Source 2006: Difference between revisions
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== Known issues == | == Known issues == | ||
{{Bug|tested={{sineps}}, {{css}} v34, {{hl2}}|All Source 2004 and 2006 games suffered from the fog bug that makes it more dense than usual, 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|tested={{sineps}}, {{css}} v34, {{hl2}}|All Source 2004 and 2006 games suffered from the fog bug that makes it more dense than usual, 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|4}}{{Cite|5}} but is likely still present on AMD/Intel. This issue is not affected when using {{code|dxlevel 81}} or lower, only {{code|dxlevel 90}} or higher. | ||
Additionally, using any D3D9 wrapper (which translates to D3D11, D3D12 or Vulkan), like {{pcgw|DgVoodoo_2|dgVoodoo 2}} (even on systems with newer NVIDIA drivers that fixes this issue) on this branch, can also cause this issue. | Additionally, using any D3D9 wrapper (which translates to D3D11, D3D12 or Vulkan), like {{pcgw|DgVoodoo_2|dgVoodoo 2}} (even on systems with newer NVIDIA drivers that fixes this issue) on this branch, can also cause this issue. | ||
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[[Source/Engine_versions|Updated Source Engine Build List - VDC]] | [[Source/Engine_versions|Updated Source Engine Build List - VDC]] | ||
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{{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 | {{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 so with Day of Defeat: Source, the latter only used it after engine update in 2006. Also {{sineps|2}}, a Source 2004 game which was built on DODS / Lost Coast version of Source 2004 engine, have non-functional HDR console command {{code|mat_hdr_level}}, but also does not support BSP 20 from DODS/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. | {{ref2|cite id=3|Confirmed by downloading older versions of {{dods|1}} through [https://archive.org/details/steam2chunks Internet Archive] (Steam2 Chunks archive from 2005-2009). | ||
The release version of DOD:S (runs on Source engine build 2497, dated Sep 8 2005), support HDR out of the box. It also have Commentary System (which is unused in this game, but later used in {{hl2lc|1}}). | |||
--[[User:Kr0tchet|leonidakarlach]] ([[User talk:Kr0tchet|talk]]) 09:21, 17 April 2025 (PDT) | |||
}} | |||
{{ref2|cite id=4|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=5|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 09:21, 17 April 2025

(2007, 2009/MP)




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 all previous games on
Source 2004 upgraded to this branch. 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 runs on a updated version of Source 2004 when initially released).
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 were recompiled with changes).
Source 2006 (circa July 29, 2006) also introduces Source SDK Base (the 2006 version of SDK Base was later renamed to Source SDK Base 2006). Mod that are based on SDK Base instead of directly on Half-Life 2 will prevent incompatible engine updates from making the mod unusable.
It was distributed in base source engine 2.gcf. While it was succeeded by the Source 2007 (also known as Orange Box) branch, Source 2006 continued receiving engine updates until December 2009, and in 2010, all first-party Valve games (except and
) were upgraded to Source 2009. This branch requires
Half-Life 2 content to operate.
The engine versions for this branch are 2733 (EP1) up to 4044 (Protocol 7).[1]
The SDK and SDK Base game for this branch are free to all Steam users.
Features
Previously introduced since Source 2004 (
/
engine update):
- High Dynamic Range rendering (DX9 SM2)
- HDR rendering (also known as HDR lighting) simulates brightness values outside computer monitors' actual range, before downconverting to
Standard Dynamic Range. This mainly involves "blooming" colors above 100% brightness into neighboring areas and adjusting a virtual camera aperture to compensate for any over-exposure that results. HDR rendering gives gives richer colors, better contrast and finer gradients. Not to be confused with HDR display output.
- Originally introduced in
Day of Defeat: Source and
Half-Life 2: Lost Coast (runs on newer version of Source 2004), but generally attributed to Source 2006.[2]
- 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.
- Commentary System
- Allows DVD-like director's commentary to be embedded inside levels.
- Direct3D 9 - Shader Model 3 (DirectX 9.0+ feature level/dxlevel 95)
- Unlocks greatly improved shader performance.
- 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.
New since Source 2004:
- Improved prop_static lighting
- Static props without normal maps or phong can now be lit by VRAD per-vertex, instead of at runtime based upon their origin or $illumposition.
- Phong materials
- Diffuse reflections for skin and other roughened surfaces on models.
- Facial animation upgrades
- More detail and intenser shapes for close-up performances.
- 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.
- Detail prop shapes
- Improved detail sprites that sway in the breeze and bend away from nearby players.

Removed features
- DirectX 6.0 (dxlevel 60) compatibility level
- Support for DirectX 6.x GPUs has been partially dropped, but is still usable.
- Steam Friends & Parlor Games menu
- Originally present before it was eventually removed in favor of Steam Overlay which is introduced around September 2007. Old Steam servers eventually get shut down years later, which make Steam Friends no longer functional.
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 the 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 Player
- 2006
Dark Messiah of Might and Magic
- 2007
Eternal Silence
- 2007
Fortress Forever
- 2007
INSURGENCY: Modern Infantry Combat
- 2007 Iron Grip: The Oppression
- 2009
NEOTOKYO°
- 2010
Vindictus
- Heavily modified, and uses proprietary file format to store game files. Also support Direct3D (DirectX) 11,
Nvidia PhysX, 64-bit.
- Heavily modified, and uses proprietary file format to store game files. Also support Direct3D (DirectX) 11,
Known issues

Additionally, using any D3D9 wrapper (which translates to D3D11, D3D12 or Vulkan), like dgVoodoo 2 (even on systems with newer NVIDIA drivers that fixes this issue) on this branch, can also cause this issue.






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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