GoldSrc
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 successor, Source, in 2004, which currently holds first place as the choice engine for Valve modders. Though GoldSrc is past its prime, many gamers and some third-party developers still seek to use it for mods and level design.
The engine is actively being updated and maintained by Valve as of 2023, recently with the Half-Life's 25th anniversary updates which increased the engine limits and fixed many bugs.




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
Since 2013
- MSAA anti-aliasing - GoldSrc now natively support anti-aliasing, specifically, MSAA 4X, which is enabled by default on most modern hardwares. This will reduce the amount of jagged edges/staircases effect on the geometry.
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.


Products 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
- See GoldSrc games category for more games, and for articles about the game which uses the GoldSrc engine.
Specifications
GoldSource Limits | Pre-25th | Post-25th |
---|---|---|
Maximum number of dynamic sound channels | 8 | 32 |
Maximum number of server entities (MAX_EDICTS) | 900 | 1200 |
Maximum number of temporary entities (MAX_TEMPENTS) | 500 | Unchanged[confirm] |
Maximum number of particles (MAX_PARTICLES) | 4096 | Unchanged[confirm] |
Maximum number of beams (MAX_BEAMS) | 64 | Unchanged[confirm] |
Maximum number of visible entities in the package (MAX_VISIBLE_PACKET) | 256 | 1024 |
Maximum number of pre-cacheable models (+sprites)(MAX_MODELS) | 512 | Unchanged[confirm] |
Maximum number of pre-cached sounds (MAX_SOUNDS) | 512 | Unchanged[confirm] |
Maximum number of entries to read sentences made up of sentences (MAX_SENTENCES) | 1536 | 2048 |
Maximum number of user messages (MAX_USER_MESSAGES) | 128 | Unchanged[confirm] |
Max number of loaded textures (MAX_TEXTURES) | 2048 | Unchanged[confirm] |
Max number of GL textures (MAX_GLTEXTURES) | 4800 | 10000 |
Number of messages titles.txt (MAX_MESSAGES) | 1024 | Unchanged[confirm] |
Maximum size of indexed textures | 512х512 | Unknown |
Maximum size of full color textures | - | - |
Maximum number of models on the map (MAX_MAP_MODELS) | 256 | Unchanged[confirm] |
Maximum number of map leafs (MAX_MAP_LEAFS) | 8192 | Unchanged[confirm] |
Maximum number of ?????????? (MAX_PACKET_ENTITIES) | 256 | 1024 |
Maximum number of spans (software renderer geometry limit) | 3000 | 6000 |
Maximum number of surfaces (software renderer geometry limit) | 2000 | 4000 |
Maximum number of edges (software renderer geometry limit) | 7200 | 14400 |
25th Anniversary Additions
- Cycler and func_button entities can now be the entity target for scripted_sentence entities, and are allowed to speak in multiplayer.
- Incorporated func_vehicle entity support from
Counter-Strike, for mod-makers to use.
Bugs and Limitations

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



Other games like





This make the color less saturated and lighting much less brighter, as well as introduce chromatic aberration on brightly lit lightmaps. The issue was fixed in the 25th anniversary update, which deprecated the gl_overbright 1 in favor of gl_use_shaders 1, but appears to be breaking the underwater fog effect after an hotfix was released to fix the brightness issues with the new overbright lighting (gl_use_shaders 1). See this GitHub page for more information.
This issue can be also found on GLQuake, but for different reasons.







- Set the game (
hl.exe
) to "High Priority" in Task Manager. Disable multitexturing.










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 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)
- Half-Life 25th Anniversary Update