Ru/Source 2006: Difference between revisions
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<span style="color:white; font-weight: bold;"> {{For|about=the Source 2006 engine branch|the documentation on Source SDK Base 2006| | <span style="color:white; font-weight: bold;"> {{For|about=the Source 2006 engine branch|the documentation on Source SDK Base 2006|{{L|Source SDK Base}}|}} </span> | ||
[[File:Source_HDR_comparison.jpg|thumb|320px|HDR was one of the features first demonstrated with {{hl2lc|2}}, a tech demo. HDR was later added to {{dods|2}} (2005) and {{src06|2}}. This image compares between LDR, LDR with Bloom and HDR.]] | [[File:Source_HDR_comparison.jpg|thumb|320px|HDR was one of the features first demonstrated with {{hl2lc|2}}, a tech demo. HDR was later added to {{dods|2}} (2005) and {{src06|2}}. This image compares between LDR, LDR with Bloom and HDR.]] | ||
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The engine versions for this branch are {{code|build 2547}} (Lost Coast) or {{code|2761}} (EP1) up to {{code|4044}} ({{code|Protocol 7}}). | The engine versions for this branch are {{code|build 2547}} (Lost Coast) or {{code|2761}} (EP1) up to {{code|4044}} ({{code|Protocol 7}}). | ||
The | The {{L|Source SDK|SDK}} and {{L|SDK Base}} game for this branch are free to all Steam users. | ||
== Features == | == Features == | ||
Line 27: | Line 17: | ||
New since {{src04|4}}: | New since {{src04|4}}: | ||
; | ; {{L|High Dynamic Range|High Dynamic Range rendering}} {{dx9}} | ||
: A simulation of brightness values outside computer monitors' actual range, and of [[wikipedia:Aperture|aperture]] adjustment. | : A simulation of brightness values outside computer monitors' actual range, and of [[wikipedia:Aperture|aperture]] adjustment. | ||
:{{MConfirm|HDR actually predates Source 2006? See [https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf PDF]. Lost Coast did not use "base source engine 2.gcf", and DODS only used it after an update. Also {{sineps|2}}, a Source 2004 game, have non-functional HDR console command {{cmd|mat_hdr_enabled}}. Similarly, Lost Coast also support dxlevel 95, before Source 2006.}} | :{{MConfirm|HDR actually predates Source 2006? See [https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf PDF]. Lost Coast did not use "base source engine 2.gcf", and DODS only used it after an update. Also {{sineps|2}}, a Source 2004 game, have non-functional HDR console command {{cmd|mat_hdr_enabled}}. Similarly, Lost Coast also support dxlevel 95, before Source 2006.}} | ||
; Film grain post-processing effect | ; Film grain post-processing effect | ||
: Used in {{dods|2}}. | : Used in {{dods|2}}. | ||
; | ; {{L|Color Correction|Color correction}} | ||
: Alter the color balance of an image to achieve a desired effect. For example, in {{dods|2}}, the color has been adjusted to be more desaturated. | : Alter the color balance of an image to achieve a desired effect. For example, in {{dods|2}}, the color has been adjusted to be more desaturated. | ||
; | ; {{L|Phong materials}} | ||
: Diffuse reflections for skin and other roughened surfaces on | : Diffuse reflections for skin and other roughened surfaces on {{L|model}}s. | ||
; | ; {{L|Choreography creation|Facial animation upgrades}} | ||
: More detail and intenser shapes for close-up performances. | : More detail and intenser shapes for close-up performances. | ||
; | ; {{L|Commentary System}} | ||
: Allows DVD-like director's commentary to be embedded inside levels. | : Allows DVD-like director's commentary to be embedded inside levels. | ||
; | ; {{L|Dynamic interactions}} | ||
: Dynamic interactions between NPCs using special animations. | : Dynamic interactions between NPCs using special animations. | ||
; | ; {{L|$lightwarptexture|Lightwarp textures}} {{dx95}} | ||
: 1D textures that tint a material per-texel depending on their brightness. | : 1D textures that tint a material per-texel depending on their brightness. | ||
; | ; {{L|mat_dxlevel|Direct3D 9 - Shader Model 3}} (DirectX 9.0+ feature level/{{code|style=2|dxlevel 95}}) | ||
: Unlocks greatly improved shader performance. | : Unlocks greatly improved shader performance. | ||
; | ; {{L|Detail Props#Shapes|Detail prop shapes}} | ||
: Improved detail sprites that sway in the breeze and bend away from nearby players. | : Improved detail sprites that sway in the breeze and bend away from nearby players. | ||
; | ; {{L|BSP_(Source)#Versions|BSP version 20}} | ||
: New BSP version, with new lumps. | : New BSP version, with new lumps. | ||
: | : {{L|Patching levels with lump files}} - update entity lumps, changing a .BSP file's entities without recompiling the maps. | ||
{{Note|Some features above are only available with Direct3D 9, {{code|dxlevel 95}} (DX9.0+ level) or later.}} | {{Note|Some features above are only available with Direct3D 9, {{code|dxlevel 95}} (DX9.0+ level) or later.}} | ||
== Removed features == | == Removed features == | ||
; | ; {{L|DirectX}} 6.0 ({{code|dxlevel 60}}) compatibility level | ||
: Support for DirectX | : Support for DirectX {{L|DirectX Versions#DirectX 6.0|6.x}} GPUs has been partially dropped, but still usable. | ||
; Steam Friends & Parlor Games menu | ; Steam Friends & Parlor Games menu | ||
: Originally present before it was eventually removed in favor of Steam Overlay which is introduced in 2009. Servers for Steam Friends feature was also shut down. | : Originally present before it was eventually removed in favor of Steam Overlay which is introduced in 2009. Servers for Steam Friends feature was also shut down. | ||
== Availability == | == Availability == | ||
Gamecode for the 2006 branch is included in the now-deprecated | Gamecode for the 2006 branch is included in the now-deprecated {{L|Source SDK}} app. All Valve games introduced with {{src06|3.1}} and previous titles that are upgraded from {{src04|2}} to {{src06|2}} are now currently using {{src13sp|2}} or {{src13mp|2}}. To compile the code for 2006 branch, see {{L|Compiling under VS2005}}. | ||
== Usage == | == Usage == | ||
{{see also| | {{see also|{{LCategory|Source 2006 engine branch games}}}} | ||
The following games still run on {{src06|4}}: | The following games still run on {{src06|4}}: | ||
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* {{Code|style=2|2007}} {{ff|4}} | * {{Code|style=2|2007}} {{ff|4}} | ||
* {{Code|style=2|2007}} {{InsurgencyMIC|4}} | * {{Code|style=2|2007}} {{InsurgencyMIC|4}} | ||
* {{Code|style=2|2007}} | * {{Code|style=2|2007}} {{L|Iron Grip: The Oppression}}{{confirm}} | ||
* {{Code|style=2|2009}} {{NT|4.1}} | * {{Code|style=2|2009}} {{NT|4.1}} | ||
* {{Code|style=2|2010}} {{Vindictus|4}} | * {{Code|style=2|2010}} {{Vindictus|4}} | ||
** Heavily modified, and uses proprietary file format to store game files. Also support | ** Heavily modified, and uses proprietary file format to store game files. Also support {{L|Direct3D}} (DirectX) 11. | ||
== Known issues == | == Known issues == | ||
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{{Branch-navbox}} | {{Branch-navbox}} | ||
{{ACategory|Official Engine Branches}} |
Revision as of 08:38, 24 January 2025

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The Source 2006 engine branch, also known as the Episode One engine branch, and the last Old Engine branch, was first used in 2005 with
Half-Life 2: Lost Coast and
Day of Defeat: Source, but was not properly released until 2006 with
Half-Life 2: Episode One, with previous multiplayer games (
,
, and
) also being upgraded to the
Source 2006 branch then. It was distributed in "base source engine 2.gcf." It was obsoleted by Source 2007 (also known as Orange Box) branch. It requires
Half-Life 2 content to operate.
The engine versions for this branch are build 2547 (Lost Coast) or 2761 (EP1) up to 4044 (Protocol 7).
The SDK and SDK Base game for this branch are free to all Steam users.
Features
New since Source 2004:
- High Dynamic Range rendering (DX9 SM2)
- A simulation of brightness values outside computer monitors' actual range, and of aperture adjustment.
Подтвердить:HDR actually predates Source 2006? See PDF. Lost Coast did not use "base source engine 2.gcf", and DODS only used it after an update. Also
SiN Episodes, a Source 2004 game, have non-functional HDR console command mat_hdr_enabled. Similarly, Lost Coast also support dxlevel 95, before Source 2006.
- Film grain post-processing effect
- Used in
Day of Defeat: Source.
- Color correction
- Alter the color balance of an image to achieve a desired effect. For example, in
Day of Defeat: Source, the color has been adjusted to be more desaturated.
- Phong materials
- Diffuse reflections for skin and other roughened surfaces on model s.
- Facial animation upgrades
- More detail and intenser shapes for close-up performances.
- Commentary System
- Allows DVD-like director's commentary to be embedded inside levels.
- Dynamic interactions
- Dynamic interactions between NPCs using special animations.
- Lightwarp textures (DX9+ SM3)
- 1D textures that tint a material per-texel depending on their brightness.
- Direct3D 9 - Shader Model 3 (DirectX 9.0+ feature level/dxlevel 95)
- Unlocks greatly improved shader performance.
- Detail prop shapes
- Improved detail sprites that sway in the breeze and bend away from nearby players.
- BSP version 20
- New BSP version, with new lumps.
- Patching levels with lump files - update entity lumps, changing a .BSP file's entities without recompiling the maps.

Removed features
- DirectX 6.0 (dxlevel 60) compatibility level
- Support for DirectX 6.x GPUs has been partially dropped, but still usable.
- Steam Friends & Parlor Games menu
- Originally present before it was eventually removed in favor of Steam Overlay which is introduced in 2009. Servers for Steam Friends feature was also shut down.
Availability
Gamecode for the 2006 branch is included in the now-deprecated Source SDK app. All Valve games introduced with Source 2006 and previous titles that are upgraded from Source 2004 to
Source 2006 are now currently using
Source 2013 Singleplayer or
Source 2013 Multiplayer. To compile the code for 2006 branch, see Compiling under VS2005 .
Usage
The following games still run on Source 2006:
Valve
- 2006
Source SDK Base 2006
Third-Party
- 2006
The Ship: Murder Party and
The Ship: Single Player
- 2006
Dark Messiah of Might and Magic
- 2007
Eternal Silence
- 2007
Fortress Forever
- 2007
INSURGENCY: Modern Infantry Combat
- 2007 Iron Grip: The Oppression [подтвердить]
- 2009
NEOTOKYO°
- 2010
Vindictus
- Heavily modified, and uses proprietary file format to store game files. Also support Direct3D (DirectX) 11.
Known issues


System Requirements
Minimum Specs :
- OS: Windows 98 / ME, 2000, XP or later
- CPU: 1.2 GHz
- RAM: 256 MB
- Nvidia GeForce FX 5700, ATI Radeon 9500 (with 128MB VRAM)
- Direct3D 9.0 compatible video card (with atleast DirectX 7.0 compatibility level or higher)
Примечания
Примечания | ||||
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