GoldSrc: Difference between revisions
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== Bugs/Limitations == | == Bugs/Limitations == | ||
{{Bug|The overbright lighting issues from GLQuake, was carried over {{goldsrc|4}}, due to the latter being based off Quake engine. <br>Usually it can be fixed by setting {{code|gl_overbright}} to {{code|1}} (only available in both {{goldsrc|4}} and {{quake|4}} source ports), but this is broken due to multi-texturing (detailed textures) and the built-in MSAA. [https://www.pcgamingwiki.com/wiki/Half-Life#OpenGL_overbright_lighting A workaround | {{Bug|The overbright lighting issues from GLQuake, was carried over {{goldsrc|4}}, due to the latter being based off Quake engine. <br>Usually it can be fixed by setting {{code|gl_overbright}} to {{code|1}} (only available in both {{goldsrc|4}} and {{quake|4}} source ports), but this is broken due to multi-texturing (detailed textures) and the built-in MSAA.{{workaround|[https://www.pcgamingwiki.com/wiki/Half-Life#OpenGL_overbright_lighting A workaround can be found in PCGamingWiki page about Half-Life].}}}} | ||
{{Bug|On some systems running Windows Vista/7 or later, the engine may suffering from extremely low frame rates during gameplay. | {{Bug|On some systems running {{Windows|4}} Vista/7 or later, the engine may suffering from extremely low frame rates during gameplay.{{workaround|A workaround is to set the game ({{code|hl.exe}}) to "'''High Priority'''" in [https://techcommunity.microsoft.com/t5/windows-11/how-to-run-task-manager-on-windows-11-6-ways/m-p/2701239 Task Manager].}}}} | ||
{{Bug|Running any GoldSrc game over around 100-120FPS or higher can cause issues with movable objects (and prior to 2019 update, [https://steamcommunity.com/games/70/announcements/detail/1586880891220596672 NPC turn rate]) being slower or faster.}} | {{Bug|Running any GoldSrc game over around 100-120FPS or higher can cause issues with movable objects (and prior to 2019 update, [https://steamcommunity.com/games/70/announcements/detail/1586880891220596672 NPC turn rate]) being slower or faster.}} | ||
Revision as of 02:13, 14 June 2023
GoldSrc (also known as GoldSource, and formerly just the Half-Life Engine) is a 3D video game engine created by
Valve in 1996. It was the driving force behind many famous games of the late 90s and early 00s, such as
Half-Life,
Team Fortress Classic,
Counter-Strike, and
Day of Defeat. GoldSrc is a heavily modified version of the
Quake engine, and runs on C++ programming code. GoldSrc and its level editor,
Valve Hammer Editor, were released by Valve for public use, making it the source of countless community-made modifications.
GoldSrc was replaced by its sequel engine, Source, in 2004, which currently holds first place as the choice for modders. Though GoldSrc is past its prime, many gamers still seek to use it for mods and level design.


Features
- AI flocking - NPCs can group together, seen with Houndeyes
- Skeletal animation - allowing for more stable animation of models, compared to the vertex animation in Quake
- Colored lighting - Quake simply had monotone lighting
- Scripted sequences - Used extensively to tell Half-Life's story
- Transparent textures - Glass can now be used in maps
- Higher poly counts - GoldSrc allows for far more detailed models than Quake
Half-Life SDK
The GoldSrc mod development tools are known as the Half-Life SDK.
As of August 2013, it is available on Steam under the "Tools" section. With it comes Hammer 3.4, the 3ds Max sources for many cut and retail NPCs as well as player and weapon models, tools for packing textures into WADs, and detailed documentation on implementing baseline features such as voice chat into a mod.


The full source code for the latest version of the SDK can be found on Valve's Github Page.
Bugs/Limitations


Usually it can be fixed by setting gl_overbright to 1 (only available in both






For more bug reports, visit GitHub in order to prevent duplicate or outdated bug reports at the wiki.
Games using GoldSrc
WARNING: Due to the template include size limitations, you need to add one of these sub-templates instead:
- {{Goldsrc games/Licensed}} - Officially licensed products
- {{Goldsrc games/Mods}} - Third-party modifications
Trivia
- The term "GoldSrc" comes from development of the Source engine. A few months before the release of Half-Life, the Half-Life engine's source code was split into two branches: Src and GoldSrc. The GoldSrc branch was the gold master version of the codebase, and would be used for the proper release of the game. The Src branch, comparatively, would be continually iterated upon, adding and changing features for use in the sequel, with the term "Source Engine" eventually being picked up by marketing.[1]
See Also
- For information about converting GoldSrc content to the Source engine, see Porting Goldsource content to Source.
- GoldSrc on Wikipedia
- GoldSrc SDK (Half-Life SDK) Documentation
- GoldSource SteamPipe Directories
References
- User talk:Erik Johnson (Revision as of 12:53, 1 September 2005)