GoldSrc: Difference between revisions

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m (→‎SDK: Added Hammer 3.5)
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!Developer(s)
!Developer(s)
!Publisher(s)
!Publisher(s)
!Notes
|-
|-
| 1998
| 1998
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| [[Valve]]
| [[Valve]]
| rowspan="2" | Sierra Entertainment, Valve (digital)
| rowspan="2" | Sierra Entertainment, Valve (digital)
| First game to use the GoldSrc engine.
|-
|-
| rowspan="3" | 1999
| rowspan="3" | 1999
| {{hlop4|4}}
| {{hlop4|4}}
| [[Gearbox Software|Gearbox]], Valve
| [[Gearbox Software|Gearbox]], Valve
|
|-
|-
| {{tfc|4}}
| {{tfc|4}}
| Valve
| Valve
| Valve, Sierra Entertainment (digital)
| Valve, Sierra Entertainment (digital)
|
|-
|-
| {{svencoop|4}}
| {{svencoop|4}}
| Sven Co-op team
| Sven Co-op team
| Sven Co-op team
| Sven Co-op team
| GoldSrc was later forked into Svengine since 5.0, which was slightly different than GoldSrc, and has support<br>for Hor+ FOV, better audio via FMOD, and so on...
|-
|-
| rowspan="3" | 2000
| rowspan="3" | 2000
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| Valve
| Valve
| Sierra Entertainment
| Sierra Entertainment
|
|-
|-
| ''[[Gunman Chronicles]]''
| ''[[Gunman Chronicles]]''
| Rewolf Entertainment
| Rewolf Entertainment
| Sierra Entertainment
| Sierra Entertainment
|
|-
|-
| {{ricochet|4}}
| {{ricochet|4}}
| rowspan="2" | Valve
| rowspan="2" | Valve
| rowspan="2" | Valve
| rowspan="2" | Valve
|
|-
|-
| rowspan="3" | 2001
| rowspan="3" | 2001
| {{dmc|4}}
| {{dmc|4}}
|
|-
|-
| {{hlbs|4}}
| {{hlbs|4}}
| Gearbox, Valve
| Gearbox, Valve
| Sierra Entertainment, Valve (digital)
| Sierra Entertainment, Valve (digital)
|
|-
|-
| ''[[Half-Life: Decay]]''
| ''[[Half-Life: Decay]]''
| Gearbox
| Gearbox
| Sierra Entertainment
| Sierra Entertainment
|
|-
|-
| 2002
| 2002
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| Eurocom, Gearbox
| Eurocom, Gearbox
| Electronic Arts
| Electronic Arts
|
|-
|-
| rowspan="3" | 2003
| rowspan="3" | 2003
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| Valve
| Valve
| Activision, Valve (digital)
| Activision, Valve (digital)
|
|-
|-
| {{csxbox|4}}
| {{csxbox|4}}
| [[Ritual|Ritual Entertainment]], [[Turtle Rock Studios]]
| [[Ritual|Ritual Entertainment]], [[Turtle Rock Studios]]
| Xbox Game Studios (formerly Microsoft Studios)
| Xbox Game Studios (formerly Microsoft Studios)
|
|-
|-
| ''Counter-Strike Neo''
| ''Counter-Strike Neo''
| Namco
| Namco
| Namco
| Namco
|
|-
|-
| 2004
| 2004
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| Valve, Ritual Entertainment, Gearbox, Turtle Rock Studios
| Valve, Ritual Entertainment, Gearbox, Turtle Rock Studios
| Sierra Entertainment, Valve (digital)
| Sierra Entertainment, Valve (digital)
|
|-
|-
| 2008
| 2008
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| Valve, Nexon
| Valve, Nexon
| Nexon
| Nexon
|
|-
|-
| 2013
| 2013
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| Team Psykskallar
| Team Psykskallar
| Team Psykskallar
| Team Psykskallar
|
|-
|-
| 2014
| 2014
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| Valve, Nexon
| Valve, Nexon
| Nexon
| Nexon
| Last official game to use the GoldSrc engine.
|-
|-
|}
|}

Revision as of 05:09, 27 April 2023

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"Powered by the Half-Life engine" logo used on some game boxarts.

GoldSrc GoldSrc (also known as GoldSource) is a 3-D video game engine created by Valve in 1996. It was the driving force behind many famous games of the late 90s, such as Half-Life, Team Fortress Classic, and Counter-Strike. GoldSrc is a heavily modified version of the Quake engine, and runs on C++ programming code. GoldSource and its level editor, the Hammer World Editor, were released by Valve for public use, making it the source of countless community-made modifications. GoldSrc was replaced by its sequel engine, Source, in 2004, which currently holds 1st place as the choice for modders. Though GoldSrc is past its prime, many gamers still seek to use it for mods and level design.

Screenshot in-game of Half-Life, using the GoldSrc Engine.

Features

  • AI flocking - NPCs can group together, seen with Houndeyes;
  • Skeletal animation - allowing for easier animating of models;
  • Colored lighting - Quake simply had monotone lighting;
  • Scripted sequences - Used extensively to tell Half-Life's story;
  • Transparent textures - Glass can now be used in maps;
  • Higher poly counts - GoldSrc allows for far more detailed models than Quake.

SDK

The GoldSrc SDK is known as the Half-Life SDK. As of August 2013, it is available on Steam under the "Tools" section. With it comes Hammer 3.4, the 3ds Max sources for many cut and retail NPCs as well as player and weapon models, tools for packing textures into WADs, and detailed documentation on implementing baseline features such as voice chat into a mod.

Note.pngNote:Hammer 3.5 is the final GoldSrc-only editor released by Valve and can be downloaded separately.

The full source code for the SDK can be found on Valve's Github Page.

Games using GoldSrc

Year Title Developer(s) Publisher(s) Notes
1998 Half-Life Half-Life Valve Sierra Entertainment, Valve (digital) First game to use the GoldSrc engine.
1999 Half-Life: Opposing Force Half-Life: Opposing Force Gearbox, Valve
Team Fortress Classic Team Fortress Classic Valve Valve, Sierra Entertainment (digital)
Sven Co-op Sven Co-op Sven Co-op team Sven Co-op team GoldSrc was later forked into Svengine since 5.0, which was slightly different than GoldSrc, and has support
for Hor+ FOV, better audio via FMOD, and so on...
2000 Counter-Strike Counter-Strike Valve Sierra Entertainment
Gunman Chronicles Rewolf Entertainment Sierra Entertainment
Ricochet Ricochet Valve Valve
2001 Deathmatch Classic Deathmatch Classic
Half-Life: Blue Shift Half-Life: Blue Shift Gearbox, Valve Sierra Entertainment, Valve (digital)
Half-Life: Decay Gearbox Sierra Entertainment
2002 James Bond 007: Nightfire Eurocom, Gearbox Electronic Arts
2003 Day of Defeat Day of Defeat Valve Activision, Valve (digital)
Counter-Strike (Xbox) Counter-Strike (Xbox) Ritual Entertainment, Turtle Rock Studios Xbox Game Studios (formerly Microsoft Studios)
Counter-Strike Neo Namco Namco
2004 Counter-Strike: Condition Zero Counter-Strike: Condition Zero Valve, Ritual Entertainment, Gearbox, 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 Last official game to use the GoldSrc engine.

See also