This article's documentation is for anything that uses the Source engine. Click here for more information.

Source 2004: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(→‎Features: - Rest is already on Source page, so added something else like console support and other features exclusive to 2004 branch.)
Line 11: Line 11:


== Features ==
== Features ==
* Indoor/Outdoor environments
{{Main|Source#Features|Source - Features section}}
** Deformable terrain
* Support for {{xbox|2}} game console
* Subdivision surfaces, diffuse & specular bump maps
* Steam Friends menu (removed in later version of {{src06|1}} in 2009)
** [[3D Skybox]]es extend the horizon and add parallax on distant objects
* Shader Model 2.0 only
** Dynamically rendered organics (grass, trees, etc.)
* Anti-aliasing up to 6X
* Texture filtering options
** MSAA 8X unofficially supported through {{code|mat_antialias 8}}, but will reset to 4X on next launch. MSAA 8X can be also forced through GPU drivers control panel.
** Anisotropic filtering allows textures on far distances to look sharper and less blurry.
* [[DirectX]]
** featuring ranging from Bilinear, Trilinear, Anisotropic 2x up to 16x.
** Uses Direct3D 9.0, with support for these hardware levels:
* Blob shadows
** [[DirectX Versions|DirectX 6.0]] ({{code|dxlevel 60}}) level (not officially supported, but works)
* Displacement map texture blending
** [[DirectX Versions|DirectX 7.0]] ({{code|dxlevel 70}}) level
* Detailed and believable characters
** [[DirectX Versions|DirectX 8.0]] ({{code|dxlevel 80}}) level
* Refractions with the use of a ''[[Du/dv_map|du/dv]]'' map
** [[DirectX Versions|DirectX 8.1]] ({{code|dxlevel 81}}) level
* Dynamic shadows
** [[DirectX Versions|DirectX 9.0]] ({{code|dxlevel 90}}) level
* Directional lighting on world brushes using normal maps
* Support DirectInput controller only
* Cube-mapped specular effects
* Cube-mapped water
* Low-quality reflective water (used sparingly)
*Soft edge dynamic shadows
* Refractions with the use of a bump-map
* High-quality reflective water
* Realistic [[Eyeball|eyes]]
** Focus on player/object, not simply parallel views
** Proper eye bulge for realistic eye reflections
* Simulated musculature provides outstanding emotions, speech, and body language
* [[:Category:Choreography|Language independent speech]], characters can speak naturally in many languages
* Skeletal/bone system for animation
* Layered animation system can synthesize complex animations out of several pieces
* Uses [[Havok]] physics engine, licensed from Havok Group (now acquired by [[w:Microsoft|Microsoft]])
* More responsive world with realistic interactions
* Sounds & graphics follow from physics
* AI characters can interact with physically simulated objects
* Ropes/cables, machines, constraint systems, [[w:Ragdoll physics|ragdoll physics]]
* Can be controlled by level design
* Kinematic animated bone followers
* Custom procedural physics controllers
* Vehicles
** Wheels slip and skid
** Realistic suspensions with springs on each wheel
** Realistic leaning during acceleration/deceleration and turning
** Individually tunable parameters such as horsepower, gearing, max speed, shift speed, tire material, tire friction, spring tension/dampening, etc.
** Multiple players in a vehicle in multiplayer
** Hovercraft support for cheaper simulation
* [[Inputs and Outputs|I/O system]] allows level designers to control AI
* Sophisticated navigation: characters that run, fly, jump, crouch, climb stairs and ladders, and burrow underground
* AI senses things using sight, sound, and smell
* [[ai_relationship|AI relationships]] determine friend/foe status of other entities
* Battle AI allows squads of AI characters to operate together, know when to advance, retreat, lay cover fire, etc.
*[[env_terrainmorph]]
**env_terrainmorph dynamically morphs displacements by pulling vertices along a normal, similar to the Paint Geometry tool in Hammer.
*DirectX
** [[DirectX]] 6.0 ({{code|dxlevel 60}}) compatibility level
**[[DirectX]] 7.0 ({{code|dxlevel 70}}) compatibility level
** [[DirectX]] 8.0 ({{code|dxlevel 80}}) compatibility level
**[[DirectX]] 8.1 ({{code|dxlevel 81}}) compatibility level
**[[DirectX]] 9.0 ({{code|dxlevel 90}}) compatibility level


== Availability ==
== Availability ==

Revision as of 23:45, 13 December 2024

English (en)Русский (ru)中文 (zh)Translate (Translate)

Stub

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

Source 2004 Source 2004 is the original build of the Source engine that Half-Life 2, Half-Life: Source and Counter-Strike: Source shipped with. It was succeeded by the Source 2006 engine branch with the release of Half-Life 2: Episode One.

No current Valve titles hosted on Steam use this particular engine branch, as it is outdated.

Vampire: The Masquerade – Bloodlines Vampire: The Masquerade – Bloodlines still runs on a custom version of the engine, similar to the engine used in the Half-Life 2 Beta leak. However, it uses a proprietary texture format and BSP version 17, and support Bink videos.

SiN Episodes SiN Episodes also likely used the last?[confirm] build of Source 2004, or possibly an early version of the Source 2006 branch previously used by Half-Life 2: Lost Coast Half-Life 2: Lost Coast, combined with Source 2004 code[confirm], which contains few commands related to the HDR Rendering which was non-functional ("mat_hdr_enabled").

Features

Main article:  Source - Features section
  • Support for Original Xbox Original Xbox game console
  • Steam Friends menu (removed in later version of Source 2006 in 2009)
  • Shader Model 2.0 only
  • Anti-aliasing up to 6X
    • MSAA 8X unofficially supported through mat_antialias 8, but will reset to 4X on next launch. MSAA 8X can be also forced through GPU drivers control panel.
  • DirectX
  • Support DirectInput controller only

Availability

Source code for this branch is no longer officially available. Most Valve games introduced with Source 2004 are now currently using Source 2013 Singleplayer or Source 2013 Multiplayer.

An archive of the 2004 SDK is available on GitHub.

Usage

The following games are still based on, or currently using Source 2004.

Valve

Third-Party

System Requirements

Minimum Specs :