Team Fortress 2 engine branch: Difference between revisions
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{{Infobox engine | |||
| image2 = TF2_Bicubic_lightmap_comparison_-_On.jpg | |||
| imagetooltip2 = In-game screenshot of {{tf2|1}}, running on the {{Tf2branch|1}}. This branch adds 64-bit support, VScript support, graphical improvements including bicubic lightmaps (seen here) and radial fog (originally introduced in the {{l4dbranch|1}}), and much more features. | |||
| title = Team Fortress 2 engine branch | |||
| developer = [[Valve Corporation]] | |||
| releasedates = circa September 16, 2021 - April 18, 2024 ({{tf2|1}}){{Cite|1}}</br>February 18, 2025 <small>(public SDK & replaces 2013 MP)</small> | |||
| platform = {{Win|1}}</br>{{linux|1}} | |||
| sdk = {{srcsdk|1}} ({{code|bin}} folder)</br>{{srcsdk13mp|1|nt=short}} (2025) | |||
| previousengine = {{src13mp|2}} | |||
}} | |||
{{update|All first party {{src13mp}} games run on this branch now. Update all other pages to mention the {{tf2branch|1}} instead of {{src13mp|1}}, and add new features to this page (if there are any). If something says {{src13mp|only}}, say {{src13mp|since}} instead.}} | |||
{{ | <span style="color:white; font-weight:bold"> {{For|about=the engine branch|documentation of Team Fortress 2 tools|[[Team Fortress 2/Docs|Team Fortress 2 - Development Documents]]|}} </span> | ||
{{ | The {{tf2branch|4}} (sometimes referred to as '''Source 2013 Multiplayer v2''', '''Source 2025 Multiplayer''', or the '''TF2 branch''' for short) is a newer version of {{src13mp|2}}, developed from updates to {{tf2|2}} (since late 2021). {{hl2dm|1}} was also upgraded to this branch after the 20th Anniversary update. All remaining {{src13mp|1}} games ({{css}}, {{hldms}}, {{dods}} and {{srcsdk13mp|2|nt=0}}) were upgraded to this branch on 18 February 2025, and SDK for this branch was released on the same day. | ||
{{ | Currently, this branch, along with {{src13sp|1}}, is the latest Source engine branch available, and actively being maintained. It is also the latest branch that are derived from [[Orange_Box_(engine_branch)|Orange Box]], while {{p2branch|1}} became the latest post-Orange Box branch that are still being maintained by Valve, after the release of {{cs2|1}} and end of support for CS:GO (which includes {{csgobranch|1}}). | ||
The {{ | The branch also adds new features, including ones from {{hl2|1}}'s 20th Anniversary Update (bicubic lightmaps), the {{l4dbranch|1}} (radial fog) and other features from later branches. | ||
Some Source mods and tools that are built on {{src13mp|1}} (sometimes known as '''{{src13mp|name}} Legacy''') will not work on this branch, due to semi-incompatible {{w|Application binary interface|ABI}}s. Nonetheless, the {{tf2branch|nt=0|1}} is still considered a sub-branch of {{src13|2}}, alongside {{src13sp|2}} and the supplanted {{src13mp|2}}. | |||
== Features == | == Features == | ||
=== Added === | |||
New since the {{src13mp|2}} branch is: | New since the {{src13mp|2}} branch is: | ||
; | ; {{w|64-bit|64-bit binaries}} {{also|{{csgo}} for Mac/Linux, {{gmod}}}} | ||
: Allows the game to access more than 4GB RAM and have slightly better performance. Additionally, tools such as {{hammer|1}}, map compilers ({{vbsp|1}}, {{vvis|1}}, {{vrad|1}}), etc. also have 64-bit binaries. | |||
: {{Note|64-bit is not available on Mac.}} | |||
: {{bug|hidetested=1|The 64-bit versions of some tools, such as [[StudioMDL (Source)|StudioMDL]], are broken.}} | |||
: Allows the game to access more than 4GB RAM and have slightly better performance. Additionally, tools such as {{hammer|1}}, map compilers ({{vbsp|1}}, {{vvis|1}}, {{vrad|1}}), etc | |||
: {{Note| | |||
; [[VScript]] {{also|{{mapbase}} {{nmrih}} {{l4dbranch}} {{p2branch}} {{csgobranch}} }} <!-- GLua ≠ vscript; don't mention gmod here --> | ; [[VScript]] {{also|{{mapbase}} {{nmrih}} {{l4dbranch}} {{p2branch}} {{csgobranch}} }} <!-- GLua ≠ vscript; don't mention gmod here --> | ||
: A powerful new scripting system primarily using {{sq|2}}. Third-party games may have different VScript implementation. | : A powerful new scripting system primarily using {{sq|2}}. First introduced in April 2024 with {{tf2|1}} update. Third-party games may have different VScript implementation. | ||
; [[WebM]] video playback {{also|{{hdtf}} {{gmod}} {{csgo}} {{strata}}}} | ; [[WebM]] video playback (64-bit only) {{also|{{hdtf}} {{gmod}} {{csgo}} {{strata}}}} | ||
: Used for game intros or cutscenes | : Used for game intros or cutscenes. WebM allows smaller file sizes without significant degradation in video quality. In the Team Fortress 2 engine branch, it is only used in 64-bit mode, as 32-bit still use [[Bink]] & plays Bink video. | ||
: {{Note|Not used in games like {{hl2dm|1}}, {{css|1}}, {{dods|1}} and {{hldms|1}}, which continues to use Bink, but only when launched with 32-bit executable. 64-bit versions of the game fails to play Valve intro because it uses WebM, and {{code|valve.webm}} isn't present in {{code|hl2\media}} folder.}} | |||
; [[Vulkan]] renderer {{also|{{hl2}} {{portal}} {{l4d2}} {{p2branch}} {{csgobranch}} {{strata}} {{xe}}}} | ; [[Vulkan]] renderer {{also|{{hl2}} {{portal}} {{l4d2}} {{p2branch}} {{csgobranch}} {{strata}} {{xe}}}} | ||
: A low-overhead, cross-platform graphics API, successor to [[OpenGL]]. | : A low-overhead, cross-platform graphics API, successor to [[OpenGL]]. | ||
: First introduced in 2022 with {{hl2|1}} and {{portal|1}}, and | : First introduced in 2022 with the release of Steam Deck update for {{hl2|1}} and {{portal|1}}, and later added to {{tf2|1}} during the 64-bit update. As all Valve games running on {{src13mp|1}} branch upgraded to TF2 branch, those games (such as {{css|2}}) now support Vulkan. This is disabled by default (on Windows), but can be enabled in supported games by passing {{code|-vulkan}} into the game's launch options. Vulkan is enabled by default on Linux. | ||
[[File:Vgui_ui_scale_animated.gif|right|thumb|300px|Comparison between VGUI UI scale "1" and "2". Screenshot from {{css|1}} on {{tf2branch|1}}.</br>(Click to view if GIF does not play automatically).]] | |||
; [[VGUI]] High {{w|Dots per inch|DPI}} support {{also|{{hl2}} 20th, {{portal}}, {{hls}}}} | |||
: VGUI elements are now properly scalable on higher resolutions such as 4K (3840x2160). | |||
; [https://partner.steamgames.com/doc/features/multiplayer/networking Steam Networking] {{also|{{synergy}}}} | |||
: Allows self-hosting using [https://partner.steamgames.com/doc/features/multiplayer/steamdatagramrelay Steam Datagram Relay], meaning users can easily create joinable servers without port forwarding. | |||
: {{Important|Enabled by default. If you are currently working on mapping for games that have Steam Networking enabled, make sure {{code|sv_use_steam_networking}} is set to {{code|0}} (disabled), to prevent users from easily joining your server. Alternatively, uncheck "Use Steam Networking" (in {{css}}{{dods}}{{hl2dm}}{{hldms}}) or set '''Server Type''' to "LAN" or "Friends Only" ({{tf2}} only).}} | |||
; {{w|Bicubic}} lightmap filtering {{also|{{hl2}} 20th, {{hls}}, {{portal}}}} | |||
: Introduced in Half-Life 2 20th Anniversary Update (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". | |||
[[File:Radial_fog_-_Animated.gif|right|thumb|300px|Comparison between planar-based fog and radial fog. Screenshot from {{css|1}} on {{tf2branch|1}}.</br>(Click to view if GIF does not play automatically).]] | |||
; [[Env_fog_controller#Radial_fog|Radial fog]] {{also|{{hl2}} 20th, {{hls}}, {{portal}}, {{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. It is first introduced in {{l4dbranch|1}}. | |||
: You can either use radial fog or planar-based fog by changing {{ent|env_fog_controller}} "Use Radial Fog {{mono|(fogRadial)}}" KeyValues. | |||
; Texture streaming {{also|{{csgobranch}}{{tfbranch}}}} | ; Texture streaming {{also|{{csgobranch}}{{tfbranch}}}} | ||
: | : Reduces system RAM and graphics card VRAM usage by streaming textures as needed instead of loading them all when loading the map. | ||
; | ; [[$treeSway|Swaying trees]] {{also|{{gmod}}, {{mapbase}}, {{xe}}, all games since {{l4d2}}}} | ||
: | : Introduced in {{tf2}}'s Jungle Inferno update. A material parameter that gives the effect of trees swaying in the wind. | ||
; Updated shader compilation tools | |||
: Now by default SCell555's shader compiler is included in the SDK. | |||
=== Changed / Fixes === | |||
; [[VPhysics]] optimization | |||
: All games on Team Fortress 2 now ships with more optimized VPhysics (featured in {{l4dbranch|1}} to {{csgobranch|1}}), which was meant to improve performance on console and lower end hardware aswell to reduce [[Prediction|network prediction errors]] and servers CPU usage for multiplayer. However this leads to unreliable collision detection due to reduced physics precision.{{Cite|2}} This means in some cases props and other physics objects will briefly glitch through map object, other props or other physics objects.{{Cite|2}} | |||
; Removed options to disable/enable Direct3D 9Ex (Windows Aero [[DirectX]] extensions) in Advanced Video Options. | |||
: While the option has been removed, likely because it does nothing when trying to disable it through in-game options/settings (possibly broken since {{win10|1|nt=Win10}}), disabling D3D9Ex through {{code|-nod3d9ex}} still works. | |||
; Numerous security fixes | ; Numerous security fixes | ||
: See [https://github.com/ValveSoftware/source-sdk-2013/issues/562 GitHub post]. | : See [https://github.com/ValveSoftware/source-sdk-2013/issues/562 GitHub post]. | ||
; Fixed [[Cubemaps#Building_cubemaps|building cubemaps]] | |||
: Building cubemaps on this branch no longer requires deleting pre-built (blank) cubemap, and building cubemaps doesn't need cheats to be enabled. However, you still needs to follow some of the steps correctly to make sure you built cubemaps on both LDR & HDR rendering and having consistent exposure/brightness on HDR cubemaps. | |||
== | === Removed === | ||
; Miles Sound System middleware | |||
: Uses open-source {{github|misyltoad/VAudio-MiniMP3|minimp3}} for [[MP3]] playback instead. Files related to Miles Sound System will remain on the game's {{path|bin}} folder (contains 32-bit DLLs), but left unused. | |||
; {{mac|4|nt=macos}} ({{mac|3|nt=osx}}) support | |||
: Support for Mac was deprecated with {{tf2|1}} update back in 2024 (and applies to all other Source games), due to Mac previously dropping support for 32-bit applications back in 2019, and Valve does not plan to release native 64-bit Mac port. | |||
{{ | == Known issues / Report bugs == | ||
| | {{Warning|Unlike {{src13sp|1}} and {{src13mp|1}} which can be used for singleplayer, {{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. | ||
| {{ | }} | ||
{{Bug|tested=All games on {{tf2branch}}|As all games on Team Fortress 2 branch (along with {{l4d|1}} to {{csgo|1}} and {{gmod|1}} - {{code|x86_64}} beta branch only) ships with more optimized [[VPhysics]], which was meant to improve performance on console and lower end hardware aswell to reduce [[prediction|network prediction errors]] and servers CPU usage for multiplayer. However, this leads to unreliable collision detection due to reduced physics precision.{{Cite|2}} This means in some cases props and other physics objects will briefly glitch through map object, other props or other physics objects.{{Cite|2}}}} | |||
To report bugs or find existing issues on this engine branch, see [https://github.com/ValveSoftware/Source-1-Games/issues Source games] and [https://github.com/ValveSoftware/source-sdk-2013/issues/ Source SDK 2013 repo] GitHub issues page in order to prevent duplicate or outdated bug reports at the wiki. | |||
== Availability and usage == | |||
Source code (game, tools) for this branch is available on [https://github.com/ValveSoftware/source-sdk-2013/tree/master GitHub]. | |||
To launch tools for these games, go to {{path|bin}} folder (for 32-bit binaries), or {{path|bin\x64}} folder (for 64-bit binaries). | |||
==== Valve ==== | |||
* {{Code|2004}} {{css|2}} (formerly {{src13mp}}, {{srcmp}}*, {{src06}}, {{src04}}) | |||
* {{Code|2004}} {{hl2dm|2}} (formerly {{src13mp}}, {{srcmp}}*, {{src06}}, {{src04}}) | |||
* {{Code|2005}} {{hldms|2}} (formerly {{src13mp}}, {{src06}}, {{src04}}) | |||
* {{Code|2005}} {{dods|2}} (formerly {{src13mp}}, {{srcmp}}*, {{src07}}, {{src06}}, {{src04}}) | |||
* {{Code|2007}} {{tf2|2}} (formerly {{src13mp}}, {{srcmp}}*, {{src07}}) | |||
* {{Code|2013}} {{srcsdk13mp|4.1}} (formerly {{src13mp}}; {{Steam|launch/243750|Click to Install}}) | |||
:: {{Note|Mods built on {{srcsdk13mp|1}} prior to the upgrade to the {{Tf2branch|1}} may not work properly if the mod is launched with updated SDK Base 2013 MP, so if you want to use legacy version of {{src13mp|1|nt=0}} to play older mods (or use older tools), follow the instructions: | |||
::# Open Steam, go to '''Source SDK 2013 Multiplayer''', right click Properties | |||
::# A window will open. Go to "Betas", select {{Code|previous2021}} beta branch. | |||
::# Steam will automatically re-download the files. Once it's done, run Source SDK Base 2013 MP as normal, or use it's tools. | |||
}} | |||
{{Note|* - Before Valve distinguish multiplayer games that use {{src09|1}} MP binaries as {{srcmp|1}} branch, those games runs on {{src09|1}}, but use separate binaries which are made specifically for MP games, before [[Source SDK release notes archive#Source_SDK_(10/19/2011)|SDK Update in 10/19/2011]] changed TF2, DOD:S and CS:S to use Source MP configuration on the SDK, and thus creating the Source MP branch. The Source 2009 and MP are mostly similar except MP branches received more frequent updates.}} | |||
==== Third-Party ==== | |||
* {{code|2009}} {{NT|2}} (as ''Neotokyo; Rebuild'', currently in alpha, currently {{src06}}) | |||
* {{code|2014}} {{Tf2c|2}} - ''Steam version, coming soon'' (currently {{src13mp}} with {{mapbase|1}}) | |||
* {{code|2019}} {{pf2|2}} - ''Steam version, coming soon'' (currently {{src13mp}}) | |||
* {{code|2019}} {{Of|2}} - ''Steam version, coming soon'' (currently {{src13mp}}) | |||
* {{code|2024}} {{Goldrush|2}} | |||
== System Requirements (SDK) == | |||
These system requirements applies to [[Source SDK 2013 Multiplayer]] (2025), and some Team Fortress 2 branch based game only. Some other games may have their own system requirements. | |||
{{Sysreq | |||
| OSfamily = Windows | |||
| minOS = {{Win7|1|nt=7|linkto=4}} or later | |||
| minCPU = 1.7 GHz and/or Dual-core | |||
| minRAM = 2 GB | |||
| 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) | |||
}} | |||
{{Sysreq | |||
| OSfamily = Linux | |||
| minOS = Ubuntu (20.04), SteamOS 3.0 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, as well as other Source games that support Linux, such as Portal 2.}} | |||
{{Note|This branch does not support {{macOS|1}}.}} | |||
{{references|1= | |||
{{ref2|cite id=1|[https://wiki.alliedmods.net/Required_Versions_(SourceMod) Required Versions (SourceMod)] | |||
According to {{sourcemod|2}} website, TF2 was updated on Sep 16, 2021, which fixes exploits relating to impersonating other Steam accounts, new launch options ({{code|-enablefakeip}}), and more. This however breaks SourceMod plugin, requiring rewriting the plugin to add support for newer versions of TF2. Most of the new features listed here are introduced in April 18, 2024 update for TF2.</br>The remaining Source 2013 MP games ({{css}}, {{dods}}, {{hldms}} and {{hl2dm}}), and 2013 MP SDK (except the code) was last updated in July 2021 and never receive any new updates again until Feb 18, 2025. {{Hammerpp|1}} (released in 2022) also has a version made specific for TF2.}} | |||
{{ref2|cite id=2|[https://github.com/ValveSoftware/Source-1-Games/issues/7426 (Most MP games) Unstable collision detection in VPhysics in modern game builds. (#7426) - GitHub Issues]}} | |||
}} | }} | ||
{{Branch-navbox}} | {{Branch-navbox}} | ||
[[Category:First-party engine branches]] | |||
[[Category: |
Latest revision as of 06:41, 25 August 2025
February 18, 2025 (public SDK & replaces 2013 MP)




The Team Fortress 2 branch (sometimes referred to as Source 2013 Multiplayer v2, Source 2025 Multiplayer, or the TF2 branch for short) is a newer version of
Source 2013 Multiplayer, developed from updates to
Team Fortress 2 (since late 2021). Half-Life 2: Deathmatch was also upgraded to this branch after the 20th Anniversary update. All remaining Source 2013 Multiplayer games (
,
,
and
SDK Base 2013 - MP) were upgraded to this branch on 18 February 2025, and SDK for this branch was released on the same day.
Currently, this branch, along with Source 2013 Singleplayer, is the latest Source engine branch available, and actively being maintained. It is also the latest branch that are derived from Orange Box, while Portal 2 engine branch became the latest post-Orange Box branch that are still being maintained by Valve, after the release of Counter-Strike 2 and end of support for CS:GO (which includes CS:GO engine branch).
The branch also adds new features, including ones from Half-Life 2's 20th Anniversary Update (bicubic lightmaps), the Left 4 Dead engine branch (radial fog) and other features from later branches.
Some Source mods and tools that are built on Source 2013 Multiplayer (sometimes known as Source 2013 Multiplayer Legacy) will not work on this branch, due to semi-incompatible ABIs. Nonetheless, the TF2 branch is still considered a sub-branch of
Source 2013, alongside
Source 2013 Singleplayer and the supplanted
Source 2013 Multiplayer.
Features
Added
New since the Source 2013 Multiplayer branch is:
64-bit binaries (also in
for Mac/Linux,
)
- Allows the game to access more than 4GB RAM and have slightly better performance. Additionally, tools such as Hammer, map compilers (VBSP, VVIS, VRAD), etc. also have 64-bit binaries.
Note:64-bit is not available on Mac.
Bug:The 64-bit versions of some tools, such as StudioMDL, are broken.
- VScript (also in
)
- A powerful new scripting system primarily using
Squirrel. First introduced in April 2024 with Team Fortress 2 update. Third-party games may have different VScript implementation.
- WebM video playback (64-bit only) (also in
)
- Used for game intros or cutscenes. WebM allows smaller file sizes without significant degradation in video quality. In the Team Fortress 2 engine branch, it is only used in 64-bit mode, as 32-bit still use Bink & plays Bink video.
Note:Not used in games like Half-Life 2: Deathmatch, Counter-Strike: Source, Day of Defeat: Source and Half-Life Deathmatch: Source, which continues to use Bink, but only when launched with 32-bit executable. 64-bit versions of the game fails to play Valve intro because it uses WebM, and valve.webm isn't present in hl2\media folder.
- Vulkan renderer (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, and later added to Team Fortress 2 during the 64-bit update. As all Valve games running on Source 2013 Multiplayer branch upgraded to TF2 branch, those games (such as
Counter-Strike: Source) now support Vulkan. This is disabled by default (on Windows), but can be enabled in supported games by passing -vulkan into the game's launch options. Vulkan is enabled by default on Linux.

(Click to view if GIF does not play automatically).
- VGUI High
DPI support (also in
20th,
,
)
- VGUI elements are now properly scalable on higher resolutions such as 4K (3840x2160).
- Steam Networking (also in
)
- Allows self-hosting using Steam Datagram Relay, meaning users can easily create joinable servers without port forwarding.
Important:Enabled by default. If you are currently working on mapping for games that have Steam Networking enabled, make sure sv_use_steam_networking is set to 0 (disabled), to prevent users from easily joining your server. Alternatively, uncheck "Use Steam Networking" (in
) or set Server Type to "LAN" or "Friends Only" (
only).
Bicubic lightmap filtering (also in
20th,
,
)
- Introduced in Half-Life 2 20th Anniversary Update (2024), bicubic filtering is used on lightmaps when 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".

(Click to view if GIF does not play automatically).
- Radial fog (also in
20th,
,
,
, 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. It is first introduced in Left 4 Dead engine branch.
- You can either use radial fog or planar-based fog by changing env_fog_controller "Use Radial Fog (fogRadial)" KeyValues.
- Texture streaming (also in
)
- Reduces system RAM and graphics card VRAM usage by streaming textures as needed instead of loading them all when loading the map.
- Swaying trees (also in
,
,
, all games since
)
- Introduced in
's Jungle Inferno update. A material parameter that gives the effect of trees swaying in the wind.
- Updated shader compilation tools
- Now by default SCell555's shader compiler is included in the SDK.
Changed / Fixes
- VPhysics optimization
- All games on Team Fortress 2 now ships with more optimized VPhysics (featured in Left 4 Dead engine branch to CS:GO engine branch), which was meant to improve performance on console and lower end hardware aswell to reduce network prediction errors and servers CPU usage for multiplayer. However this leads to unreliable collision detection due to reduced physics precision.[2] This means in some cases props and other physics objects will briefly glitch through map object, other props or other physics objects.[2]
- Removed options to disable/enable Direct3D 9Ex (Windows Aero DirectX extensions) in Advanced Video Options.
- While the option has been removed, likely because it does nothing when trying to disable it through in-game options/settings (possibly broken since Windows 10), disabling D3D9Ex through -nod3d9ex still works.
- Numerous security fixes
- See GitHub post.
- Fixed building cubemaps
- Building cubemaps on this branch no longer requires deleting pre-built (blank) cubemap, and building cubemaps doesn't need cheats to be enabled. However, you still needs to follow some of the steps correctly to make sure you built cubemaps on both LDR & HDR rendering and having consistent exposure/brightness on HDR cubemaps.
Removed
- Miles Sound System middleware
- Uses open-source
minimp3 for MP3 playback instead. Files related to Miles Sound System will remain on the game's
bin
folder (contains 32-bit DLLs), but left unused. macOS (OS X) support
- Support for Mac was deprecated with Team Fortress 2 update back in 2024 (and applies to all other Source games), due to Mac previously dropping support for 32-bit applications back in 2019, and Valve does not plan to release native 64-bit Mac port.
Known issues / Report bugs






To report bugs or find existing issues on this engine branch, see Source games and Source SDK 2013 repo GitHub issues page in order to prevent duplicate or outdated bug reports at the wiki.
Availability and usage
Source code (game, tools) for this branch is available on GitHub.
To launch tools for these games, go to bin
folder (for 32-bit binaries), or bin\x64
folder (for 64-bit binaries).
Valve
- 2004
Counter-Strike: Source (formerly
,
*,
,
)
- 2004
Half-Life 2: Deathmatch (formerly
,
*,
,
)
- 2005
Half-Life Deathmatch: Source (formerly
,
,
)
- 2005
Day of Defeat: Source (formerly
,
*,
,
,
)
- 2007
Team Fortress 2 (formerly
,
*,
)
- 2013
Source SDK Base 2013 - Multiplayer (formerly
; Click to Install)
Note:Mods built on Source SDK Base 2013 - Multiplayer prior to the upgrade to the Team Fortress 2 branch may not work properly if the mod is launched with updated SDK Base 2013 MP, so if you want to use legacy version of Source SDK Base 2013 - Multiplayer to play older mods (or use older tools), follow the instructions:
- Open Steam, go to Source SDK 2013 Multiplayer, right click Properties
- A window will open. Go to "Betas", select previous2021 beta branch.
- 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
- 2009
NEOTOKYO° (as Neotokyo; Rebuild, currently in alpha, currently
)
- 2014
Team Fortress 2 Classic - Steam version, coming soon (currently
with Mapbase)
- 2019
Pre-Fortress 2 - Steam version, coming soon (currently
)
- 2019
Open Fortress - Steam version, coming soon (currently
)
- 2024
Team Fortress 2: Gold Rush
System Requirements (SDK)
These system requirements applies to Source SDK 2013 Multiplayer (2025), and some Team Fortress 2 branch based game only. Some other games may have their own system requirements.
![]() |
||
---|---|---|
Minimum | ||
Operating system (OS) | 7 or later | |
Processor (CPU) | 1.7 GHz and/or Dual-core | |
System memory (RAM) | 2 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 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) |
![]() |
||
---|---|---|
Minimum | ||
Operating system (OS) | Ubuntu (20.04), SteamOS 3.0 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 |


References
References | ||
---|---|---|
|