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{{lang|金源:zh-cn}}
{{LanguageBar}}
{{hierarchy}}
{{gldsrc topicon}}
{{Hierarchy}}


{{Infobox engine
|title = 金源引擎
|image = Hl engine logo.png
|imagewidth    = 128px
|imagetooltip = "Powered by the Half-Life engine" logo used on some game boxarts.
|image2 = Screenshot-Half-Life_Surface_Tension.png
|imagetooltip2 = Screenshot in-game of {{hl1|1}}, using the GoldSrc Engine.
|developer = {{L|Valve|Valve Corporation}}
|releasedates = 1998年11月19日
|codelang = {{L|WP:C++|C++}}, {{L|WP:C_(programming language)|C}}, {{L|WP:Assembly language|Assembly language}}
|sdk = {{L|Half-Life SDK}}
|platform = {{Win|1}}, {{Mac|1}}, {{Linux|1}}, {{xbox|1|nt=1}}, {{ps2|1}}<!-- only first-party games -->
|website =
|links = [https://github.com/ValveSoftware/halflife/ GitHub page]<br>(source code & bug reports)
|license = {{L|WP:Proprietary software|Proprietary}} (source code available for non-commercial purposes)
|previousengine =
|nextengine = {{Src|2}}
}}
{{gldsrc|4}} (也被称为{{gldsrc|bold|nt=0}}, 以前简称为{{gldsrc|bold|nt=2}}) 是由{{Valve|1}}于1996年创造的3D电子游戏引擎。 它是90年代末、00年代初许多著名游戏的引擎, 如{{hl|1}}, {{tfc|1}}, {{cs|1}}, 与 {{dod|1}}。金源引擎是{{quake|1}}引擎的魔改版本,运行在C++上(带有一些C)。金源引擎及其关卡编辑器{{hammer3|1|nt=6}}由 Valve 发布供公众使用,使其成为无数社区mod的开发工具。
金源引擎被它的继任者替代,即2004年所发布的 {{src|4.1}},目前它是Valve游戏mod的首选引擎。 尽管金源引擎已经过了巅峰时期,但许多玩家和一些开发者仍热衷于开发模组与游戏。
至 2023 年,Valve 正在积极更新和维护该引擎,最近随着{{hl|1}}的 25 周年更新,增加了引擎限制并修复了许多错误。
[[File:Half-life shadows.jpeg|thumbnail|一张{{hlbs|1}}的截图, 展示了基本的阴影]]
[[File:Cry of Fear Lake.png|thumbnail|一张{{cof|1}}的截图, 它运行在一个大量修改的金源上]]
[[File:Counter-Strike Condition Zero - Screenshot 3.jpg|thumbnail|一张{{cscz|1}}, 使用了更高清的玩家模型的贴图。]]
[[File:Counter-Strike_%28Xbox%29_-_Screenshot_3.png|thumbnail|Xbox上{{csXbox|1|nt=2}}的一张截图]]
==特性==
{{todo|在这里展开或添加链接}}
* '''集群AI''' -  {{L|NPC}}可以聚集在,使用Houndeyes来看见对方
* '''骨骼动画''' - 与《雷神之锤》中的顶点动画相比,骨骼动画更加稳定
* '''更多边数''' - 比《雷神之锤》更加精细的模型,允许更多的边数
* '''高清模型'''
* '''脚本序列''' - 广泛用于讲述《半条命》的故事
*{{L|GoldSrc Bot|玩家机器人}} {{only|{{cscz}}{{csXbox}}}},
* A3D/EAX 硬件加速音频 - 改进了 {{L|DSP}} 音效(例如消除回声的嗡嗡声),并添加了环绕声支持(自 2013 年 SteamPipe 更新以来已删除)。
==== 自2003年来的Steam更新====
* '''{{L|VGUI2}}''' -  Valve 的自定义 GUI 界面,类似于大多数 Windows 控件。
* 游戏内广告 ({{cs|2}},自 SteamPipe 以来已删除) - 于 2007 年推出。
==== 自2013年来的SteamPipe更新====
*'''{{mac|3}} 支持'''
*'''{{Linux|3}} 支持'''
==== 自25周年纪念来的更新====
* '''减少引擎限制''' - Valve 减少了引擎限制,允许更多实体和详细地图。
*'''{{L|func_vehicle_(GoldSrc)|func_vehicle}} 实体''' ,来自 {{cs|4}}
*'''原生 {{Steamdeck|4}} 支持'''
* '''{{L|Steam Input}} 支持''' - 添加了 Steam Input支持,使游戏能够支持更多控制器。
=== {{LCategory|GoldSrc Programming|渲染器}} ===
金源有两种渲染器: {{L|Software renderer|软件加速}} 和 {{L|OpenGL}}(之前有三个,因为{{L|Direct3D|Direct3D 7}}支持在 2013 年 SteamPipe 更新中被删除),这两个渲染器都有差异。
* '''彩色照明 ''' - 雷神之锤只有单色照明
* '''透明纹理''' - 地图里可以弄玻璃了
* '''透明水体'''
* '''水波纹'''
* '''水波'''
* '''动态光圈模拟''' - a自动调整屏幕亮度。类似于起源的{{L|HDR}}。 {{csXbox|only}}
* '''{{L|Detail textures (GoldSrc)|精细的纹理}} '''{{only|{{cs}}{{hlop4}}{{dod}}{{cscz}}{{czds}}{{csXbox}}}}
{{bug|hidetested=1|自 25 周年更新以来,细致纹理渲染已被破坏。}}
* '''纹理过滤''' - 首次引入于[https://quake.fandom.com/wiki/GLQuake GLQuake],一个在 OpenGL 上运行的{{Quake|1}}版本。
* '''{{L|Half-Life High Definition Content|高清模型}}''' -  游戏内模型的多边形和纹理质量更高。
==== 自2013年来的SteamPipe更新====
* '''FBO 渲染器''' - 一种新的渲染游戏方法,它允许 MSAA 与 GoldSrc 引擎一起使用。这也允许游戏在无边框窗口中以全屏方式运行,并且与显示器不同的纵横比(例如,16:9 上的 4:3)不会被拉伸以填充黑条。
{{note|你可以使用启动项{{code|-nofbo}}禁用新的 FBO 渲染器,注意,这也将禁用 MSAA。}}
* '''MSAA {{L|anti-aliasing|抗锯齿}}''' -  金源现在原生支持抗锯齿,特别是 MSAA 4X,这在大多数现代硬件上默认启用。这将减少锯齿状边缘/阶梯对几何体的影响。
==== 自25周年纪念来的更新====
* '''着色器支持''' (OpenGL)
** 借助着色器支持,它还修复了在 OpenGL 下无法正常工作的过亮照明问题。
* '''模板阴影'''
{{note|此功能最初来自{{quake|4|nt=5}}。要启用,必须设置为{{code|r_shadows 1}}}}
* '''{{L|Software renderer|软件加速}} 在 {{Linux|3}}上的支持'''
== 版本和分支 ==
{{Cleanup}}
{{todo|其中大多数不是分支;分支同时存在,而不是完全取代旧的代码库。.}}
{{todo|SDK 2.1、2.2 和 2.3 何时发布?}}
{{stub}}
{{stub}}
{{Branches and Forks}}
== 半条命 SDK ==
{{main|半条命 SDK}}
截止至2013年8月, 它可用于{{steamicon|4}}的 "工具" 选项下。 随之而来的是 {{hammer3|4.1|nt=4|linkto=3.x}}, 3ds Max 提供了许多切割和制作NPC以及玩家和武器模型的方法, 用于将纹理打包到 WAD 中的工具,有关将语音聊天等联机功能实现到{{L|Mod}}中的详细文档。
最新版本的 SDK 的完整源代码可以在 [https://github.com/ValveSoftware/halflife?files=1 Valve的Github页面]找到


[[File:Hl engine logo.png|thumbnail|"为Half-Life提供支持]]
{{note|{{hammer3|4.1|nt=5|linkto=3.x}} 是Valve为金源推出的最后一个官方版本, 可单独下载,例如 {{sven|4.1|addtext={{nbsp}}SDK}}}}
{{gldsrc|4}} (也叫 '''GoldSource''') 是由{{Valve|4}}于1996年创造的3D电子游戏引擎。它是 90 年代末许多著名游戏背后的引擎,例如 {{hl|4}}, {{tfc|4}}, 和 {{cs|4}}.金源是{{quake|4}}引擎的一个经过大量修改的版本,由C++代码构建。 金源及其关卡编辑器Hammer World Editor由{{Valve|4}}发布供公众使用,使其成为无数社区Mod的开发工具。GoldSrc在2004年被其续作{{source|4}}引擎取代,起源(Source)引擎目前作为模组制作者最好的选择。 虽然金源已经过了鼎盛时期,但许多游戏开发者仍然将其用于模组和关卡设计开发中。
{{clr}}


有关将金源引擎内容转换为起源引擎内容的信息,请参阅[[Porting Goldsource content to Source]].
== 使用金源的游戏 {{Table tools|Goldsrc_games}}==
{{gldsrc games}}
有关更多游戏以及有关使用金源引擎的游戏的文章,请参阅 {{LCategory|GoldSrc games|金源游戏目录}}


[[File:20180823233258 1.jpg|thumbnail|{{hl|4}}游戏中的截图,使用金源引擎。]]
== 规格 ==
{{Engine Limits}}


==特性==
== Bugs and Limitations ==
*'''AI智能 - NPC对玩家操作做出智能反应,对环境变化做出行动;
{{update|Half-Life 25th Anniversary Update fixes a lot and breaks other stuff.}}
*'''骨骼动画 - 可以更容易地对模型进行动画处理;
Use [https://github.com/ValveSoftware/halflife/issues GitHub] in order to prevent duplicate or outdated bug reports at the wiki.
*'''多样照明 - {{quake|4}}只有单种照明;
{{Bug|only=goldsrc|Various GoldSrc non-standalone mods has been broken with the recent {{hl1|4}} update, as part of its 25th anniversary. Some of these games would crash on startup with Visual C++ error.<br> Other games like {{tfc|4}} was also affected, but appears to work almost perfectly fine aside from HUD scaling fixes were non-functional. And another one such as {{cs|4}}, which has been fixed to support the 25th anniversary update, may have other problems and issues that can crash the game. Additionally, mods that use custom OpenGL renderer (such as {{Paranoia|4}} (non-Xash3D version) and older version of {{cof|4}}, etc...) will be also crashed on startup aswell ([https://github.com/ValveSoftware/halflife/issues/3710 Issues #3710]).{{Workaround|To temporarily fix this, select the beta branch {{code|steam_legacy}} on {{hl1|1}} (and in some games such as {{cs|1}}) by going to Half-Life > Properties... > Betas > select {{code|steam_legacy}}. Once those games has been fixed, you can opt out by set the beta branch to "None".}}}}
*'''脚本演出 - 用于讲述{{hl|4}}的故事;
{{Bug|only=goldsrc|Overbright lighting ({{cmd|gl_overbright|1}}) is broken due to an {{L|OpenGL}} extension used for multi-texturing, which is required for the {{L|Detail textures (GoldSrc)|detail textures}} used by {{czero|4.1}}, {{dod|4.1}}, and some third-party mods. <br>This make the color less saturated and lighting much less brighter, as well as introduce chromatic aberration on brightly lit lightmaps. <br>The issue was fixed in the 25th anniversary update, which deprecated the {{code|gl_overbright 1}} in favor of {{code|gl_use_shaders 1}}. However, there are [https://github.com/ValveSoftware/halflife/issues/3424 more issues] that was yet to be fixed with the new overbright lighting.<br> This issue can be also found on {{L|Quake|GLQuake}}, but for different reasons. {{workaround|To fix this for the older version of {{hl1|4}} ({{code|steam_legacy}} branch) and most standalone mods, see {{pcgw|Half-Life#OpenGL_overbright_lighting|Overbright lighting}} section in PCGamingWiki's Half-Life page for more information.{{Important|Please note that using DLL-based solutions in {{vac|4.1}}-protected multiplayer servers may result in a false positive ban. Use {{code|{{L|Command-Line Parameters|-insecure}}}} to disable VAC for local servers. This is not an issue for singleplayer, which is unaffected by VAC. Additionally, GPU driver hacks do not trigger VAC.}}}}
*'''透明纹理 - 玻璃可以在地图中使用;
{{note|Even though the overbright was properly fixed with the 25th anniversary update and with the November 19 hotfix patch, which fixes the brightness issues after enabling overbright, along with another one that [https://github.com/ValveSoftware/halflife/issues/3424#issuecomment-1822924828 fixed the underwater fog bug], models [https://github.com/ValveSoftware/halflife/issues/3424#issuecomment-1823797137 may not be affected] by the overbright lighting.}}
*'''更高的多边形数量 - 金源允许有比{{quake|4}}更精细的模型.
}}
{{Bug|only=goldsrc|On some systems running {{win7|4|nt=3}} or later, the engine may suffer from extremely low frame rates during gameplay, especially on Intel iGPUs. {{workaround|<ul><li>Set the game ({{file|hl|exe}}) to "'''High Priority'''" in [https://techcommunity.microsoft.com/t5/windows-11/how-to-run-task-manager-on-windows-11-6-ways/m-p/2701239 Task Manager].<li>{{pcgw|Half-Life#OpenGL_overbright_lighting|Disable multitexturing}}.}}}}
{{Bug|only=goldsrc|Creative EAX and Aureal A3D Audio are no longer supported since {{L|SteamPipe}} update in 2013. This also removes support for surround sound, and drastically impacts how certain {{L|DSP}} effects sound (such as buzzing noises on DSP's Weirdo 1-3). [https://github.com/ValveSoftware/halflife/issues/38 A feature request about restoring EAX/A3D sound can be found at GitHub] (issue #38).{{workaround|Use MetaAudio; see the {{pcgw|Half-Life#Audio|Audio}} section on PCGamingWiki's Half-Life page for more information.{{Important|Please note that using MetaAudio in {{vac|4.1}}-protected multiplayer servers may result in a false positive ban. Use {{code|{{L|Command-Line Parameters|-insecure}}}} to disable VAC for local servers. This is not an issue for singleplayer, which is unaffected by VAC.}}}}}}
{{Bug|only=goldsrc|Running any GoldSrc game other than {{hl|4}} over around 100-120FPS or higher can cause issues with movable objects (and prior to [https://steamcommunity.com/games/70/announcements/detail/1586880891220596672 October 8, 2019 update], NPC turn rate), being slower or faster. Player movements in {{cs|4}}, {{cscz|4}} and {{czds|4}}, after jumping, will be much slower than normal for few seconds. {{Note|NPC turn rate bug will remains existed on most older, non-standalone mods (which was made on a older version of GoldSrc/HL SDK) when loaded on current version of HL1 (or other GoldSrc games) that have this bug fixed unless the dlls file ({{code|hl.dll}} and {{code|client.dll}}) on the mod folder itself was renamed. But keep in mind that this method may breaks some mods and cause it to crash, or made several new additions such as new weapons, new NPCs, etc... from the mod stops working.}}}}
{{modernImportant|<!--not a bug-->{{L|OpenGL}} mode is somewhat different from {{L|software mode}}. Furthermore, the wave effect on water does not work with software renderer. See [https://www.youtube.com/watch?v&#61;9jwDqjFaL4c patbytes's "Half-Life - A Look at Water" on YouTube]. Issue [https://github.com/ValveSoftware/halflife/issues/2165 2165].}}


==开发工具==
== 花絮 ==
GoldSrc SDK被称为Half-Life SDK。
* "金源" 的名称来自 {{L|Source}} 引擎。 {{hl1|1}}发售的前几个月, 半条命引擎分为两个分支: {{mono|Src}} 与 {{mono|GoldSrc}}. {{mono|金源}}分支是代码库的[[Wikipedia:Gold master|gold master]] 版本, 并用于游戏的最终发布。{{mono|Src}} 分支, comparatively, would be continually iterated upon, adding and changing features for use in {{L|Half-Life 2|the sequel}}, with the term "Source Engine" eventually being picked up by marketing.{{ref|1}}
截至 2013 年 8 月,它在 Steam 库的“工具”下可用。随之而来的是Hammer 3.4,3D Max提供了许多切割和制作NPC以及玩家和武器模型的方法,用于将纹理打包到WAD中的工具[[WAD]],有关将语音聊天等联机功能实现到Mod中的详细文档。


SDK的完整源代码可以在 [https://github.com/ValveSoftware/halflife?files=1 Valve's Github Page]上找到。
== 参见 ==
* For information about converting GoldSrc content to the Source engine, see {{L|Porting GoldSrc content (maps, models, etc.) to Source}}
* [[w:GoldSrc|GoldSrc]] on Wikipedia
* {{L|Half-Life SDK|GoldSrc SDK (Half-Life SDK) Documentation}}
* {{L|GoldSrc SteamPipe Directories}}


==由金源开发的游戏==
== 外部链接 ==
{| class="wikitable sortable"
* [https://github.com/ValveSoftware/halflife/ Source code + GitHub Issues] - bug reports and the GoldSrc source code can be found here.
!年份
!名称
!开发商(们)
!发行商(们)
|-
| 1998
| {{hl|4}}
| [[Valve]]
| rowspan="2" | Sierra Entertainment, [[Valve]] (digital)
|-
| rowspan="3" | 1999
| {{hlop4|4}}
| [[Gearbox Software|Gearbox]], [[Valve]]
|-
| {{tfc|4}}
| [[Valve]]
| [[Valve]], Sierra Entertainment (digital)
|-
| ''[[Sven Co-op]]''
| Sven Co-op team
| Sven Co-op team
|-
| rowspan="3" | 2000
| {{cs|4}}
| [[Valve]]
| Sierra Entertainment
|-
| ''[[Gunman Chronicles]]''
| Rewolf Entertainment
| Sierra Entertainment
|-
| {{ricochet|4}}
| rowspan="2" | [[Valve]]
| rowspan="2" | [[Valve]]
|-
| rowspan="3" | 2001
| {{dmc|4}}
|-
| {{hlbs|4}}
| [[Gearbox Software|Gearbox]], [[Valve]]
| Sierra Entertainment, [[Valve]] (digital)
|-
| ''[[Half-Life: Decay]]''
| [[Gearbox Software|Gearbox]]
| Sierra Entertainment
|-
| 2002
| ''[[James Bond 007: Nightfire]]''
| Eurocom, [[Gearbox Software|Gearbox]]
| Electronic Arts
|-
| rowspan="2" | 2003
| {{dod|4}}
| [[Valve]]
| Activision, [[Valve]] (digital)
|-
| ''Counter-Strike Neo''
| Namco
| Namco
|-
| 2004
| {{cscz|4}}
| [[Valve]], Ritual Entertainment, [[Gearbox Software|Gearbox]], [[Valve South|Turtle Rock Studios]]
| Sierra Entertainment, [[Valve]] (digital)
|-
| 2008
| ''[[Counter-Strike Online]]''
| [[Valve]], Nexon
| Nexon
|-
| 2013
| ''Cry of Fear''
| Team Psykskallar
| Team Psykskallar
|-
| 2014
| ''Counter-Strike Nexon: Studio''
| [[Valve]], Nexon
| Nexon
|-
|}


==参考==
== 参考文献 ==
* [[w:GoldSrc|GoldSrc]] 维基百科
# [https://developer.valvesoftware.com/w/index.php?title=User_talk:Erik_Johnson&oldid=10088#GoldSource User talk:Erik Johnson] (Revision as of 12:53, 1 September 2005)
* [[GoldSource SteamPipe Directories]]
# [https://store.steampowered.com/news/app/70/view/6941797379568863069 Half-Life 25th Anniversary Update]
# [[Talk:Cry of Fear#PARANOIA -> Cry of Fear|Relation between Paranoia & COF]]{{Gs-branch-navbox}}
{{ACategory|Game engines}}


[[Category:Glossary:zh-cn]]
{{ACategory|Valve}}

Latest revision as of 07:19, 20 May 2025

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id Tech 2 id Tech 2金源 金源起源 起源起源2 起源2


金源引擎
"Powered by the Half-Life engine" logo used on some game boxarts.
Screenshot in-game of 半衰期, using the GoldSrc Engine.
Screenshot in-game of 半衰期, using the GoldSrc Engine.
Developer(s)
Release date(s)
1998年11月19日
Written in
License
Proprietary(en) (source code available for non-commercial purposes)
Links
GitHub page
(source code & bug reports)
Successor

金源 金源 (也被称为GoldSource, 以前简称为半衰期引擎) 是由Valve于1996年创造的3D电子游戏引擎。 它是90年代末、00年代初许多著名游戏的引擎, 如半衰期, 军团要塞 经典, 反恐精英, 与 胜利之日。金源引擎是雷神之锤引擎的魔改版本,运行在C++上(带有一些C)。金源引擎及其关卡编辑器Valve Hammer Editor由 Valve 发布供公众使用,使其成为无数社区mod的开发工具。

金源引擎被它的继任者替代,即2004年所发布的 起源 起源,目前它是Valve游戏mod的首选引擎。 尽管金源引擎已经过了巅峰时期,但许多玩家和一些开发者仍热衷于开发模组与游戏。

至 2023 年,Valve 正在积极更新和维护该引擎,最近随着半衰期的 25 周年更新,增加了引擎限制并修复了许多错误。

一张半衰期:蓝色行动的截图, 展示了基本的阴影
一张恐惧之泣的截图, 它运行在一个大量修改的金源上
一张反恐精英:零点行动, 使用了更高清的玩家模型的贴图。
Xbox上反恐精英的一张截图

特性

待完善: 在这里展开或添加链接
  • 集群AI - NPC(en)可以聚集在,使用Houndeyes来看见对方
  • 骨骼动画 - 与《雷神之锤》中的顶点动画相比,骨骼动画更加稳定
  • 更多边数 - 比《雷神之锤》更加精细的模型,允许更多的边数
  • 高清模型
  • 脚本序列 - 广泛用于讲述《半条命》的故事
  • 玩家机器人(en) (存在于 反恐精英:零点行动反恐精英(Xbox) 之中),
  • A3D/EAX 硬件加速音频 - 改进了 DSP(en) 音效(例如消除回声的嗡嗡声),并添加了环绕声支持(自 2013 年 SteamPipe 更新以来已删除)。

自2003年来的Steam更新

  • VGUI2(en) - Valve 的自定义 GUI 界面,类似于大多数 Windows 控件。
  • 游戏内广告 (反恐精英 反恐精英,自 SteamPipe 以来已删除) - 于 2007 年推出。

自2013年来的SteamPipe更新

自25周年纪念来的更新

  • 减少引擎限制 - Valve 减少了引擎限制,允许更多实体和详细地图。
  • func_vehicle(en) 实体 ,来自 反恐精英 反恐精英
  • 原生 Steam Deck Steam Deck 支持
  • Steam Input(en) 支持 - 添加了 Steam Input支持,使游戏能够支持更多控制器。

渲染器(en)

金源有两种渲染器: 软件加速(en)OpenGL(en)(之前有三个,因为Direct3D 7(en)支持在 2013 年 SteamPipe 更新中被删除),这两个渲染器都有差异。

  • 彩色照明 - 雷神之锤只有单色照明
  • 透明纹理 - 地图里可以弄玻璃了
  • 透明水体
  • 水波纹
  • 水波
  • 动态光圈模拟 - a自动调整屏幕亮度。类似于起源的HDR(en)(存在于 反恐精英(Xbox) 之中)
  • 精细的纹理(en) (存在于 反恐精英半衰期:争锋相对胜利之日反恐精英:零点行动零点行动 关卡模式反恐精英(Xbox) 之中)
Icon-Bug.png错误:自 25 周年更新以来,细致纹理渲染已被破坏。

自2013年来的SteamPipe更新

  • FBO 渲染器 - 一种新的渲染游戏方法,它允许 MSAA 与 GoldSrc 引擎一起使用。这也允许游戏在无边框窗口中以全屏方式运行,并且与显示器不同的纵横比(例如,16:9 上的 4:3)不会被拉伸以填充黑条。
Note.png注意:你可以使用启动项-nofbo禁用新的 FBO 渲染器,注意,这也将禁用 MSAA。
  • MSAA 抗锯齿(en) - 金源现在原生支持抗锯齿,特别是 MSAA 4X,这在大多数现代硬件上默认启用。这将减少锯齿状边缘/阶梯对几何体的影响。

自25周年纪念来的更新

  • 着色器支持 (OpenGL)
    • 借助着色器支持,它还修复了在 OpenGL 下无法正常工作的过亮照明问题。
  • 模板阴影
Note.png注意:此功能最初来自雷神之锤 GLQuake。要启用,必须设置为r_shadows 1

版本和分支

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待完善: 其中大多数不是分支;分支同时存在,而不是完全取代旧的代码库。.
待完善: SDK 2.1、2.2 和 2.3 何时发布?

小作品

This article or section is a stub. You can help by expanding it.

Year Version / Game Company Features Base Notes
1998 - 1999 v1.0.x.x/SDK v1
Old WON
Valve Valve Software Per-texture palettes
Colored lighting
Skeletal Models
Support for HW accelerated audio (EAX/A3D)
Quake (id Tech 2) v30 .bsp, v10 .mdl
2000 - 2001 v1.1.0.x/SDK v2.0
New WON
Counter-Strike 1.0 - 1.3
Valve Valve Software VGUI
Prediction-based Networking
Miles Sound System (since 2001)
Old WON v30 .bsp, v10 .mdl
VGUI was introduced with May 25, 2000 update (1.1.0.0), used for new Scoreboard (replacing old Opposing Force/text-based scoreboard), and the console & chat font was also changed to be slightly bigger (plus removing the orange gradient on the font).
The netcode (originally from QuakeWorld), has been replaced or significantly updated in 2001, adding prediction-based networking.
2002 v1.1.0.9-v1.1.1.0/SDK v2.0
v1.0.1.4 (Steam Beta)
New WON & Steam Beta
Counter-Strike 1.4 & 1.5
Day of Defeat Beta 1.3
Valve Valve Software VGUI2 (since 2002)
Steam Beta/Tracker (optional, since 2002)
VAC 1.0
New WON v30 .bsp, v10 .mdl
In 2002, the late WON build around 1.1.0.9 was the first version to support Steam Beta (and Tracker). Most users at the time did not use Steam Beta and install Steam Tracker so players will see "Tracker Error: TrackerUI.dll invalid, not loading", however user was able to open Half-Life Desktop overlay by pressing F1, providing limited functionality (Resume and Quit game option only) for those who did not have Steam Beta installed. VGUI2 was also introduced at the same time with Steam Beta, and used for Tracker feature aswell.
2001 (leak)[澄清] Dreamcast Captivation Digital Laboratories
Gearbox Software Gearbox Software
Compressed model textures v1.0.1.3/SDK v1 v30 .bsp, v11 .mdl
2001 PlayStation 2 Gearbox Software Gearbox Software LOD models Dreamcast[citation needed] v40 .bs2, v10 .dol
2002 007: Nightfire Gearbox Software Gearbox Software Direct3D 8 renderer
MSAA support
v1.1.0.x/SDK v2.0 (New WON)[citation needed] (For PC) v42 .bsp, v14 .mdl
Console version uses custom in-house engine while PC version uses heavily modified GoldSrc.
2003 Xbox Ritual Entertainment Ritual Entertainment
Turtle Rock Studios Turtle Rock Studios
Improved lighting
Dynamic iris simulation (HDR-like brightness adjust)
Counter-Strike: Condition Zero engine branch earlier version[citation needed] v30 .bsp, v11 .mdl, .sxwad format instead of wad
2003 Counter-Strike Neo engine branch Namco Heavily modified OpenGL Renderer
Native linux support
v1.1.x.x/SDK v2.0
证实:only for ver.1

Counter-Strike: Condition Zero engine branch (ver.2)[citation needed]
v30 .bsp, v10 .mdl [证实]
2003 Day of Defeat Valve Valve Software Widescreen resolution support v1.1.x.x/SDK v2.0 v30 .bsp, v10 .mdl
2003 Steam Valve Valve Software
Turtle Rock Studios Turtle Rock Studios
Gearbox Software Gearbox Software[citation needed]
Ritual Entertainment Ritual Entertainment
Detail textures (since 2004)
Steamworks (replaces WON)
Steam Friends
VGUI on Main menu & Console
VAC 2.0 (since 2005)
v1.1.x.x/SDK v2.0[证实] v30 .bsp, v10 .mdl [证实]
Starting with this version, game files are no longer packaged inside .pak files, and instead either stored directly on filesystem, or stored in .gcf files prior to SteamPipe.
This version is compatible with most games/mods built on WON/Retail version (many speedrunners often use 2001 WON client/server.dll on 2005 version of Half-Life).
Note.png注意:* - Initially at launch, Steam Friends is a instant messaging feature, allowing player to chat with friends, or play minigames (Parlor Games) with friends. Later it was updated in January 2006 with Friends v2 (aka Friends Beta), which removes Parlor Games and relies on newer Steam API. The Friends menu option was later removed around Agugust 2007 as Steam Overlay (released at the same time with the launch of Steam Community) replaced most of it's feature.
The first version of Friends no longer works as the old Steam server for this version was offline, while Friends v2 still partially works with latest Steam client, but buggy (message will only shown on Steam client and will not appear in-game).
2013 2013 SteamPipe (SDK 2.4) Valve Valve Software Linux and Mac support
FBO renderer
MSAA (4X) support
Removed support for EAX/A3D surround sound and Direct3D 6 renderer
Removed support for Quake MDLs (2019).
Steam v30 .bsp, v10 .mdl
GCF has been removed and game files are now placed directly on the filesystem after SteamPipe.
2013 恐惧之泣 引擎分支 恐惧之泣 引擎分支 Team Psykskallar Improved Paranoia's OpenGL Renderer Steam/Paranoia HLSDK fork Paranoia HLSDK fork[3] v30 .bsp, v10 .mdl [证实]
Heavily modified, and based on pre-SteamPipe version.
2016 Svengine Svengine Sven Co-op Team AngelScript
FMOD audio (restores EAX/surround sound features)
Extended engine limits
2013 SteamPipe v30 .bsp, v10 .mdl
Significantly modified with extended engine limits and scripting using AngelScript.
2023 25th anniversary, aka HL25 (SDK 2.5) Valve Valve Software Increased engine limit
Steam Input
Shaders
Steam Networking
High-DPI support for VGUI
Widescreen (Hor+) FOV
WebM
2013 SteamPipe v30 .bsp, v10 .mdl
Introduced with 半衰期 25th Anniversary Update, fixing various bugs and increased engine limit. The HLSDK was later updated with code introduced with said update.

半条命 SDK

主条目:  半条命 SDK

截止至2013年8月, 它可用于Steam Steam的 "工具" 选项下。 随之而来的是 Hammer 3.x Hammer 3.4, 3ds Max 提供了许多切割和制作NPC以及玩家和武器模型的方法, 用于将纹理打包到 WAD 中的工具,有关将语音聊天等联机功能实现到Mod(en)中的详细文档。

最新版本的 SDK 的完整源代码可以在 Valve的Github页面找到

Note.png注意:Hammer 3.x Hammer 3.5 是Valve为金源推出的最后一个官方版本, 可单独下载,例如 Sven Co-op Sven Co-op SDK

使用金源的游戏 ViewDiscussEdit templatePurge

WARNING: Due to the template include size limitations, you need to add one of these sub-templates instead:

有关更多游戏以及有关使用金源引擎的游戏的文章,请参阅 金源游戏目录(en)

规格

Engine Limits
Limits 金源 Pre-25th 金源 Post-25th Xash3D Xash3D Svengine Svengine
Maximum number of dynamic sound channels 8 32 64 N/A
Default max number of server entities (MAX_EDICTS) 900 1200 600 - 8192 8192
Absolute max number of server entities (via liblist.gam edits) 2048 2048 8192 N/A
Maximum number of temporary entities (MAX_TEMPENTS) 500 N/A 300 - 2048 N/A
Maximum number of particles (MAX_PARTICLES) 4096 N/A 1024 - 131072 N/A
Maximum number of beams (MAX_BEAMS) 64 N/A 64 - 512 256
Maximum number of visible entities in the package (MAX_VISIBLE_PACKET) 256 1024 2048 N/A
Maximum number of pre-cacheable models and sprites (MAX_MODELS) 512 N/A 1024 (4096 in FWGS) 8192
Maximum number of pre-cached sounds (MAX_SOUNDS) 512 N/A 2048 4096
Maximum number of entries to read sentences made up of sentences (MAX_SENTENCES) 1536 2048 4096 N/A
Maximum number of user messages (MAX_USER_MESSAGES) 128 N/A 191 N/A
Max number of loaded textures (MAX_TEXTURES) 2048 N/A 4096 (8192 in FWGS) N/A
Max number of GL textures (MAX_GLTEXTURES) 4800 10000 4096 (8192 in FWGS) N/A
Number of messages titles.txt (MAX_MESSAGES) 1024 N/A 2048 N/A
Maximum size of indexed textures 512х512 512x512 8192х8192 N/A
Maximum size of full color textures 512х512 512x512 8192х8192 N/A
Maximum number of models on the map (MAX_MAP_MODELS) 256 N/A 768 (1024 in FWGS) 4096
Maximum number of map leafs (MAX_MAP_LEAFS) 8192 N/A 32767 65536
Maximum number of entities per packet (MAX_PACKET_ENTITIES) 256 1024 256 512
Maximum number of spans (software renderer geometry limit) 3000 6000 N/A Removed
Maximum number of surfaces (software renderer geometry limit) 2000 4000 N/A Removed
Maximum number of edges (software renderer geometry limit) 7200 14400 N/A Removed

Bugs and Limitations

Broom icon.png
This article or section needs to be updated to include current information regarding the subject because:
Half-Life 25th Anniversary Update fixes a lot and breaks other stuff.
Remember to check for any notes left by the tagger at this article's talk page.

Use GitHub in order to prevent duplicate or outdated bug reports at the wiki.

Icon-Bug.png错误:Various GoldSrc non-standalone mods has been broken with the recent 半衰期 半衰期 update, as part of its 25th anniversary. Some of these games would crash on startup with Visual C++ error.
Other games like 军团要塞 经典 军团要塞 经典 was also affected, but appears to work almost perfectly fine aside from HUD scaling fixes were non-functional. And another one such as 反恐精英 反恐精英, which has been fixed to support the 25th anniversary update, may have other problems and issues that can crash the game. Additionally, mods that use custom OpenGL renderer (such as Paranoia Paranoia (non-Xash3D version) and older version of 恐惧之泣 恐惧之泣, etc...) will be also crashed on startup aswell (Issues #3710).
PlacementTip.png解决方案:To temporarily fix this, select the beta branch steam_legacy on 半衰期 (and in some games such as 反恐精英) by going to Half-Life > Properties... > Betas > select steam_legacy. Once those games has been fixed, you can opt out by set the beta branch to "None".
  [todo tested in ?]
Icon-Bug.png错误:Overbright lighting (gl_overbright 1) is broken due to an OpenGL(en) extension used for multi-texturing, which is required for the detail textures(en) used by 反恐精英:零点行动 反恐精英:零点行动, 胜利之日 胜利之日, and some third-party mods.
This make the color less saturated and lighting much less brighter, as well as introduce chromatic aberration on brightly lit lightmaps.
The issue was fixed in the 25th anniversary update, which deprecated the gl_overbright 1 in favor of gl_use_shaders 1. However, there are more issues that was yet to be fixed with the new overbright lighting.
This issue can be also found on GLQuake(en), but for different reasons.
PlacementTip.png解决方案:To fix this for the older version of 半衰期 半衰期 (steam_legacy branch) and most standalone mods, see Pcgw icon.png Overbright lighting section in PCGamingWiki's Half-Life page for more information.
Icon-Important.png重要:Please note that using DLL-based solutions in VAC VAC-protected multiplayer servers may result in a false positive ban. Use -insecure(en) to disable VAC for local servers. This is not an issue for singleplayer, which is unaffected by VAC. Additionally, GPU driver hacks do not trigger VAC.
Note.png注意:Even though the overbright was properly fixed with the 25th anniversary update and with the November 19 hotfix patch, which fixes the brightness issues after enabling overbright, along with another one that fixed the underwater fog bug, models may not be affected by the overbright lighting.
  [todo tested in ?]
Icon-Bug.png错误:On some systems running Windows Windows Vista or later, the engine may suffer from extremely low frame rates during gameplay, especially on Intel iGPUs.
PlacementTip.png解决方案:
  [todo tested in ?]
Icon-Bug.png错误:Creative EAX and Aureal A3D Audio are no longer supported since SteamPipe(en) update in 2013. This also removes support for surround sound, and drastically impacts how certain DSP(en) effects sound (such as buzzing noises on DSP's Weirdo 1-3). A feature request about restoring EAX/A3D sound can be found at GitHub (issue #38).
PlacementTip.png解决方案:Use MetaAudio; see the Pcgw icon.png Audio section on PCGamingWiki's Half-Life page for more information.
Icon-Important.png重要:Please note that using MetaAudio in VAC VAC-protected multiplayer servers may result in a false positive ban. Use -insecure(en) to disable VAC for local servers. This is not an issue for singleplayer, which is unaffected by VAC.
  [todo tested in ?]
Icon-Bug.png错误:Running any GoldSrc game other than 半衰期 半衰期 over around 100-120FPS or higher can cause issues with movable objects (and prior to October 8, 2019 update, NPC turn rate), being slower or faster. Player movements in 反恐精英 反恐精英, 反恐精英:零点行动 反恐精英:零点行动 and 零点行动 关卡模式 零点行动 关卡模式, after jumping, will be much slower than normal for few seconds.
Note.png注意:NPC turn rate bug will remains existed on most older, non-standalone mods (which was made on a older version of GoldSrc/HL SDK) when loaded on current version of HL1 (or other GoldSrc games) that have this bug fixed unless the dlls file (hl.dll and client.dll) on the mod folder itself was renamed. But keep in mind that this method may breaks some mods and cause it to crash, or made several new additions such as new weapons, new NPCs, etc... from the mod stops working.
  [todo tested in ?]
Icon-Important.png重要:OpenGL(en) mode is somewhat different from software mode(en). Furthermore, the wave effect on water does not work with software renderer. See patbytes's "Half-Life - A Look at Water" on YouTube. Issue 2165.

花絮

  • "金源" 的名称来自 Source(en) 引擎。 半衰期发售的前几个月, 半条命引擎分为两个分支: SrcGoldSrc. 金源分支是代码库的gold master 版本, 并用于游戏的最终发布。Src 分支, comparatively, would be continually iterated upon, adding and changing features for use in the sequel(en), with the term "Source Engine" eventually being picked up by marketing.[1]

参见

外部链接

参考文献

  1. User talk:Erik Johnson (Revision as of 12:53, 1 September 2005)
  2. Half-Life 25th Anniversary Update
  3. Relation between Paranoia & COF