GoldSrc: Difference between revisions
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== Bugs and Limitations == | == Bugs and 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, which is used for [[Detail textures (GoldSrc)|detail textures]].{{workaround|See {{pcgw|Half-Life#OpenGL_overbright_lighting|Overbright lighting}} section in PCGamingWiki's page.}}}} | {{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, which is used for [[Detail textures (GoldSrc)|detail textures]].{{workaround|See {{pcgw|Half-Life#OpenGL_overbright_lighting|Overbright lighting}} section in PCGamingWiki's Half-Life page.}}}} | ||
{{Bug|On some systems running {{Windows7|4|nt=3}} or later, the engine may suffering from extremely low frame rates during gameplay.{{workaround|A workaround is to set the game ({{file|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|On some systems running {{Windows7|4|nt=3}} or later, the engine may suffering from extremely low frame rates during gameplay.{{workaround|A workaround is to set the game ({{file|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|EAX and A3D Audio are no longer supported since [[SteamPipe]] update in 2013. This also removes support for surround sound, and makes the [[DSP]] Audio having inferior quality <br>(such as buzzing noises on DSP's Weirdo 1-3), which can be seen frequently when you go inside the vent in {{hl|1}}.{{workaround|See {{pcgw|Half-Life#Audio|Audio}} section in PCGamingWiki's page. Please note that using MetaAudio without {{code|-insecure}} may cause false {{vac|4.1}} ban.}}}} | {{Bug|EAX and A3D Audio are no longer supported since [[SteamPipe]] update in 2013. This also removes support for surround sound, and makes the [[DSP]] Audio having inferior quality <br>(such as buzzing noises on DSP's Weirdo 1-3), which can be seen frequently when you go inside the vent in {{hl|1}}.{{workaround|See {{pcgw|Half-Life#Audio|Audio}} section in PCGamingWiki's page. Please note that using MetaAudio without {{code|-insecure}} may cause false {{vac|4.1}} ban.}}}} |
Revision as of 09:03, 23 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.


Bugs and Limitations


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








hl.exe
) to "High Priority" in Task Manager.
(such as buzzing noises on DSP's Weirdo 1-3), which can be seen frequently when you go inside the vent in Half-Life.




For more bug reports, visit GitHub in order to prevent duplicate or outdated bug reports at the wiki.
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
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.


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 or Porting GoldSrc content (maps, models, etc.) to Source
- GoldSrc on Wikipedia
- GoldSrc SDK (Half-Life SDK) Documentation
- GoldSrc SteamPipe Directories
References
- User talk:Erik Johnson (Revision as of 12:53, 1 September 2005)