Source 2004: Difference between revisions
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(HDR prob predates Source 2006 so added Lost Coast section under features.) |
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=== Since Lost Coast engine update === | |||
; [[High Dynamic Range|High Dynamic Range rendering]] {{dx9}} | |||
: A simulation of brightness values outside computer monitors' actual range, and of [[wikipedia:Aperture|aperture]] adjustment. ''Not to be confused with HDR display output''. | |||
: Introduced with {{hl2lc|4}}. {{hl2|1}} was also upgraded to Lost Coast version of Source 2004, but the maps are not HDR-compiled by default. SiN Episodes also runs on this version and feature {{code|mat_hdr_level}} console command, but support for HDR was stripped in code which leaves it non-functional. | |||
== Availability == | == Availability == |
Revision as of 02:31, 15 March 2025
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No current Valve titles hosted on Steam use this particular engine branch, as it is outdated.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 still runs on a custom version of the engine which is more similar to the engine used in the Half-Life 2 leak (unofficially referred to as Source 2003). However, it uses a proprietary texture format, Python for scripting and BSP version 17, and supports Bink videos.
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, combined with Source 2004 code[confirm], which contains few commands related to the HDR Rendering which was non-functional (
"mat_hdr_enabled"
).
The engine versions for this branch are build 2106 up to 2497 (Protocol 5-7).[1]
Features
- Support for
Original Xbox game console
- Steam Friends & Parlor Games menu (removed in later version of Source 2006 in 2009)
- Shader Model 2.0 only
- Anti-aliasing
- Up to 6x MSAA. 8x MSAA 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.
- 6x MSAA does not work on modern graphics card. Only 4x works.
- DirectX 9.0
- Uses Direct3D 9.0, with support for these hardware levels:
- DirectX 6.0 (dxlevel 60) level (not officially supported, but works)
- DirectX 7.0 (dxlevel 70) level
- DirectX 8.0 (dxlevel 80) level
- DirectX 8.1 (dxlevel 81) level
- DirectX 9.0 (dxlevel 90) level
- Inputs
- Support DirectInput controller only
Since Lost Coast engine update
- High Dynamic Range rendering (DX9 SM2)
- A simulation of brightness values outside computer monitors' actual range, and of aperture adjustment. Not to be confused with HDR display output.
- Introduced with
Half-Life 2: Lost Coast. Half-Life 2 was also upgraded to Lost Coast version of Source 2004, but the maps are not HDR-compiled by default. SiN Episodes also runs on this version and feature mat_hdr_level console command, but support for HDR was stripped in code which leaves it non-functional.
Availability
The source code for this branch is no longer officially available. All Valve games that run on Source 2004 are now currently using Source 2013 Singleplayer or the Team Fortress 2 branch (formerly 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
- 2005
Half-Life 2 (Xbox)
Third-Party
- 2004
Vampire: The Masquerade – Bloodlines (Beta version)
- 2006
SiN Episodes
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 6.0 compatibility level or higher)

References
References |
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