches]] section | |||
| | latest_releasedates	 = Actively developed</br><small>({{src13sp}} Anniversary, except SDK Base 2013 SP)</small></br>July 2, 2021 ({{src13mp}}) | |||
| | previousengine = {{src07|2}}</br>{{src09|2}}</br>{{srcmp|2}}</br><small>(all known as Orange Box branch)</small> | |||
| | nextengine = {{tf2branch|2}} <small>(replaces {{src13mp}})</small> | |||
| }} | |||
| The {{src13|4}} engine branch (also called '''SteamPipe''' branch) is the final iteration of the {{orangebox|1|nt=0}}. Built from {{srcmp|1}} branch,{{Cite|5}} it was introduced by Valve in 2013 to replace the archaic [[GCF]] file format with the [[VPK]] format introduced in the {{l4dbranch|3.1}}, while also upgrading all titles to newer codebase with new engine features. Major shifts in content mounting occurred, and all Valve games using the {{src09|1}} and {{srcmp|1}} engine branches were upgraded to this branch. {{hls|2}}, {{hldms|2}}, and {{hl2lc|2}} was also upgraded to this engine branch from the {{src04|1}} ({{hls}} and {{hl2lc}}) and {{src06|1}} ({{hldms}}) engine branch. The {{path|custom}} folder was added to make modding easier and was added as a mounting path for each individual Source game. | |||
| While [[SteamPipe]] was praised for simplifying how the Source engine mounts content and including previously-unreleased {{tf2|1}} code, it also broke countless numbers of mods and worsened problems already present in the {{src09|name}} and {{srcmp|name}} branch, requires more space due to some Source 2013 games (except {{hl2ep1}}, {{hl2ep2}}, {{hls}}, etc...) containing duplicated {{hl2|1}} base content as a result of SteamPipe dropping support for sharing Half-Life 2 base content between games, plus introducing more [[Half-Life: Source Bugs|bugs]] to {{hls|1}} and {{hldms|1}}.   | |||
| Initially when Source 2013 was released, it also does not add any new features that the engine branches from the {{l4dbranch|3.1}} onwards had. However, the engine branch has been polished over time, with various bugs from previous Orange Box branch have been fixed (such as [[Dropship]] container gun being non-functional in {{hl2|1}}, NPCs eyes not blinking, etc...) and is now the main branch in use by modern non-licensed engine mods.   | |||
| Since the release of Half-Life 2 20th Anniversary Update, some features introduced from {{l4dbranch|1}} and later branches are backported to {{src13|1}}, like [[radial fog]] (used in {{src13sp}} and {{tf2branch}}), [[VPhysics|VPhysics optimization]] ({{tf2branch}} only), and additional improvements & new features exclusive to Source 2013 like VGUI High DPI scaling support, [[Lightmap#Bicubic_lightmaps|bicubic lightmaps]] and more, are now available in all first-party games running on both {{Src13sp|1}} branch and the {{tf2branch|1}} as of 2025, with the exception of {{Srcsdk13sp|1}}. | |||
| == Sub-branches == | |||
| {{src13|bold}} is split into three sub-branches. The first two are titled {{src13sp|3.1}} and {{src13mp|3.1}}, succeeding both {{src09|2}} and {{srcmp|2}} branches respectively. The two sub-branches are mostly interchangeable, but they use separate codebases, and the Multiplayer branch has additional [[#Features|features]] which are not available in the Singleplayer branch. | |||
| Engine updates since 2015 or 2022 to the version of {{src13mp|2}} used by {{tf2|2}} have resulted in the creation of a new semi-incompatible sub-branch, being the {{tf2branch|2}}, which has its own page. {{hl2dm|2}} was also upgraded to this new branch after the 20th Anniversary update. All remaining first-party Source 2013 MP games ({{css}}, {{dods}}, {{hldms}}) and {{src13mp|3.1|nt=sdkshort}} have been also upgraded to this new branch in February 18, 2025, completely succeeding {{src13mp|1}} branch (also referred as {{src13mp|1|nt=2}}). | |||
| {{src13sp|1}} on the other hand, despite also received new features (introduced with {{hl2|1}} Steam Deck and Anniversary Update), mod and tools built on older SDK 2013 SP code are still compatible, however, mods that are built with older SDK 2013 SP code running on top of a game built on newer SDK 2013 SP code will not have all features (Steam Input, Radial fog, Classic Particles, HUD Aspect Ratio, etc.) or function correctly. Currently, Valve has yet to release the updated source code for Source SDK Base 2013 SP, but as of May 20, 2025, all Valve titles (except {{srcsdk13sp|1}}) on the SP branch now runs on updated version of it with features from {{hl2|1}} 20th Anniversary Update. | |||
| As of 2025, the {{src13sp|3.1}} is currently being maintained by Valve, while {{src13mp|name}} branch have been succeeded by {{tf2branch|name}}. | |||
| {{tip|Despite the names, '''both {{src13sp}} and {{src13mp}} can be used for singleplayer'''.<br>The Multiplayer branch provides additional features ([[$lightmap|static prop lightmaps]], [[BSPZIP|BSP compression]], more [[ambient cube]]s per [[visleaf]], and slightly newer code), which may be desirable over the Singleplayer branch if not using a base mod such as {{mapbase|3.1}} and not making a single-player mod that does not modify game code.<br> | |||
| The {{tf2branch|2|nt=0}} makes some changes which break singleplayer mode, such as dysfunctional save loading[https://github.com/ValveSoftware/source-sdk-2013/issues/629] and attempting to load any map with {{cmd|maxplayers}} (singleplayer) and {{cmd|cl_localnetworkbackdoor}} both set to {{code|1}} ({{css}} or {{hl2}} "hl2" only, does not apply to "sourcetest"), and in 64-bit will also crash the game[https://github.com/ValveSoftware/source-sdk-2013/issues/610]. Some of these bug are unaffected when the game is launched in 32-bit.}} | |||
| == Features == | == Features == | ||
| New since the [[ | <div style="float:right">[[File:HL2_GamepadUI_menu.png|340px|thumb|Screenshot of the Gamepad UI from {{hl2|4}}, introduced in 2022.]] | ||
| ; Linux support | </div> | ||
| : The engine can now run on Linux. However,  | |||
| ; [[ | New since the {{Src09|2}} and {{Srcmp|2}} engine branches are: | ||
| ; [[VPK]] files and {{path|custom}} folder | |||
| ; [[$color# | : First introduced on {{l4dbranch|1}} and onwards, it was later available on {{src13|1}}, which replaced the old [[GCF]] format. Source 2013 also adds support for reading any files from "custom" folder, which makes installing mods easier without overwriting original game files. In some Source 2013 games, such as {{bms|2}}, users may need to create the {{path|custom}} manually. Source 2013 uses VPK version 2. | ||
| : <code>$blendtintbybasealpha</code> is ported from {{ | ; {{Linux|2}}, {{android|2}}, other OS and cross-platform support | ||
| : The engine can now run on Linux, Android (for {{nvidia|1}} Shield), {{switch|1}} and other operating systems/platforms. However, support for these OS outside of official games may be spotty. While {{srcmp|1}}, since February 2013 was the first branch to run on Linux, Source 2013 supports Linux (and other operating systems) out of the box. | |||
| ; [[$lightmap|Static prop lightmaps]] {{src13mp|since}}{{gmod|also}} | |||
| : Static props without [[bump map]]s can now use [[lightmap]]s (albeit with [[$lightmap#Limitations and caveats|limitations]]). | |||
| ; [[$color#Additional Model Parameters|Per-texel color tint masking for models]] | |||
| : <code>$blendtintbybasealpha</code> is ported from the {{l4dbranch|2}}. {{src13|1}} includes an exclusive additional parameter, <code>$blendtintcoloroverbase</code>. | |||
| ; [[BSPZIP#Compression|BSP compression]] {{src13mp|since}}{{gmod|also}} | |||
| {{Note|{{gmod|2}} only supports ''loading'' compressed maps, it's BSPZIP does not support the creation of them. See the relevant github feature request [https://github.com/Facepunch/garrysmod-requests/issues/2372 here.]}} | |||
| {{workaround|Use the {{tf2branch}} version instead.}} | |||
| : [[.bsp (Source)|BSP]] maps and packed files can be losslessly compressed on both server and client. | |||
| ; [[Direct3D]] 9Ex / Windows Aero DirectX Extensions {{also|{{srcmp}}{{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}},{{Cite|4}} later available in Singleplayer titles when {{src13sp|1}} was released. | |||
| : {{Bug|tested={{hl2}} ({{src13sp}}), {{gmod}} 13 Beta ({{srcmp}})|The option to disable D3D9Ex (Windows Aero DirectX Extensions) in Advanced Video Options menu was non-functional and cannot be disabled even with {{code|mat_disable_d3d9ex 0}}. Applications such as Special K (and RTSS only on {{srcmp}}) still reports the game using D3D9Ex (but not through FlipEx on {{src13}}).</br>To actually disable D3D9Ex, you will need to use {{code|-nod3d9ex}}. Valve have supposedly fixed the issue but it is still present.{{Cite|4}} Additionally, the option to disable D3D9Ex via Advanced Video Options was removed in Garry's Mod (since July 2025 update), aswell as all games on {{tf2branch|1}} due to it being non-functional.}} | |||
| ; Raw mouse input {{also|{{srcmp}}}} | |||
| : Directly taking unchanged data from mouse drivers before it goes through operating system enhancements, meaning that mouse input will be exactly 1 to 1.  | |||
| =====Steam Deck update===== | |||
| ; [[Gamepad UI in mods|Gamepad UI]] {{only|{{hl2}} {{portal}} {{ez2}}}} | |||
| : Introduced in 2022, Gamepad UI is a modern controller-oriented UI designed for consoles and handhelds like {{steamdeck|1}}. With the new Gamepad UI, it was more scalable across any resolution (including 4K and higher), unlike the regular VGUI at the time (which, the higher the resolution, the text and UI will become smaller). VGUI (except on consoles {{360}}/{{ps3}}), are harder to navigate, and sometime cannot be navigate with a controller. This UI can be also enabled manually by using {{code|-gamepadui}} command line argument, or running the game when Steam Big Picture mode is active.<br>Before {{hl2|1}} 20th Anniversary Update and Portal May 2025 update, enabling Gamepad UI will also enable Vulkan renderer, but you can use {{code|-dx9}} alongside the {{code|-gamepadui}} command to force Direct3D 9. | |||
| ; [[Vulkan]] renderer {{only|{{Windows}} {{Linux}}}}{{only|{{hl2}} {{portal}}}}{{also|{{l4d2}} {{p2branch}} {{csgobranch}} {{strata}} {{tf2branch}} {{xe}}}} | |||
| : A low-overhead, cross-platform graphics API, successor to [[OpenGL]]. | |||
| : First introduced in 2022 with the release of Steam Deck update for {{hl2|1}} and {{portal|1}}. {{portalrtx|1}} and {{hl2rtx|1}} also uses Vulkan as part of the RTX Remix runtime. Using DXVK, a library used to translate Direct3D calls to Vulkan. This is disabled by default, but can be enabled in supported games by passing {{code|-vulkan}} into the game's launch options. | |||
| =====HL2 20th Anniversary Update & 2025 SP engine update ===== | |||
| These features are exclusive to all games running on updated version of {{src13sp|1}} since Nov 2024 and 2025. This include {{hls|2}}, {{hl2|2}} (including Episodes & Lost Coast) and {{portal|2}} (since [https://store.steampowered.com/news/app/400/view/645814564414293180 May 20]). It is not available on {{srcsdk13sp|1}}. All features listed below are introduced with Half-Life 2 20th Anniversary Update. | |||
| ; [[VGUI]] High DPI support {{also|{{tf2branch}}}} | |||
| : VGUI are now properly scalable on higher resolutions such as 4K (3840x2160). | |||
| ; {{w|Bicubic}} lightmap filtering {{also|{{tf2branch}}}} | |||
| : Introduced in 2024, bicubic filtering is used on [[lightmap]]s when {{cmd|r_lightmap_bicubic}} is enabled, smoothing out aliasing caused by the lower resolution of lightmaps. It can be also enabled by setting the Shader detail to "Very High". | |||
| ; [[env_fog_controller|Radial fog]] {{also|{{tf2branch}}, {{mapbase}}, all games since {{l4dbranch}}}} | |||
| : Unlike planar-based fog, radial fog does not strengthen or weaken the apparent amount of fog in a particular spot when you rotate the camera. | |||
| : You can either use radial fog or planar-based fog by changing {{ent|env_fog_controller}} "Use Radial Fog {{mono|(fogRadial)}}" KeyValues. | |||
| : {{Note|{{hls|1}} and {{portal|1}} did not use radial fog by default, and {{hl2|1}} only uses it for certain maps, but you can force it on using the {{ent|r_radialfog_force}} (set to {{code|1}}) console command.}} | |||
| ; Continue music playback after loading levels | |||
| : Introduced in HL2's November 26, 2024 Update, music will continue to play after the next level is loaded, instead of stopping completely like in previous versions. Can be toggled using {{code|save_transition_music}} [[console command]]. | |||
| ====={{tf2branch|name}}===== | |||
| {{tf2branch|1}} has its own page. | |||
| == Removed features == | |||
| ; [[Patching levels with lump files]] {{only|{{src13mp}} {{tf2branch}}}} | |||
| : Patching levels using lump files (to change the map [[entities]] without recompiling the map) is no longer possible in MP branch, and possibly {{tf2branch|1}}{{confirm}}. | |||
| ; Built-in VR headset support ([[SteamVR]], Oculus VR, etc...) {{only|{{hl2}}}} | |||
| : The option to enable VR headset support in Video Options, originally introduced with the release of Source 2013, was removed in later updates of {{hl2|1}} (since 2022 Steam Deck update). Instead, player can install mods such as [https://store.steampowered.com/app/658920/HalfLife_2_VR_Mod/ Half-Life 2 VR Mod] to play in VR. | |||
| == Known issues / Report bugs == | |||
| To report bugs or find existing issues on this engine branch, see [https://github.com/ValveSoftware/Source-1-Games/issues Source games GitHub] and [https://github.com/ValveSoftware/source-sdk-2013/issues/ Source SDK 2013 GitHub] issues page in order to prevent duplicate or outdated bug reports at the wiki. | |||
| == Availability == | == Availability == | ||
| === Source 2013 Singleplayer === | {{see also|[[:Category:Source 2013 engine branch games]]}} | ||
| === Source code === | |||
| Source code (game, tools) for Source 2013 Singleplayer, Multiplayer and TF2 branch is available on GitHub: | |||
| *Source 2013 Singleplayer: [https://github.com/ValveSoftware/source-sdk-2013/tree/singleplayer Source SDK 2013 GitHub repo].</br> | |||
| *Source 2013 Multiplayer (legacy version): [https://github.com/ValveSoftware/source-sdk-2013/tree/0d8dceea4310fde5706b3ce1c70609d72a38efdf Source SDK 2013 GitHub repo]. | |||
| ** Legacy version of SDK 2013 MP code is provided to create & update tools or mods for third-party games built on older SDK 2013 MP code only. | |||
| *TF2 branch (newer Source 2013 MP): [https://github.com/ValveSoftware/source-sdk-2013/tree/master Source SDK 2013 GitHub repo]. | |||
| Full source code (such as [[Hammer]] and the rest of Source engine), are not publicly available, but code for {{Tf2branch|1|nt=0}} was leaked publicly in 2020. | |||
| {{Important|Source code for Source SDK 2013 MP has been updated on GitHub, now based on {{Tf2branch|1|nt=0}}. However the Source 2013 SP SDK provided on Steam (binaries) and GitHub (code), which are last updated in September 2015, currently '''does not''' include new changes from {{hl2|1}} 20th anniversary yet. | |||
| }} | |||
| === Tools === | |||
| To launch tools for these games, go to {{path|bin}} folder, then launch the following {{code|.bat}} files: | |||
| * {{code|hammer.bat}} - {{hammer|1}} | |||
| * {{code|faceposer.bat}} - {{faceposer|1|nt=0}} | |||
| * {{code|hlmv.bat}} - [[Half-Life_Model_Viewer_(Source)|Half-Life Model Viewer]] | |||
| * {{code|studiomdl.exe}} - [[StudioMDL (Source)|StudioMDL]] | |||
| * {{code|vtex.bat}} - [[VTEX]] | |||
| {{note|If the tools do not launch, check the environment variables on your computer and change VProject to the directory where gameinfo.txt resides<br>Also remember to not launch the .exe directly. Launch the .bat instead! The .bat file will detect where the game was installed, and set the VProject variable before launching the tools.}} | |||
| == Usage == | |||
| === <span style="color:{{Src13sp|col}}">{{Src13sp|name}}</span> === | |||
| ==== Valve ==== | |||
| * {{Code|2004}} {{hls|2}} (formerly {{src04}}) | |||
| * {{Code|2004}} {{hl2|2}} (formerly {{src09}}, {{src04}})<!--note: HL2 (and possibly Lost Coast) DID NOT USE SOURCE 2006, confirmed via retail Orange Box (ran on build 2707) --> | |||
| * {{Code|2005}} {{hl2lc|2}} (formerly {{src04}}) | |||
| * {{Code|2006}} {{hl2ep1|2}} (formerly {{src09}}, {{src06}}) | |||
| * {{Code|2007}} {{hl2ep2|2}} (formerly {{src09}}, {{src07}}) | |||
| * {{Code|2007}} {{portal|2}} (formerly {{src09}}, {{src07}}) | |||
| ** {{Code|2022}} {{portalrtx|2}} | |||
| ** {{code|2022}} {{pcc|2}} ({{portal|1}} on {{switch|1}}) | |||
| * {{Code|2013}} {{srcsdk13sp|4.1}} (AppID: 243730 - {{Steam|launch/243730|Click to Install}}) | |||
| {{Note|All Valve games except {{srcsdk13sp|1}} now runs on updated version of {{src13sp|1}} which have features from {{hl2|1}} 20th Anniversary Update.}} | |||
| ==== Third-Party ==== | |||
| * {{Code|2010}} {{nh2|2}} (formerly {{src07}}) | |||
| * {{Code|2015}} {{hl2u|2}} (earlier version) | |||
| * {{Code|2022}} {{divchr|2}} | |||
| * [[:Category:Source 2013 SP engine branch games|More...]] | |||
| ==== With {{mapbase|2}} ====  | |||
| * {{code|2017}} {{ez|2}} | |||
| ** Originally released before Mapbase. It was later based on Mapbase after updates. | |||
| * {{code|2018}} [[Map Labs]] | |||
| * {{code|2022}} {{ez2|2}} | |||
| * {{Code|TBA}} {{hl2rtx|2}} (Demo released on March 18, 2025.) | |||
| === <span style="color:{{Src13mp|col}}">{{Src13mp|name}}</span> === | |||
| All first-party games and Source SDK Base 2013 MP have been upgraded to the {{tf2branch|1}}. | |||
| If you want to use legacy version of {{srcsdk13mp|3.1}}, to play older mods (or use tools) built prior to {{tf2branch|1}}, follow the instructions: | |||
| :1. Open Steam, go to '''Source SDK 2013 Multiplayer''', right click Properties | |||
| :2. A window will open. Go to "Betas", select {{Code|previous2021}} beta branch. | |||
| :3. Steam will automatically re-download the files. Once it's done, run Source SDK Base 2013 MP as normal, or use it's tools. | |||
| ==== Third-party ==== | |||
| * {{Code|2007}} {{ff|2}} (in development, will replace {{src06}}) | |||
| * {{code|2007}} {{Synergy|2}} (formerly {{src04}}, {{src06}}, {{src07}}) | |||
| * {{Code|2007}} {{zps|2}} (formerly {{src07}}) | |||
| * {{Code|2008}} {{Empires|2}} (formerly {{src07}}) | |||
| * {{Code|2009}} {{obsc|2}} (in development, will replace {{src07}}) | |||
| * {{Code|2010}} {{pvkii|2}} | |||
| * {{Code|2011}} {{nmrih|2}} (formerly {{src09}}/{{srcmp}}{{confirm}}) | |||
| * {{Code|2013}} {{cso2|2}} | |||
| ** Modified with features such as [[CSM]] and LZMA-compressed [[VTF|VTF(s)]]. | |||
| * {{Code|2014}} {{fof|2}} | |||
| * {{Code|2016}} {{bb2|2}} | |||
| * {{Code|2018}} {{hdtf|2}} (formerly {{src13sp}}) | |||
| * [[:Category:Source 2013 MP engine branch games|More...]] | |||
| ==== With {{mapbase|2}} ====  | |||
| {{Note|Mapbase MP is currently not yet supported nor available on ModDB/GitHub Releases (code for MP is available however), but TF2 Classic, an Source 2013 MP game, uses Mapbase code (likely both SP and MP version).}} | |||
| * {{code|2014}} {{tf2c|2}} (added since patch 2.2.0) | |||
| === Third-party Source 2013 branches === | |||
| The following games use neither {{src13sp}} nor {{src13mp}}, but rather use custom (heavily modified) branches forked earlier versions from both Source 2013 branches, with newer features added on. As such, they may or may not include all features from newer first-party versions of Source 2013, such as [[BSPZIP#Compression|LZMA-compressed BSPs]] or [[$lightmap|lightmapped MDLs]]. | |||
| * {{Code|2006}} {{gmod|2}} (formerly {{src06}}, {{src07}}, {{src09}}, {{srcmp}}) | |||
| ** Garry's Mod currently ran on modified version of Source 2013 which adds support for certain features from {{asw|1}}, {{p2branch|1}} and onwards, such as VTF 7.5 support, and was able to load content from {{l4dbranch|1}}-based games and later. | |||
| ** Also, with March 2025 update, uses some code from {{tf2branch|2}} for fixing some exploits. | |||
| * {{Code|2010}} {{pvkii|2}} (formerly {{src06}}, {{src07}}) | |||
| ** Runs on a modified version of {{src13mp|1|nt=1}}, which includes [[FMOD]] audio, [[Maphack Fundamentals|Maphack]], increased brush and edict limits, [[w:Specular Highlight#Beckmann Distribution | Beckmann]] specular highlighting, 64-bit support, as well as removing DirectX 8 and 8.1 support.  | |||
| * {{Code|2015}} {{bms|2}} (has its own branch known as {{xe|2}}, had features such as [[CSM]], [[deferred lighting]] and more; formerly {{src07}}) | |||
| == System Requirements == | |||
| These system requirements applies to [[Source SDK 2013]] (and some Source 2013 game) only. Some other games may have their own system requirements. | |||
| {{Sysreq | |||
| | OSfamily = Windows | |||
| | minOS		= [[WP:Windows XP|XP]] or later (SP - pre-Steam Deck update, MP - all versions)<br>{{win7|1|nt=vista|linkto=vista}}, {{Win7|1|nt=7|linkto=4}} or later (SP - post-Steam Deck update) | |||
| | minCPU	= 1.7 GHz and/or Dual-core | |||
| | minRAM	= 1 GB (XP)<br>2 GB (Vista and later) | |||
| | minHD		= 10 GB (space would be increased depending how many [[Sourcemods|Source SDK mods]] is installed) | |||
| | minGPU	= NVIDIA GeForce 6xxx series, ATI Radeon X1600, Intel HD Graphics 3000 (with 128MB [[WP:Video random-access memory|VRAM]]) | |||
| 		  <br> [[WP:Direct3D|Direct3D]] 9.0 compatible [[WP:Video card|video card]] (with atleast DirectX 8.0 compatibility level or higher) | |||
| }} | |||
| {{Note|To play on XP and Vista, run the game without Steam by directly launching the {{code|hl2.exe}} executable. The latest version of Steam requires Windows 10, but the last version of Steam for Windows 7/8/8.1 still support running many Source 2013 games. | |||
| Some games may requires {{code|-game <gamename>}} [[Launch options|command line]].}} | |||
| {{Sysreq | |||
| | OSfamily = Mac | |||
| | minOS		= [[WP:OS X|OS X]] 10.5.8, 10.6.3 (up to 10.14.6) | |||
| | minCPU	= 2.0 GHz and/or Dual-core | |||
| | minRAM	= 1 GB | |||
| | minHD		= 10 GB (space would be increased depending how many [[Sourcemods|Source SDK mods]] is installed) | |||
| | minGPU	= NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000 | |||
| 		  <br> OpenGL 2.1 compatible | |||
| | minaudio	= OpenAL compatible | |||
| }} | |||
| {{Note|By default, 32-bit executable are no longer supported after macOS Catalina (10.15), meaning that SDK 2013 will not work out of the box. User can manually build Intel 64-bit/Apple Silicon executable by [https://www.applegamingwiki.com/wiki/Half-Life_2#Native following this guide]<!-- not sure if this is legal for it to be mention here as the guide rely on using the modified leaked source engine source code, through user can build HL2 for Apple Silicon using official (non-leaked) code. -->. | |||
| Alternatively, with Steam Proton or Wine, you can play the the Windows version of the game on Mac. | |||
| }} | |||
| {{Sysreq | |||
| | OSfamily = Linux | |||
| === Source  | | minOS		= Ubuntu 12.04, SteamOS 1.0 or later<br>Other Linux distros supported. | ||
| | minCPU	= 2.0 GHz and/or Dual-core | |||
| | minRAM	= 1 GB | |||
| | minHD		= 10 GB (space would be increased depending how many [[Sourcemods|Source SDK mods]] is installed) | |||
| | minGPU	= NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000 | |||
| 		  <br> OpenGL 2.1 compatible | |||
| | minother	=   | |||
| }} | |||
| {{Note|The system requirements for Linux are unofficial, based off Windows/Mac info, as well as other Source games that support Linux, such as Portal 2.}} | |||
| == See also == | |||
| * [[Source SDK 2013]] | |||
| * [[Source SDK 2013 community repos]] | |||
| {{Branch-navbox}} | {{Branch-navbox}} | ||
| [[Category:First-party engine branches]] | |||
| {{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|{{Steamdb|depot/232331/manifests/|CS:S Windows client - Manifests}}{{Steamdb|depot/232371/manifests/|HL2:DM Windows client - Manifests}}{{Note|The earlist build available on manifests (for {{src13mp|1}} games) are dated March 15, 2013. {{hl2dm|1}} first SteamPipe build was compiled on {{code|Mar 13 2013}} (using {{cmd|version}} console command).}} | |||
| }} | |||
| {{Ref2|cite id=3|{{Steamdb|depot/222/manifests/|Half-Life 2 Windows client - Manifests}}{{Steamdb|depot/402/manifests/|Portal Windows client - Manifests}}{{Note|The earlist build available on manifests (for {{src13sp|1}} games) are dated May 2, 2013 (Portal), and May 9, 2013 (Half-Life 2). {{hl2|1}} first SteamPipe build was compiled on {{code|May 7 2013}} (using {{cmd|version}} console command).}} | |||
| }} | |||
| {{ref2|cite id=4|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.}} | |||
| }} | |||
| {{Ref2|cite id=5|Both branches are likely based on {{srcmp|1}} branch because they had features which are first introduced with Source MP branch, such as D3D9Ex (Windows Aero DirectX Extensions). The Source 2009 engine never had these features}} | |||
| }} | |||
Latest revision as of 04:03, 23 October 2025
(
 Anniversary, except SDK Base 2013 SP)
 Anniversary, except SDK Base 2013 SP)July 2, 2021 (
 )
) Team Fortress 2 branch (replaces
 Team Fortress 2 branch (replaces  )
)The  Source 2013 engine branch (also called SteamPipe branch) is the final iteration of the Orange Box engine branch. Built from Source Multiplayer branch,[5] it was introduced by Valve in 2013 to replace the archaic GCF file format with the VPK format introduced in the Left 4 Dead engine branch, while also upgrading all titles to newer codebase with new engine features. Major shifts in content mounting occurred, and all Valve games using the Source 2009 and Source Multiplayer engine branches were upgraded to this branch.
 Source 2013 engine branch (also called SteamPipe branch) is the final iteration of the Orange Box engine branch. Built from Source Multiplayer branch,[5] it was introduced by Valve in 2013 to replace the archaic GCF file format with the VPK format introduced in the Left 4 Dead engine branch, while also upgrading all titles to newer codebase with new engine features. Major shifts in content mounting occurred, and all Valve games using the Source 2009 and Source Multiplayer engine branches were upgraded to this branch.  Half-Life: Source,
 Half-Life: Source,  Half-Life Deathmatch: Source, and
 Half-Life Deathmatch: Source, and  Half-Life 2: Lost Coast was also upgraded to this engine branch from the Source 2004 (
 Half-Life 2: Lost Coast was also upgraded to this engine branch from the Source 2004 ( and
 and  ) and Source 2006 (
) and Source 2006 ( ) engine branch. The
) engine branch. The 
custom folder was added to make modding easier and was added as a mounting path for each individual Source game.
While SteamPipe was praised for simplifying how the Source engine mounts content and including previously-unreleased Team Fortress 2 code, it also broke countless numbers of mods and worsened problems already present in the Source 2009 and Source Multiplayer branch, requires more space due to some Source 2013 games (except  ,
,  ,
,  , etc...) containing duplicated Half-Life 2 base content as a result of SteamPipe dropping support for sharing Half-Life 2 base content between games, plus introducing more bugs to Half-Life: Source and Half-Life Deathmatch: Source.
, etc...) containing duplicated Half-Life 2 base content as a result of SteamPipe dropping support for sharing Half-Life 2 base content between games, plus introducing more bugs to Half-Life: Source and Half-Life Deathmatch: Source. 
Initially when Source 2013 was released, it also does not add any new features that the engine branches from the Left 4 Dead engine branch onwards had. However, the engine branch has been polished over time, with various bugs from previous Orange Box branch have been fixed (such as Dropship container gun being non-functional in Half-Life 2, NPCs eyes not blinking, etc...) and is now the main branch in use by modern non-licensed engine mods.
Since the release of Half-Life 2 20th Anniversary Update, some features introduced from Left 4 Dead engine branch and later branches are backported to Source 2013, like radial fog (used in  and
 and  ), VPhysics optimization (
), VPhysics optimization ( only), and additional improvements & new features exclusive to Source 2013 like VGUI High DPI scaling support, bicubic lightmaps and more, are now available in all first-party games running on both Source 2013 Singleplayer branch and the Team Fortress 2 branch as of 2025, with the exception of Source SDK Base 2013 - Singleplayer.
 only), and additional improvements & new features exclusive to Source 2013 like VGUI High DPI scaling support, bicubic lightmaps and more, are now available in all first-party games running on both Source 2013 Singleplayer branch and the Team Fortress 2 branch as of 2025, with the exception of Source SDK Base 2013 - Singleplayer.
Sub-branches
Source 2013 is split into three sub-branches. The first two are titled Source 2013 Singleplayer and Source 2013 Multiplayer, succeeding both  Source 2009 and
 Source 2009 and  Source Multiplayer branches respectively. The two sub-branches are mostly interchangeable, but they use separate codebases, and the Multiplayer branch has additional features which are not available in the Singleplayer branch.
 Source Multiplayer branches respectively. The two sub-branches are mostly interchangeable, but they use separate codebases, and the Multiplayer branch has additional features which are not available in the Singleplayer branch.
Engine updates since 2015 or 2022 to the version of  Source 2013 Multiplayer used by
 Source 2013 Multiplayer used by  Team Fortress 2 have resulted in the creation of a new semi-incompatible sub-branch, being the
 Team Fortress 2 have resulted in the creation of a new semi-incompatible sub-branch, being the  Team Fortress 2 branch, which has its own page.
 Team Fortress 2 branch, which has its own page.  Half-Life 2: Deathmatch was also upgraded to this new branch after the 20th Anniversary update. All remaining first-party Source 2013 MP games (
 Half-Life 2: Deathmatch was also upgraded to this new branch after the 20th Anniversary update. All remaining first-party Source 2013 MP games ( ,
,  ,
,  ) and SDK Base 2013 - MP have been also upgraded to this new branch in February 18, 2025, completely succeeding Source 2013 Multiplayer branch (also referred as Source 2013 Multiplayer Legacy).
) and SDK Base 2013 - MP have been also upgraded to this new branch in February 18, 2025, completely succeeding Source 2013 Multiplayer branch (also referred as Source 2013 Multiplayer Legacy).
Source 2013 Singleplayer on the other hand, despite also received new features (introduced with Half-Life 2 Steam Deck and Anniversary Update), mod and tools built on older SDK 2013 SP code are still compatible, however, mods that are built with older SDK 2013 SP code running on top of a game built on newer SDK 2013 SP code will not have all features (Steam Input, Radial fog, Classic Particles, HUD Aspect Ratio, etc.) or function correctly. Currently, Valve has yet to release the updated source code for Source SDK Base 2013 SP, but as of May 20, 2025, all Valve titles (except Source SDK Base 2013 - Singleplayer) on the SP branch now runs on updated version of it with features from Half-Life 2 20th Anniversary Update.
As of 2025, the Source 2013 Singleplayer is currently being maintained by Valve, while Source 2013 Multiplayer branch have been succeeded by Team Fortress 2 branch.
 Tip:Despite the names, both
Tip:Despite the names, both  and
 and  can be used for singleplayer.
 can be used for singleplayer.The Multiplayer branch provides additional features (static prop lightmaps, BSP compression, more ambient cubes per visleaf, and slightly newer code), which may be desirable over the Singleplayer branch if not using a base mod such as Mapbase and not making a single-player mod that does not modify game code.
The
 TF2 branch makes some changes which break singleplayer mode, such as dysfunctional save loading[1] and attempting to load any map with
 TF2 branch makes some changes which break singleplayer mode, such as dysfunctional save loading[1] and attempting to load any map with maxplayers (singleplayer) and cl_localnetworkbackdoor both set to 1 ( or
 or  "hl2" only, does not apply to "sourcetest"), and in 64-bit will also crash the game[2]. Some of these bug are unaffected when the game is launched in 32-bit.
 "hl2" only, does not apply to "sourcetest"), and in 64-bit will also crash the game[2]. Some of these bug are unaffected when the game is launched in 32-bit.Features
 
   Half-Life 2, introduced in 2022.
 Half-Life 2, introduced in 2022.New since the  Source 2009 and
 Source 2009 and  Source Multiplayer engine branches are:
 Source Multiplayer engine branches are:
- VPK files and  customfolder
- First introduced on Left 4 Dead engine branch and onwards, it was later available on Source 2013, which replaced the old GCF format. Source 2013 also adds support for reading any files from "custom" folder, which makes installing mods easier without overwriting original game files. In some Source 2013 games, such as  Black Mesa, users may need to create the Black Mesa, users may need to create the custommanually. Source 2013 uses VPK version 2.
 Linux, Linux, Android, other OS and cross-platform support Android, other OS and cross-platform support
- The engine can now run on Linux, Android (for Nvidia Shield), Nintendo Switch and other operating systems/platforms. However, support for these OS outside of official games may be spotty. While Source Multiplayer, since February 2013 was the first branch to run on Linux, Source 2013 supports Linux (and other operating systems) out of the box.
- Static prop lightmaps (in all games since  )(also in )(also in ) )
- Static props without bump maps can now use lightmaps (albeit with limitations).
- Per-texel color tint masking for models
- $blendtintbybasealphais ported from the Left 4 Dead engine branch. Source 2013 includes an exclusive additional parameter, Left 4 Dead engine branch. Source 2013 includes an exclusive additional parameter,- $blendtintcoloroverbase.
- BSP compression (in all games since  )(also in )(also in ) )
 Note:
Note: Garry's Mod only supports loading compressed maps, it's BSPZIP does not support the creation of them. See the relevant github feature request here.
 Garry's Mod only supports loading compressed maps, it's BSPZIP does not support the creation of them. See the relevant github feature request here.- BSP maps and packed files can be losslessly compressed on both server and client.
- Direct3D 9Ex / Windows Aero DirectX Extensions (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,[4] later available in Singleplayer titles when Source 2013 Singleplayer was released.
 Bug:The option to disable D3D9Ex (Windows Aero DirectX Extensions) in Advanced Video Options menu was non-functional and cannot be disabled even with Bug:The option to disable D3D9Ex (Windows Aero DirectX Extensions) in Advanced Video Options menu was non-functional and cannot be disabled even with- mat_disable_d3d9ex 0. Applications such as Special K (and RTSS only on ) still reports the game using D3D9Ex (but not through FlipEx on ) still reports the game using D3D9Ex (but not through FlipEx on ). ).
 To actually disable D3D9Ex, you will need to use- -nod3d9ex. Valve have supposedly fixed the issue but it is still present.[4] Additionally, the option to disable D3D9Ex via Advanced Video Options was removed in Garry's Mod (since July 2025 update), aswell as all games on Team Fortress 2 branch due to it being non-functional. (tested in: ( ( ), ), 13 Beta ( 13 Beta ( )) ))
- Raw mouse input (also in  ) )
- Directly taking unchanged data from mouse drivers before it goes through operating system enhancements, meaning that mouse input will be exactly 1 to 1.
Steam Deck update
- Gamepad UI (only in      ) )
- Introduced in 2022, Gamepad UI is a modern controller-oriented UI designed for consoles and handhelds like Steam Deck. With the new Gamepad UI, it was more scalable across any resolution (including 4K and higher), unlike the regular VGUI at the time (which, the higher the resolution, the text and UI will become smaller). VGUI (except on consoles  / / ), are harder to navigate, and sometime cannot be navigate with a controller. This UI can be also enabled manually by using ), are harder to navigate, and sometime cannot be navigate with a controller. This UI can be also enabled manually by using-gamepaduicommand line argument, or running the game when Steam Big Picture mode is active.
 Before Half-Life 2 20th Anniversary Update and Portal May 2025 update, enabling Gamepad UI will also enable Vulkan renderer, but you can use-dx9alongside the-gamepaduicommand to force Direct3D 9.
- Vulkan renderer (only in    )(only in )(only in   )(also in )(also in           ) )
- A low-overhead, cross-platform graphics API, successor to OpenGL.
- First introduced in 2022 with the release of Steam Deck update for Half-Life 2 and Portal. Portal with RTX and Half-Life 2 RTX also uses Vulkan as part of the RTX Remix runtime. Using DXVK, a library used to translate Direct3D calls to Vulkan. This is disabled by default, but can be enabled in supported games by passing -vulkaninto the game's launch options.
HL2 20th Anniversary Update & 2025 SP engine update
These features are exclusive to all games running on updated version of Source 2013 Singleplayer since Nov 2024 and 2025. This include  Half-Life: Source,
 Half-Life: Source,  Half-Life 2 (including Episodes & Lost Coast) and
 Half-Life 2 (including Episodes & Lost Coast) and  Portal (since May 20). It is not available on Source SDK Base 2013 - Singleplayer. All features listed below are introduced with Half-Life 2 20th Anniversary Update.
 Portal (since May 20). It is not available on Source SDK Base 2013 - Singleplayer. All features listed below are introduced with Half-Life 2 20th Anniversary Update.
- VGUI High DPI support (also in  ) )
- VGUI are now properly scalable on higher resolutions such as 4K (3840x2160).
 Bicubic lightmap filtering (also in Bicubic lightmap filtering (also in ) )
- Introduced in 2024, bicubic filtering is used on lightmaps when r_lightmap_bicubicis enabled, smoothing out aliasing caused by the lower resolution of lightmaps. It can be also enabled by setting the Shader detail to "Very High".
- Radial fog (also in  , , , all games since , all games since ) )
- Unlike planar-based fog, radial fog does not strengthen or weaken the apparent amount of fog in a particular spot when you rotate the camera.
- You can either use radial fog or planar-based fog by changing env_fog_controller "Use Radial Fog (fogRadial)" KeyValues.
 Note:Half-Life: Source and Portal did not use radial fog by default, and Half-Life 2 only uses it for certain maps, but you can force it on using the r_radialfog_force (set to Note:Half-Life: Source and Portal did not use radial fog by default, and Half-Life 2 only uses it for certain maps, but you can force it on using the r_radialfog_force (set to- 1) console command.
- Continue music playback after loading levels
- Introduced in HL2's November 26, 2024 Update, music will continue to play after the next level is loaded, instead of stopping completely like in previous versions. Can be toggled using save_transition_musicconsole command.
Team Fortress 2 branch
Team Fortress 2 branch has its own page.
Removed features
- Patching levels with lump files (only in    ) )
- Patching levels using lump files (to change the map entities without recompiling the map) is no longer possible in MP branch, and possibly Team Fortress 2 branch[confirm].
- Built-in VR headset support (SteamVR, Oculus VR, etc...) (only in  ) )
- The option to enable VR headset support in Video Options, originally introduced with the release of Source 2013, was removed in later updates of Half-Life 2 (since 2022 Steam Deck update). Instead, player can install mods such as Half-Life 2 VR Mod to play in VR.
Known issues / Report bugs
To report bugs or find existing issues on this engine branch, see Source games GitHub and Source SDK 2013 GitHub issues page in order to prevent duplicate or outdated bug reports at the wiki.
Availability
Source code
Source code (game, tools) for Source 2013 Singleplayer, Multiplayer and TF2 branch is available on GitHub:
- Source 2013 Singleplayer: Source SDK 2013 GitHub repo.
- Source 2013 Multiplayer (legacy version): Source SDK 2013 GitHub repo.
- Legacy version of SDK 2013 MP code is provided to create & update tools or mods for third-party games built on older SDK 2013 MP code only.
 
- TF2 branch (newer Source 2013 MP): Source SDK 2013 GitHub repo.
Full source code (such as Hammer and the rest of Source engine), are not publicly available, but code for TF2 branch was leaked publicly in 2020.
 Important:Source code for Source SDK 2013 MP has been updated on GitHub, now based on TF2 branch. However the Source 2013 SP SDK provided on Steam (binaries) and GitHub (code), which are last updated in September 2015, currently does not include new changes from Half-Life 2 20th anniversary yet.
Important:Source code for Source SDK 2013 MP has been updated on GitHub, now based on TF2 branch. However the Source 2013 SP SDK provided on Steam (binaries) and GitHub (code), which are last updated in September 2015, currently does not include new changes from Half-Life 2 20th anniversary yet.
Tools
To launch tools for these games, go to 
bin folder, then launch the following .bat files:
- hammer.bat- Hammer
- faceposer.bat- Faceposer
- hlmv.bat- Half-Life Model Viewer
- studiomdl.exe- StudioMDL
- vtex.bat- VTEX
 Note:If the tools do not launch, check the environment variables on your computer and change VProject to the directory where gameinfo.txt resides
Note:If the tools do not launch, check the environment variables on your computer and change VProject to the directory where gameinfo.txt residesAlso remember to not launch the .exe directly. Launch the .bat instead! The .bat file will detect where the game was installed, and set the VProject variable before launching the tools.
Usage
Source 2013 Singleplayer
Valve
- 2004 Half-Life: Source (formerly Half-Life: Source (formerly ) )
- 2004 Half-Life 2 (formerly Half-Life 2 (formerly , , ) )
- 2005 Half-Life 2: Lost Coast (formerly Half-Life 2: Lost Coast (formerly ) )
- 2006 Half-Life 2: Episode One (formerly Half-Life 2: Episode One (formerly , , ) )
- 2007 Half-Life 2: Episode Two (formerly Half-Life 2: Episode Two (formerly , , ) )
- 2007 Portal (formerly Portal (formerly , , ) )- 2022 Portal with RTX Portal with RTX
- 2022 Portal Companion Collection (Portal on Nintendo Switch) Portal Companion Collection (Portal on Nintendo Switch)
 
- 2013 Source SDK Base 2013 - Singleplayer (AppID: 243730 - Click to Install) Source SDK Base 2013 - Singleplayer (AppID: 243730 - Click to Install)
 Note:All Valve games except Source SDK Base 2013 - Singleplayer now runs on updated version of Source 2013 Singleplayer which have features from Half-Life 2 20th Anniversary Update.
Note:All Valve games except Source SDK Base 2013 - Singleplayer now runs on updated version of Source 2013 Singleplayer which have features from Half-Life 2 20th Anniversary Update.Third-Party
- 2010 Nightmare House: The Original Mod (formerly Nightmare House: The Original Mod (formerly ) )
- 2015 Half-Life 2: Update (earlier version) Half-Life 2: Update (earlier version)
- 2022 Divinia Chronicles: Relics of Gan-Ti Divinia Chronicles: Relics of Gan-Ti
- More...
With  Mapbase
 Mapbase
- 2017 Entropy : Zero Entropy : Zero- Originally released before Mapbase. It was later based on Mapbase after updates.
 
- 2018Map Labs
- 2022 Entropy : Zero 2 Entropy : Zero 2
- TBA Half-Life 2 RTX (Demo released on March 18, 2025.) Half-Life 2 RTX (Demo released on March 18, 2025.)
Source 2013 Multiplayer
All first-party games and Source SDK Base 2013 MP have been upgraded to the Team Fortress 2 branch.
If you want to use legacy version of Source SDK Base 2013 - Multiplayer, to play older mods (or use tools) built prior to Team Fortress 2 branch, follow the instructions:
- 1. Open Steam, go to Source SDK 2013 Multiplayer, right click Properties
- 2. A window will open. Go to "Betas", select previous2021beta branch.
- 3. Steam will automatically re-download the files. Once it's done, run Source SDK Base 2013 MP as normal, or use it's tools.
Third-party
- 2007 Fortress Forever (in development, will replace Fortress Forever (in development, will replace ) )
- 2007 Synergy (formerly Synergy (formerly , , , , ) )
- 2007 Zombie Panic! Source (formerly Zombie Panic! Source (formerly ) )
- 2008 Empires (formerly Empires (formerly ) )
- 2009 Obsidian Conflict (in development, will replace Obsidian Conflict (in development, will replace ) )
- 2010 Pirates Vikings & Knights II Pirates Vikings & Knights II
- 2011 No More Room in Hell (formerly No More Room in Hell (formerly / / [confirm]) [confirm])
- 2013 Counter-Strike Online 2 Counter-Strike Online 2
- 2014 Fistful of Frags Fistful of Frags
- 2016 BrainBread 2 BrainBread 2
- 2018 Hunt Down the Freeman (formerly Hunt Down the Freeman (formerly ) )
- More...
With  Mapbase
 Mapbase
 Note:Mapbase MP is currently not yet supported nor available on ModDB/GitHub Releases (code for MP is available however), but TF2 Classic, an Source 2013 MP game, uses Mapbase code (likely both SP and MP version).
Note:Mapbase MP is currently not yet supported nor available on ModDB/GitHub Releases (code for MP is available however), but TF2 Classic, an Source 2013 MP game, uses Mapbase code (likely both SP and MP version).- 2014 Team Fortress 2 Classic (added since patch 2.2.0) Team Fortress 2 Classic (added since patch 2.2.0)
Third-party Source 2013 branches
The following games use neither  nor
 nor  , but rather use custom (heavily modified) branches forked earlier versions from both Source 2013 branches, with newer features added on. As such, they may or may not include all features from newer first-party versions of Source 2013, such as LZMA-compressed BSPs or lightmapped MDLs.
, but rather use custom (heavily modified) branches forked earlier versions from both Source 2013 branches, with newer features added on. As such, they may or may not include all features from newer first-party versions of Source 2013, such as LZMA-compressed BSPs or lightmapped MDLs.
- 2006 Garry's Mod (formerly Garry's Mod (formerly , , , , , , ) )- Garry's Mod currently ran on modified version of Source 2013 which adds support for certain features from Alien Swarm, Portal 2 engine branch and onwards, such as VTF 7.5 support, and was able to load content from Left 4 Dead engine branch-based games and later.
- Also, with March 2025 update, uses some code from  Team Fortress 2 branch for fixing some exploits. Team Fortress 2 branch for fixing some exploits.
 
- 2010 Pirates Vikings & Knights II (formerly Pirates Vikings & Knights II (formerly , , ) )- Runs on a modified version of Source 2013 MP, which includes FMOD audio, Maphack, increased brush and edict limits, Beckmann specular highlighting, 64-bit support, as well as removing DirectX 8 and 8.1 support.
 
- 2015 Black Mesa (has its own branch known as Black Mesa (has its own branch known as Xengine, had features such as CSM, deferred lighting and more; formerly Xengine, had features such as CSM, deferred lighting and more; formerly ) )
System Requirements
These system requirements applies to Source SDK 2013 (and some Source 2013 game) only. Some other games may have their own system requirements.
|  Windows | ||
|---|---|---|
| Minimum | ||
| Operating system (OS) | XP or later (SP - pre-Steam Deck update, MP - all versions) Vista, 7 or later (SP - post-Steam Deck update) | |
| Processor (CPU) | 1.7 GHz and/or Dual-core | |
| System memory (RAM) | 1 GB (XP) 2 GB (Vista and later) | |
| Hard disk drive (HDD/SSD) | 10 GB (space would be increased depending how many Source SDK mods is installed) | |
| Video card (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) | |
 Note:To play on XP and Vista, run the game without Steam by directly launching the
Note:To play on XP and Vista, run the game without Steam by directly launching the hl2.exe executable. The latest version of Steam requires Windows 10, but the last version of Steam for Windows 7/8/8.1 still support running many Source 2013 games.
Some games may requires -game <gamename> command line.|  macOS (OS X) | ||
|---|---|---|
| Minimum | ||
| Operating system (OS) | OS X 10.5.8, 10.6.3 (up to 10.14.6) | |
| Processor (CPU) | 2.0 GHz and/or Dual-core | |
| System memory (RAM) | 1 GB | |
| Hard disk drive (HDD/SSD) | 10 GB (space would be increased depending how many Source SDK mods is installed) | |
| Video card (GPU) | NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000 OpenGL 2.1 compatible | |
| Sound (audio device) | OpenAL compatible | |
 Note:By default, 32-bit executable are no longer supported after macOS Catalina (10.15), meaning that SDK 2013 will not work out of the box. User can manually build Intel 64-bit/Apple Silicon executable by following this guide.
Note:By default, 32-bit executable are no longer supported after macOS Catalina (10.15), meaning that SDK 2013 will not work out of the box. User can manually build Intel 64-bit/Apple Silicon executable by following this guide.
Alternatively, with Steam Proton or Wine, you can play the the Windows version of the game on Mac.
|  Linux | ||
|---|---|---|
| Minimum | ||
| Operating system (OS) | Ubuntu 12.04, SteamOS 1.0 or later Other Linux distros supported. | |
| Processor (CPU) | 2.0 GHz and/or Dual-core | |
| System memory (RAM) | 1 GB | |
| Hard disk drive (HDD/SSD) | 10 GB (space would be increased depending how many Source SDK mods is installed) | |
| Video card (GPU) | NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000 OpenGL 2.1 compatible | |
 Note:The system requirements for Linux are unofficial, based off Windows/Mac info, as well as other Source games that support Linux, such as Portal 2.
Note:The system requirements for Linux are unofficial, based off Windows/Mac info, as well as other Source games that support Linux, such as Portal 2.See also
References
| References | ||||||||
|---|---|---|---|---|---|---|---|---|
| 
 
 
 
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