Source 2006: Difference between revisions
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It was distributed in {{Code|base source engine 2.[[gcf]]}}. It was succeeded by {{src07|3.1}} (also known as Orange Box) branch, but the branch still receiving engine updates until December 2009, and in 2010, all first-party Valve games (except {{hls}} and {{hldms}}) have upgraded to {{src09|3.1}}. This branch requires {{hl2|2}} content to operate. | It was distributed in {{Code|base source engine 2.[[gcf]]}}. It was succeeded by {{src07|3.1}} (also known as Orange Box) branch, but the branch still receiving engine updates until December 2009, and in 2010, all first-party Valve games (except {{hls}} and {{hldms}}) have upgraded to {{src09|3.1}}. This branch requires {{hl2|2}} content to operate. | ||
The engine versions for this branch are | The engine versions for this branch are {{code|2761}} (EP1) up to {{code|4044}} ({{code|Protocol 7}}).{{Cite|1}} | ||
The [[Source SDK|SDK]] and [[SDK Base]] game for this branch are free to all Steam users. | The [[Source SDK|SDK]] and [[SDK Base]] game for this branch are free to all Steam users. | ||
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; [[High Dynamic Range|High Dynamic Range rendering]] {{dx9}} | ; [[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''. | : Originally introduced in {{hl2lc|4}} (runs on newer version of {{src04|1}}), but generally attributed to Source 2006.{{Cite|2}} A simulation of brightness values outside computer monitors' actual range, and of [[wikipedia:Aperture|aperture]] adjustment. ''Not to be confused with HDR display output''. | ||
; Film grain post-processing effect | ; Film grain post-processing effect | ||
: Used in {{dods|2}}. | : Used in {{dods|2}}. | ||
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== Known issues == | == Known issues == | ||
{{Bug|hidetested=1|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),{{Cite| | {{Bug|hidetested=1|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),{{Cite|3}}{{Cite|4}} but likely still present on AMD/Intel. This issue is not affected when using {{code|dxlevel 81}} or lower, only {{code|dxlevel 90}} or higher.}} | ||
{{Bug|tested=GMOD 9, HL2 old engine|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 {{code|cl_showfps}} or {{code|cl_showpos 1}}, will be either cut off or completely hidden.}} | {{Bug|tested=GMOD 9, HL2 old engine|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 {{code|cl_showfps}} or {{code|cl_showpos 1}}, will be either cut off or completely hidden.}} | ||
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{{references|1= | {{references|1= | ||
{{ref2|cite id=1|[https://docs.google.com/spreadsheets/d/1ldzhd6vxd-03le5ymesUeG-hLWmxLpH79ajayeYDUNs/ Source Engine Build List - Google Spreadsheets]}} | {{ref2|cite id=1|[https://docs.google.com/spreadsheets/d/1ldzhd6vxd-03le5ymesUeG-hLWmxLpH79ajayeYDUNs/ Source Engine Build List - Google Spreadsheets]}} | ||
{{ref2|cite id=2|access-date={{#time: F d, Y }}|[https://www.vogons.org/viewtopic.php?p{{=}}1088622#p1088622 Source DirectX9 grey fog bug]<br>'''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. | {{ref2|cite id=2|See [https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf PDF]. Lost Coast did not use {{code|base source engine 2.gcf}} (Source 2006 binaries), and DODS only used it after an update. Also {{sineps|2}}, a Source 2004 game which seems to be built on Lost Coast engine, have non-functional HDR console command {{code|mat_hdr_level}}, but also does not support BSP 20 from Lost Coast.}} | ||
{{ref2|cite id=3|access-date={{#time: F d, Y }}|[https://www.vogons.org/viewtopic.php?p{{=}}1088622#p1088622 Source DirectX9 grey fog bug]<br>'''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...}} | 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...}} | ||
{{ref2|cite id= | {{ref2|cite id=4|Verified by [[User:Kr0tchet|leonidakarlach]] ([[User talk:Kr0tchet|talk]]) 01:36, 14 September 2024 (PDT):<br>Appeared to be fixed. Using RTX 3060 (desktop) and driver version 560.81. Using something like DgVoodoo2 would break this again.}} | ||
}} | }} | ||
{{Branch-navbox}} | {{Branch-navbox}} | ||
[[Category:First-party engine branches]] | [[Category:First-party engine branches]] | ||
Revision as of 02:13, 15 March 2025
The
Source 2006 engine branch, also known as the Episode One engine branch, and the last Old Engine branch, was first introduced in 2006 with
Half-Life 2: Episode One, with previous multiplayer games (
,
, and
) also being upgraded to the
Source 2006 branch then. Some features of Source 2006, such as HDR rendering and color correction, are first demonstrated in 2005 with
Half-Life 2: Lost Coast and
Day of Defeat: Source (both of them likely appears to run on later version of Source 2004).
Half-Life 2 was also upgraded to this branch, but does not utilize any new features (HDR, color correction) from both late Source 2004 branch and Source 2006, aside from BSP 20 (because one of the maps was recompiled with changes).
It was distributed in base source engine 2.gcf. It was succeeded by Source 2007 (also known as Orange Box) branch, but the branch still receiving engine updates until December 2009, and in 2010, all first-party Valve games (except
and
) have upgraded to Source 2009. This branch requires
Half-Life 2 content to operate.
The engine versions for this branch are 2761 (EP1) up to 4044 (Protocol 7).[1]
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)
- Originally introduced in
Half-Life 2: Lost Coast (runs on newer version of Source 2004), but generally attributed to Source 2006.[2] A simulation of brightness values outside computer monitors' actual range, and of aperture adjustment. Not to be confused with HDR display output. - 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 models.
- 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.
dxlevel 95 (DX9.0+ level) or later.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.
- 64-bit binaries
- Originally,
Half-Life 2 and
Half-Life 2: Lost Coast (runs on early version of
Source 2006, with the former also upgraded to that branch) had a 64-bit version of the engine, allowing it to access more than 2GB (4GB with LAA) of RAM, and increase performance slightly. However it was later discontinued and removed due to its instability on some systems. 64-bit support was later reintroduced with Counter-Strike: Global Offensive (on Mac/Linux), and later Team Fortress 2 branch, without any technical issues. Titanfall branch also have 64-bit binaries.
Availability
Game code for the 2006 branch is included in the now-deprecated Source SDK app. To compile the code for 2006 branch, see Compiling under VS2005.
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 Team Fortress 2 branch (previously Source 2013 Multiplayer).
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 Player2006
Dark Messiah of Might and Magic2007
Eternal Silence2007
Fortress Forever2007
INSURGENCY: Modern Infantry Combat2007Iron Grip: The Oppression2009
NEOTOKYO°2010
Vindictus
- Heavily modified, and uses proprietary file format to store game files. Also support Direct3D (DirectX) 11.
Known issues
dxlevel 81 or lower, only dxlevel 90 or higher.cl_showfps or cl_showpos 1, will be either cut off or completely hidden. (tested in: GMOD 9, HL2 old engine)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)
References
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