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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|[[Source SDK Base]]|}} </span>
<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 [[Source SDK|SDK]] and [[SDK Base]] game for this branch are free to all Steam users.
The {{L|Source SDK|SDK}} and {{L|SDK Base}} game for this branch are free to all Steam users.


== Features ==
== Features ==
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New since {{src04|4}}:
New since {{src04|4}}:


; [[High Dynamic Range|High Dynamic Range rendering]] {{dx9}}
; {{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}}.
; [[Color Correction|Color correction]]
; {{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.
; [[Phong materials]]
; {{L|Phong materials}}
: Diffuse reflections for skin and other roughened surfaces on [[model]]s.
: Diffuse reflections for skin and other roughened surfaces on {{L|model}}s.
; [[Choreography creation|Facial animation upgrades]]
; {{L|Choreography creation|Facial animation upgrades}}
: More detail and intenser shapes for close-up performances.
: More detail and intenser shapes for close-up performances.
; [[Commentary System]]
; {{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.  
; [[Dynamic interactions]]
; {{L|Dynamic interactions}}
: Dynamic interactions between NPCs using special animations.
: Dynamic interactions between NPCs using special animations.
; [[$lightwarptexture|Lightwarp textures]] {{dx95}}
; {{L|$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.
; [[mat_dxlevel|Direct3D 9 - Shader Model 3]] (DirectX 9.0+ feature level/{{code|style=2|dxlevel 95}})
; {{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.
; [[Detail Props#Shapes|Detail prop shapes]]
; {{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.
; [[BSP_(Source)#Versions|BSP version 20]]
; {{L|BSP_(Source)#Versions|BSP version 20}}
: New BSP version, with new lumps.
: New BSP version, with new lumps.
: [[Patching levels with lump files]] - update entity lumps, changing a .BSP file's entities without recompiling the maps.
: {{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 ==
; [[DirectX]] 6.0 ({{code|dxlevel 60}}) compatibility level
; {{L|DirectX}} 6.0 ({{code|dxlevel 60}}) compatibility level
: Support for DirectX [[DirectX Versions#DirectX 6.0|6.x]] GPUs has been partially dropped, but still usable.
: 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 [[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 [[Compiling under VS2005]].
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|[[:Category:Source 2006 engine branch games]]}}
{{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}} [[Iron Grip: The Oppression]]{{confirm}}
* {{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 [[Direct3D]] (DirectX) 11.
** 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}}
[[Category:Official Engine Branches]]
{{ACategory|Official Engine Branches}}

Revision as of 08:38, 24 January 2025

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English (en)Español (es)Русский (ru)中文 (zh)Translate (Translate)
В этой статье рассматривается the Source 2006 engine branch. Информацию о the documentation on Source SDK Base 2006, смотрите здесь Source SDK Base(en).
HDR was one of the features first demonstrated with Half-Life 2: Lost Coast Half-Life 2: Lost Coast, a tech demo. HDR was later added to Day of Defeat: Source Day of Defeat: Source (2005) and Source 2006 Source 2006. This image compares between LDR, LDR with Bloom and HDR.

The Source 2006 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 Half-Life 2: Lost Coast and Day of Defeat: Source Day of Defeat: Source, but was not properly released until 2006 with Half-Life 2: Episode One Half-Life 2: Episode One, with previous multiplayer games (Counter-Strike: Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source) also being upgraded to the Source 2006 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 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(en) and SDK Base(en) game for this branch are free to all Steam users.

Features

New since Source 2004 Source 2004:

High Dynamic Range rendering(en) (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 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 Day of Defeat: Source.
Color correction(en)
Alter the color balance of an image to achieve a desired effect. For example, in Day of Defeat: Source Day of Defeat: Source, the color has been adjusted to be more desaturated.
Phong materials(en)
Diffuse reflections for skin and other roughened surfaces on model(en)s.
Facial animation upgrades(en)
More detail and intenser shapes for close-up performances.
Commentary System(en)
Allows DVD-like director's commentary to be embedded inside levels.
Dynamic interactions(en)
Dynamic interactions between NPCs using special animations.
Lightwarp textures(en) (DX9+ SM3)
1D textures that tint a material per-texel depending on their brightness.
Direct3D 9 - Shader Model 3(en) (DirectX 9.0+ feature level/dxlevel 95)
Unlocks greatly improved shader performance.
Detail prop shapes(en)
Improved detail sprites that sway in the breeze and bend away from nearby players.
BSP version 20(en)
New BSP version, with new lumps.
Patching levels with lump files(en) - update entity lumps, changing a .BSP file's entities without recompiling the maps.
Note.pngПримечание:Some features above are only available with Direct3D 9, dxlevel 95 (DX9.0+ level) or later.

Removed features

DirectX(en) 6.0 (dxlevel 60) compatibility level
Support for DirectX 6.x(en) 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(en) app. All Valve games introduced with Source 2006 and previous titles that are upgraded from Source 2004 Source 2004 to Source 2006 Source 2006 are now currently using Source 2013 Singleplayer Source 2013 Singleplayer or Source 2013 Multiplayer Source 2013 Multiplayer. To compile the code for 2006 branch, see Compiling under VS2005(en).

Usage

The following games still run on Source 2006 Source 2006:

Valve

Third-Party

Known issues

Icon-Bug.pngБаг:All Source 2004 and 2006 games suffered from the gray fog bug, which was affected on newer GPUs (since GeForce 8000 series or newer AMD/ATI GPUs) and newer drivers. This has been fixed on NVIDIA systems since driver version "516.5x" (confirmed on RTX 3060),[1][2] but likely still present on AMD/Intel. This issue is not affected when using dxlevel 81 or lower, only dxlevel 90 or higher.
Icon-Bug.pngБаг:Switching resolutions in some of Source 2006 games, may cause the right side of the HUD (ammo) to be improperly scaled. Some console text such as one that displayed by enabling cl_showfps or cl_showpos 1, will be either cut off or completely hidden.  (подтверждено в: GMOD 9, HL2 old engine)

System Requirements

Minimum Specs :

Примечания

Примечания
1. Source DirectX9 grey fog bug
a0divided: This bug basically only happens while using DX9 with games that run on pre-Orangebox versions of Source, like Sin as mentioned above or HL2 & EP1 before the 2010 engine update.

But what's interesting is that this bug was fixed at some point by Nvidia, at least on their newer cards with the latest drivers. I currently have an RTX 3060 Laptop GPU with driver 516.5 and the fog actually works properly on DX9. Unfortunately, I think it's still bugged with AMD or Intel GPUs.... Retrieved on September 06, 2025.

2. Verified by leonidakarlach (talk) 01:36, 14 September 2024 (PDT):
Appeared to be fixed. Using RTX 3060 (desktop) and driver version 560.81. Using something like DgVoodoo2 would break this again..