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Source 2006

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This article is about the Source 2006 engine branch. For the documentation on Source SDK Base 2006, see Source SDK Base.
HDR was one of the features first demonstrated with Half-Life 2: Lost Coast Half-Life 2: Lost Coast, a tech demo. HDR was later added to Day of Defeat: Source Day of Defeat: Source (2005) and Source 2006 Source 2006. This image compares between LDR, LDR with Bloom and HDR.

The Source 2006 Source 2006 engine branch, also known as the Episode One engine branch, and the last Old Engine branch, was first used in 2005 with Half-Life 2: Lost Coast Half-Life 2: Lost Coast and Day of Defeat: Source Day of Defeat: Source, but was not properly released until 2006 with Half-Life 2: Episode One Half-Life 2: Episode One, with previous multiplayer games (Counter-Strike: Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source) also being upgraded to the Source 2006 Source 2006 branch then. It was distributed in "base source engine 2.gcf." It was obsoleted by Source 2007 (also known as Orange Box) branch. It requires Half-Life 2 Half-Life 2 content to operate.

The SDK and SDK Base game for this branch are free to all Steam users.

Features

New since Source 2004 Source 2004:

High Dynamic Range rendering (DX9+)
A simulation of brightness values outside computer monitors' actual range, and of aperture adjustment.
Confirm:HDR actually predates Source 2006? See PDF. Lost Coast did not use "base source engine 2.gcf", and DODS only used it after an update. Also SiN Episodes SiN Episodes, a Source 2004 game, have non-functional HDR console command mat_hdr_enabled. Similarly, Lost Coast also support dxlevel 95, before Source 2006.
Film grain post-processing effect
Used in Day of Defeat: Source 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 Day of Defeat: Source, the color has been adjusted to be more desaturated.
Phong materials
Diffuse reflections for skin and other roughened surfaces on models.
Facial animation upgrades
More detail and intenser shapes for close-up performances.
Dynamic interactions
Dynamic interactions between NPCs using special animations.
Lightwarp textures (DX9.0c+)
1D textures that tint a material per-texel depending on their brightness.
Direct3D 9 - Shader Model 3 (dxlevel 95)
Unlocks greatly improved shader performance.
Detail prop shapes
Improved detail sprites that sway in the breeze and bend away from nearby players.
BSP version 20
New BSP version, with new lumps.
Note.pngNote:Some features above are only available with Direct3D 9 or later.

Removed features

DirectX 6.0 (dxlevel 60) compatibility level
Support for DirectX 6.x GPUs has been partially dropped, but still usable.

Availability

Gamecode for the 2006 branch is included in the now-deprecated Source SDK app. All Valve games introduced with Source 2006 and previous titles that are upgraded from Source 2004 Source 2004 to Source 2006 Source 2006 are now currently using Source 2013 Singleplayer Source 2013 Singleplayer or Source 2013 Multiplayer Source 2013 Multiplayer. To compile the code for 2006 branch, see Compiling under VS2005.

Usage

The following games still run on Source 2006 Source 2006:

Valve

Third-Party

Known issues

Icon-Bug.pngBug:All Source 2004 and 2006 games suffered from the gray fog bug, 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),[1][2] but likely still present on AMD/Intel. This issue is not affected when using dxlevel 81 or lower, only dxlevel 90 or higher.
Icon-Bug.pngBug:Switching resolutions in some of Source 2006 games, may cause the right side of the HUD (ammo) to be improperly scaled. Some console text such as one that displayed by enabling cl_showfps or cl_showpos 1, will be either cut off or completely hidden.  (tested in: GMOD 9, HL2 old engine)

System Requirements

Minimum Specs :

References

References
1. Source DirectX9 grey fog bug
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... Retrieved November 22, 2024.

2. Verified by leonidakarlach (talk) 01:36, 14 September 2024 (PDT):
Appeared to be fixed. Using RTX 3060 (desktop) and driver version 560.81. Using something like DgVoodoo2 would break this again.