Source 2004: Difference between revisions
No edit summary |
(citing 64-bit support.) |
||
Line 63: | Line 63: | ||
== Removed features (post-launch) == | == Removed features (post-launch) == | ||
; 64-bit binaries | ; 64-bit binaries | ||
: In December 2005, {{hl2|2}} and {{hl2lc|2}} was updated to add 64-bit support, 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 {{Csgo|1}} (on Mac/Linux), and later the {{tf2branch|1}}, without any technical issues (aside from singleplayer mode on {{tf2branch|1}} which doesn't function correctly). The {{tfbranch|1}} also has 64-bit binaries. | : In December 2005, {{hl2|2}} and {{hl2lc|2}} was updated to add 64-bit support, allowing it to access more than 2GB (4GB with LAA) of RAM, and increase performance slightly.{{Cite|6}} However it was later discontinued and removed due to its instability on some systems. 64-bit support was later reintroduced with {{Csgo|1}} (on Mac/Linux), and later the {{tf2branch|1}}, without any technical issues (aside from singleplayer mode on {{tf2branch|1}} which doesn't function correctly). The {{tfbranch|1}} also has 64-bit binaries. | ||
== Availability == | == Availability == | ||
Line 85: | Line 85: | ||
{{inline note|name=September 26, 2005|{{dods|1}} was released. It features major improvements to {{src04|1}}, adding [[HDR]] and [[Color correction]], [[#Since_Lost_Coast_&_DOD:S_engine_update|along with other features]]. These features would become standard with the release of {{src06|1}}. {{hl2|1}} and the rest of first-party {{src04|1}} games also got upgraded to this engine, but the game remains unchanged aside from bug fixes.}} | {{inline note|name=September 26, 2005|{{dods|1}} was released. It features major improvements to {{src04|1}}, adding [[HDR]] and [[Color correction]], [[#Since_Lost_Coast_&_DOD:S_engine_update|along with other features]]. These features would become standard with the release of {{src06|1}}. {{hl2|1}} and the rest of first-party {{src04|1}} games also got upgraded to this engine, but the game remains unchanged aside from bug fixes.}} | ||
{{inline note|name=October 27, 2005|{{hl2lc|1}} was released. It also runs on updated version of {{src04|1}} (adding changes from {{dods|1}}). Lost Coast is a short tech demo, taking place in the town of St. Olga, which was cut during development of Half-Life 2. Aside from HDR, [[Commentary System]] (while introduced in {{dods|1}} and was unused) are also demonstrated here.}} | {{inline note|name=October 27, 2005|{{hl2lc|1}} was released. It also runs on updated version of {{src04|1}} (adding changes from {{dods|1}}). Lost Coast is a short tech demo, taking place in the town of St. Olga, which was cut during development of Half-Life 2. Aside from HDR, [[Commentary System]] (while introduced in {{dods|1}} and was unused) are also demonstrated here.}} | ||
{{inline note|name=December 2005|In December 2005, {{hl2|1}} and {{hl2lc|1}} | {{inline note|name=December 2005|In December 2005, {{hl2|1}} and {{hl2lc|1}} was ported to 64-bit.{{Cite|6}} However this result in bugs and instability on some systems at the time, leading to 64-bit support later being eventually removed.}} | ||
{{inline note|name=April 6, 2006|This is the last time the {{src04|1}} engine received updates. {{src06|1}} (also an Old Engine branch) was later created in June 2006 with the release of {{hl2ep1|1}}, succeeding {{src04|1}} engine branch. Some earlier Valve games, however, continues to run on this engine.}} | {{inline note|name=April 6, 2006|This is the last time the {{src04|1}} engine received updates. {{src06|1}} (also an Old Engine branch) was later created in June 2006 with the release of {{hl2ep1|1}}, succeeding {{src04|1}} engine branch. Some earlier Valve games, however, continues to run on this engine.}} | ||
Line 96: | Line 96: | ||
== 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|7}}{{Cite|8}} 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. | ||
Line 131: | Line 131: | ||
{{ref2|cite id=4|See [https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf PDF]. Lost Coast did not use {{code|base source engine 2.gcf}} (Source 2006 binaries), but rather {{code|source engine.gcf}} (which is Source 2004 binaries). Said GCF file was later updated to contain {{code|dxlevel 95}} on {{code|dxsupport.cfg}} after the release of Half-Life 2: Lost Coast), 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=4|See [https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf PDF]. Lost Coast did not use {{code|base source engine 2.gcf}} (Source 2006 binaries), but rather {{code|source engine.gcf}} (which is Source 2004 binaries). Said GCF file was later updated to contain {{code|dxlevel 95}} on {{code|dxsupport.cfg}} after the release of Half-Life 2: Lost Coast), 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=5|[https://wiki.openag.pro/en/Source/Source_game_and_engine_differences Differences between games and game versions - SourceRuns Wiki.js]}} | {{Ref2|cite id=5|[https://wiki.openag.pro/en/Source/Source_game_and_engine_differences Differences between games and game versions - SourceRuns Wiki.js]}} | ||
{{ref2|cite id= | {{Ref2|cite id=6|[http://store.steampowered.com/news/496/ VALVE UNVEILS 64-BIT SOURCE(TM) GAMING TECHNOLOGY DEVELOPED IN CONJUNCTION WITH AMD] | ||
{{Quote|For those of you running with a 64-bit capable AMD processor, along with the Windows® 64-bit operating system, Half-Life 2 and Lost Coast are now available in native 64-bit versions. Steam will automatically detect your OS and run the appropriate version the next time you run these games.}} | |||
}} | |||
{{ref2|cite id=7|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=8|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 04:08, 3 July 2025
Source 2004 is the original build of the Source engine that Half-Life 2, Half-Life: Source and Counter-Strike: Source shipped with, then subsequently updated with the release of Day of Defeat: Source (and later Half-Life 2: Lost Coast),[1] adding some features (such as HDR and Color Correction) which would become standard with Source 2006.[1] The Source 2004 engine was succeeded by the Source 2006 engine branch with the release of Half-Life 2: Episode One, but Half-Life 2 continues to runs on this branch (without any updates since April 2006) until 2010 (when it was upgraded to Source 2009, at the same time when Valve ported Half-Life 2 and Steam to macOS), and Half-Life 2: Lost Coast alongside Half-Life: Source also runs on this branch without updates since April 2006 until 2013 SteamPipe update, upgrading these game to Source 2013 Singleplayer.
No current Valve titles hosted on Steam use this particular engine branch, as it is outdated.
It was distributed in source engine.gcf
.
Vampire: The Masquerade – Bloodlines still runs on a custom version of the engine which is more similar to the engine used in the Half-Life 2 leak (unofficially referred to as Source 2003). However, it uses a proprietary texture format, Python for scripting, BSP version 17, and supports Bink videos.
SiN Episodes runs on modified version of Source 2004 v2 (
/
), which contains few commands related to the HDR Rendering which was non-functional (
"mat_hdr_level"
), aside from that it also stripped BSP 20 support from Day of Defeat: Source and HL2 Lost Coast.
The engine versions for this branch are build 2106 up to 2497 (Protocol 5-7). The second version of Source 2004 (introduced with Day of Defeat: Source, adding HDR and other new features), started with build 2497 until 2707 (Protocol 7).[2]
Features

As this was the first ever branch of Source, this section only contains features which are exclusive to this branch, features that are later introduced with Day of Defeat: Source and Half-Life 2: Lost Coast engine update (later become standard in Source 2006), or software limitations (like supporting old DirectX versions and Shader Model 2.0 only). For the rest of Source engine features, please see Source - Features section instead.
- Support for
Original Xbox game console
- Steam Friends & Parlor Games menu (removed in Source 2006 since July 2007)
- In-game friends list & instant messaging, allowing you to chat in-game without Alt + Tab ⇆ to Desktop and open Friends in Steam client. It also have Parlor Games (referred as board games and Steam built-in game), allowing player to play Checkers, Chess, Go, Hearts and Spades with friends. In Source, due to a bug, Parlor Games was not playable.
- Later updated in January 30, 2006, with Friends v2 (previously Friends Beta), relying on Steam API instead of Steam TrackerNote server, but Parlor Games was removed (see below).
- Friends feature was originally present in Source before it was eventually removed in August 2007 engine update for Source 2006 (build date July 31, 2007), as many of it's functionality are replaced by Steam Overlay which is introduced with the launch of Steam Community, and the Steam update on the same day (August 6, 2007).[3] This removal also retroactively applies to Half-Life 2 (which continues to runs on Source 2004 build 2707) and other Source 2004 games, as Valve added the half-life 2 game dialog.gcf file which overrides GameMenu.res and remove the Friends option, even though the Source 2004 engine has never received any new updates since April 2006.
As of 2025, the friends feature (still works with latest Steam client) only works on Source 2004 games since January 30, 2006 (when Friends Beta was introduced), and all Source 2006 games before the "Friends" feature being removed. It can send messages to friends (the message is shown on Steam client, but not in-game). The Friends feature on older build of Source 2004 and GoldSrc (before January 30, 2006) no longer works, since it relies on Steam Tracker servers, which has been offline, but those can be restored by using old Steam client alongside Steam server emulator. - Shader Model 2.0 only
- Anti-aliasing
- Up to 6x MSAA. 8x MSAA unofficially supported through mat_antialias 8, but will reset to 4X on next launch. MSAA 8X can be also forced through GPU drivers control panel.
- 6x MSAA does not work on modern graphics card. Only 4x works.
- DirectX 9.0
- Uses Direct3D 9.0, with support for these hardware levels:
- DirectX 6.0 (dxlevel 60) level (not officially supported, but works)
- DirectX 7.0 (dxlevel 70) level
- DirectX 8.0 (dxlevel 80) level
- DirectX 8.1 (dxlevel 81) level
- DirectX 9.0 (dxlevel 90) level
- Inputs
- Support DirectInput controller only
Since Lost Coast & DOD:S engine update



- High Dynamic Range rendering[1] (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.
- While being attributed to Source 2006, this feature was first introduced with
Half-Life 2: Lost Coast and
Day of Defeat: Source (both runs on updated version of Source 2004).[1][4][5] Half-Life 2 was also upgraded to the Lost Coast version of Source 2004, but all Half-Life 2 maps, even some of them was also recompiled in 2005, are still compiled with LDR lighting only, leaving the HDR feature unused. SiN Episodes also runs on this version and feature mat_hdr_level console command, but support for HDR was stripped in code which leaves it non-functional.
- 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.
- Direct3D 9 - Shader Model 3 (DirectX 9.0+ feature level/dxlevel 95)
- Unlocks greatly improved shader performance.
- Anti-aliasing - MSAA up to 8x, and CSAA support.
- 8x MSAA can now be selected on the menu. Nvidia GPUs (from GeForce 8 up to Kepler-series / GeForce 600 & 700 card) can select CSAA anti-aliasing, which is less demanding than MSAA. CSAA is not supported on Maxwell GPUs (GeForce GTX 750, 750 Ti, 900 series) and later.
- Commentary System
- Allows DVD-like director's commentary to be embedded inside levels. Commentary System was used in Half-Life 2: Lost Coast, but was introduced (and unused) with the release of Day of Defeat: Source.
- Friends v2 (previously Friends Beta)
- The original Friends feature was replaced with newer versions (since January 30, 2006) which relies on Steam API instead of a separate Steam server (TrackerNote). Unlike the old Friends feature, this version still works with latest version of Steam, albeit buggy and partially functional. Any sent message will not shown in-game, but will appear in Steam client. The new Friends update was later released in March 14, 2006 as a public beta, and finally in May 2006, it was out of beta. Friends v2 removed Parlor Games feature.
Removed features (post-launch)
- 64-bit binaries
- In December 2005,
Half-Life 2 and
Half-Life 2: Lost Coast was updated to add 64-bit support, allowing it to access more than 2GB (4GB with LAA) of RAM, and increase performance slightly.[6] 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 the Team Fortress 2 branch, without any technical issues (aside from singleplayer mode on Team Fortress 2 branch which doesn't function correctly). The Titanfall branch also has 64-bit binaries.
Availability
The source code for this branch is no longer officially available.
An archive of the 2004 SDK is available on GitHub. SDK Base for this branch does not exist as mods using 2004 SDK are base directly on Half-Life 2 (requires older version of the game running on 2004 branch), instead of Source SDK Base (which did not exist at the time). However, Source SDK Base, now Source SDK Base 2006 (also Old Engine) are backward compatible with many mods that are based directly on Half-Life 2 (Source 2004).
Usage
All Valve games (excluding console ports) that run on Source 2004 are now currently using Source 2013 Singleplayer or the Team Fortress 2 branch (formerly Source 2013 Multiplayer). The following games are still based on, or currently using Source 2004:
Valve
- 2005
Half-Life 2 (Xbox)
Third-Party
- 2004
Vampire: The Masquerade – Bloodlines (Beta version)
- 2006
SiN Episodes
History and changes
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.







hl2.exe
(or other .exe for some games), set Compatibility mode to "Windows XP SP3".

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 6.0 compatibility level or higher)

See also
References
References | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
|