GoldSrc: Difference between revisions

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== Bugs and Limitations ==
== Bugs and Limitations ==
{{Bug|Overbright lighting ({{code|gl_overbright 1}}) is broken due to an OpenGL extension used for multi-texturing, which is required for the [[Detail textures (GoldSrc)|detail textures]] used by {{czero|4.1}} and {{dod|4.1}}. <br>This make the color less saturated and lighting much less brighter.<br> This issue can be also found on [[Quake]], but broken for different reasons. {{workaround|See {{pcgw|Half-Life#OpenGL_overbright_lighting|Overbright lighting}} section in PCGamingWiki's Half-Life page for more information.<br> Some other methods (like using patched DLLs), may result in false positive {{vac|4}} ban without using {{code|-insecure}} launch option.}}}}
{{Bug|Overbright lighting ({{code|gl_overbright 1}}) is broken due to an OpenGL extension used for multi-texturing, which is required for the [[Detail textures (GoldSrc)|detail textures]] used by {{czero|4.1}} and {{dod|4.1}}. <br>This make the color less saturated and lighting much less brighter.<br> This issue can be also found on [[Quake]], but broken for different reasons. {{workaround|See {{pcgw|Half-Life#OpenGL_overbright_lighting|Overbright lighting}} section in PCGamingWiki's Half-Life page for more information. Or you can use {{pcgw|ReShade}}.<br> Some other methods (like using patched DLLs), may result in false positive {{vac|4}} ban without using {{code|-insecure}} launch option.}}}}
{{Bug|On some systems running {{Windows7|4|nt=3}} or later, the engine may suffering from extremely low frame rates during gameplay, especially on Intel iGPUs. {{workaround|<ul><li>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].<li>{{pcgw|Half-Life#OpenGL_overbright_lighting|Disable multitexturing}}.}}}}
{{Bug|On some systems running {{Windows7|4|nt=3}} or later, the engine may suffering from extremely low frame rates during gameplay, especially on Intel iGPUs. {{workaround|<ul><li>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].<li>{{pcgw|Half-Life#OpenGL_overbright_lighting|Disable multitexturing}}.}}}}
{{Bug|Creative EAX and Aureal A3D Audio are no longer supported since [[SteamPipe]] update in 2013. This also removes support for surround sound, and drastically impacts how certain [[DSP]] effects sound (such as buzzing noises on DSP's Weirdo 1-3). [https://github.com/ValveSoftware/halflife/issues/38 A feature request about restoring EAX/A3D sound can be found at GitHub] (issue #38).{{workaround|Use MetaAudio; see the {{pcgw|Half-Life#Audio|Audio}} section on PCGamingWiki's Half-Life page for more information.{{Important|Please note that using MetaAudio in {{vac|4.1}}-protected multiplayer servers may resulting in a false positive ban. Use {{code|[[Command-Line Parameters|-insecure]]}} to disable VAC for local servers.}}}}}}
{{Bug|Creative EAX and Aureal A3D Audio are no longer supported since [[SteamPipe]] update in 2013. This also removes support for surround sound, and drastically impacts how certain [[DSP]] effects sound (such as buzzing noises on DSP's Weirdo 1-3). [https://github.com/ValveSoftware/halflife/issues/38 A feature request about restoring EAX/A3D sound can be found at GitHub] (issue #38).{{workaround|Use MetaAudio; see the {{pcgw|Half-Life#Audio|Audio}} section on PCGamingWiki's Half-Life page for more information.{{Important|Please note that using MetaAudio in {{vac|4.1}}-protected multiplayer servers may resulting in a false positive ban. Use {{code|[[Command-Line Parameters|-insecure]]}} to disable VAC for local servers.}}}}}}

Revision as of 09:49, 17 July 2023

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"Powered by the Half-Life engine" logo used on some game boxarts.

GoldSrc GoldSrc (also known as GoldSource, and formerly just the Half-Life Engine) is a 3D video game engine created by Valve Valve in 1996. It was the driving force behind many famous games of the late 90s and early 00s, such as Half-Life Half-Life, Team Fortress Classic Team Fortress Classic, Counter-Strike Counter-Strike, and Day of Defeat Day of Defeat. GoldSrc is a heavily modified version of the Quake Quake engine, and runs on C++ programming code. GoldSrc and its level editor, Hammer 3.x 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 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.

Screenshot in-game of Half-Life Half-Life, using the GoldSrc Engine.

Bugs and Limitations

Icon-Bug.pngBug:Overbright lighting (gl_overbright 1) is broken due to an OpenGL extension used for multi-texturing, which is required for the detail textures used by Counter-Strike: Condition Zero Counter-Strike: Condition Zero and Day of Defeat Day of Defeat.
This make the color less saturated and lighting much less brighter.
This issue can be also found on Quake, but broken for different reasons.
PlacementTip.pngWorkaround:See Pcgw icon.png Overbright lighting section in PCGamingWiki's Half-Life page for more information. Or you can use Pcgw icon.png ReShade.
Some other methods (like using patched DLLs), may result in false positive VAC VAC ban without using -insecure launch option.
  [todo tested in ?]
Icon-Bug.pngBug:On some systems running Windows Windows Vista or later, the engine may suffering from extremely low frame rates during gameplay, especially on Intel iGPUs.
PlacementTip.pngWorkaround:
  [todo tested in ?]
Icon-Bug.pngBug:Creative EAX and Aureal A3D Audio are no longer supported since SteamPipe update in 2013. This also removes support for surround sound, and drastically impacts how certain DSP effects sound (such as buzzing noises on DSP's Weirdo 1-3). A feature request about restoring EAX/A3D sound can be found at GitHub (issue #38).
PlacementTip.pngWorkaround:Use MetaAudio; see the Pcgw icon.png Audio section on PCGamingWiki's Half-Life page for more information.
Icon-Important.pngImportant:Please note that using MetaAudio in VAC VAC-protected multiplayer servers may resulting in a false positive ban. Use -insecure to disable VAC for local servers.
  [todo tested in ?]
Icon-Bug.pngBug:Running any GoldSrc game over around 100-120FPS or higher can cause issues with movable objects (and prior to October 8, 2019 update, NPC turn rate) being slower or faster.  [todo tested in ?]
Icon-Bug.pngBug:OpenGL mode is somewhat different from software rendering. See patbytes's "Half-Life - A Look at Water" on YouTube. Issue 2165.  [todo tested in ?]

Use GitHub in order to prevent duplicate or outdated bug reports at the wiki.

Features

Todo: expand here or add links
  • 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

Main article:  Half-Life SDK

As of August 2013, it is available on Steam Steam under the "Tools" section. With it comes Hammer 3.x 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.

Note.pngNote:Hammer 3.x Hammer 3.5 is the final GoldSrc-only editor released by Valve and can be downloaded separately.

Games using GoldSrc

WARNING: Due to the template include size limitations, you need to add one of these sub-templates instead:

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

References

  1. User talk:Erik Johnson (Revision as of 12:53, 1 September 2005)