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Orange Box (engine branch)

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Orange Box (engine branch)
Half-Life 2 on Xbox 360/PlayStation 3, which comes with new menu that are optimized for controller. The Xbox 360 and PlayStation 3 versions of Half-Life 2 also runs on Orange Box branch (Source 2007).
Half-Life 2 on Xbox 360/PlayStation 3, which comes with new menu that are optimized for controller. The Xbox 360 and PlayStation 3 versions of Half-Life 2 also runs on Orange Box branch (Source 2007).
Developer(s)
Release date(s)
October 10, 2007 (Source 2007)
June 3, 2009 (Source 2009)
October 19, 2011 (Source MP)
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This article is about the Orange Box (Source 2007) engine branch. For the documentation on Source SDK Base 2007, see Source SDK Base.

Source 2007Source 2009Source Multiplayer The Source 2007 engine branch, also known as The Orange Box engine branch or New Engine branch, was released in Oct 10, 2007 with the release of The Orange Box The Orange Box (Half-Life 2: Episode Two, Portal, and Team Fortress 2), succeeding the Source 2006 Source 2006 engine branch. Half-Life 2 and Half-Life 2: Episode One were also ported to Source 2007 only on consoles (until 2010 when the PC port of Half-Life 2 and Half-Life 2: Episode One were later ported to 2009 branch).

It was maintained side-by-side with the Left 4 Dead engine branch Left 4 Dead engine branch, which, around this time, all first-party Source 2006 (except Half-Life: Source and Half-Life Deathmatch: Source) and Source 2007 games were upgraded to Source 2009 (both SP & MP) throughout until July 2010, when it was succeeded by the release of the Alien Swarm engine branch Alien Swarm engine branch. Despite this, the Source Multiplayer was created in October 2011, upgrading all Multiplayer Source 2009 games to this branch, and later Source 2013 Singleplayer and Source 2013 Multiplayer branches were released in 2013 as more direct upgrades for these games.

In an attempt to stop Bunnyhopping, Valve updated the movement system to cap the forward move speed, inadvertently creating Accelerated Back Hopping. This branch also introduced few bugs noticeable in Half-Life 2 (and it's episodes), such as NPC eyes no longer blinks, the Dropship container gun no longer rotates, and thus unable to shoot unless you stand in the front of the gun, which significantly make the battle on the Sandtraps chapter much easier.

In May - June 2010, all first-party Source 2006 and Source 2007 games for PC (except for Half-Life: Source, Half-Life Deathmatch: Source, and Half-Life 2: Lost Coast) were upgraded to Source 2009, which adds support for macOS, aswell introducing achievements for PC/Mac version of Half-Life 2 and Half-Life 2: Episode One. Optionally, achievements are also supported on third-party mods. Later in October 2011, all MP Source 2009 games are upgraded to Source Multiplayer.

The Orange Box builds on the original Half-Life 2 branch, requiring its content installed to work.

Versions

There are six Orange Box branches. The first three are referred to in the SDK Launcher as Source 2007 Source 2007, Source 2009 Source 2009, and Source Multiplayer Source Multiplayer. The 2009 and MP branches do not have a different feature set, but they are incompatible with 2007 due to various under-the-hood changes (which include a different SteamID scheme and Mac OS X compatibility). Both Source 2009 and MP branches also lacks the SDK Base. The other three are collectively referred to as Source 2013 Source 2013, consisting of Source 2013 Singleplayer Source 2013 Singleplayer, Source 2013 Multiplayer Source 2013 Multiplayer, and the Team Fortress 2 branch Team Fortress 2 branch, with the latter succeeded Source 2013 Multiplayer. Source 2013 makes several more significant changes, and has its own page.

Engine versions:[1]

  • Source 2007 branch - build 3258 up to 4104 (Protocol 11-14)
  • Source 2009 branch (SP) - build 4218/4231 up to 5135 (Protocol 14-15)
  • Source MP branch - build 4727 up to 5212 (Protocol 18-23)

Features

New since the Source 2006 Source 2006 engine branch are:

Source 2007 2007

Threading
Logic, rendering and audio have been threaded for performance gains in multi-core environments.
Soft particles
An all-new, artist-driven particle system, replacing the old hard-coded particle system.
VTF 7.3 and 7.4 support, and big-endian VTFX for Xbox 360 and PlayStation 3.
Source 2007 adds support for newer version of VTF texture format. VTF textures on Xbox 360 and PlayStation 3 are stored in big-endian. More information here.
Shadow mapping
Special dynamic lights such as the player's flashlight can now cast high-quality dynamic shadows.
Improved High Dynamic Range rendering
Remade HDR tonemapping that better fits outdoor scenes.[2]
Motion blur
Cheap and simple camera motion blur.[2]
Hardware Morph (HWM) flexes and Wrinkle maps
A new, powerful facial animation system, with support for textures that add fine wrinkling detail to the face during flex animation.
Conditional statements
New conditional statements for use in materials to optimize them for lower-end machines.
Phongwarp textures and other Phong improvements
Source's phong shading, introduced in Source 2006 Source 2006, has been upgraded with additional features such as reflection tinting, albedo tinting, phongwarp textures, and more.
Self-shadowing bump maps
A special, cheaper kind of bump map for brush shaders with baked in ambient occlusion to give the illusion of a self-shadowing surface.
Automatic displacement texturing
Mitigates texture stretching across displacement surfaces.
Alpha to coverage
Applies anti-aliasing to transparent textures. MSAA must be enabled for this to work.
Alpha to distance
Vector-like edges on raster images.
Flowing emissive textures for models
Advanced flowing emission for VertexLitGeneric, notably used on the Vortigaunts in Half-Life 2: Episode Two Half-Life 2: Episode Two
Fresnel for specular reflections and self-illumination on models
On VertexLitGeneric, $envmap and $selfillum have new parameters to enable shading with the Fresnel effect.
Cinematic Physics
Baked physics animations that are rendered offline and brought into the engine for playback with minimal performance cost.
Todo: This isn't really new; GoldSrc did it in Condition Zero Deleted Scenes Condition Zero Deleted Scenes
Improved prop_static lighting
Static props without normal maps or phong can now be lit by VRAD per-vertex, instead of at runtime based upon their origin or $illumposition.
Bink video
A video codec used in game intros, such as the Valve intro during the game startup. It replaces the old video playback system which uses the AVI file format.
Maplist Thumbnails
A console-oriented server browser UI.
BSP compression (only in Xbox 360PlayStation 3)[3] (also in Source 2013 MultiplayerTeam Fortress 2 branchGarry's Mod)
BSP map file are compressed in Xbox 360 and PlayStation 3 version of this branch.
Support for Xbox 360 Xbox 360 and PlayStation 3 PlayStation 3 console
Most of the game files (BSP, VTF, etc.) on both consoles (both have PowerPC architecture) are stored in big-endian.
The PlayStation 3 version was ported by EA (Electronic Arts) due to the complexity of the hardware at the time. This result in the game running worse than the Xbox 360 counterpart.
Xbox 360 (or XInput-compatible) controller support on PC
Native support for the Xbox 360 (or any XInput-compatible) controller on PC has been added.

Additionally, the tools have been upgraded:

Visclusters
A new entity to be placed in large open areas with unbroken visibility, reducing compile times.
Texture shadows
Static props can with transparent or translucent textures can now cast shadows based upon their alpha channel.
DMX model format
Deprecates SMD

Source 2009Source Multiplayer 2009/MP

macOS Mac OS X support
Supported since 2010 engine update. The engine can now run on Mac. However, Mac support outside of official games may be spotty.
However the release of macOS since 10.15 (Catalina), drops support for all 32-bit apps and games in general (which also includes every single Source engine games that are complied for 32-bit only).
QuickTime video (MOV) (only in macOS)
Replaces BINK video and only used on macOS macOS systems. Some games may also support Bink video on macOS macOS.
OpenGL support
OpenGL uses ToGL to convert DirectX shaders to OpenGL for macOS and later in Source 2013 Source 2013 on Linux and uses OpenGL version 2.1 which is similar to Direct3D 9.0b.
Particle system adjustments
Particles can now render blobs and models.
Not available in subsequent branches (removed in Source 2013 Source 2013, and not ported upstream to Alien Swarm engine branch Alien Swarm engine branch).
Disable phys_bone_followers
phys_bone_followers can now be disabled on dynamic props for performance gains and lower entity counts.

Source 2013 2013

Source 2013 Source 2013 (Source 2013 SingleplayerSingleplayer, Source 2013 MultiplayerMultiplayer, and Team Fortress 2 branch Team Fortress 2 branch) has its own page.

Removed features

Source 2007 2007

Features that have been removed or deprecated in Source 2007 Source 2007 are:

DirectX 7.0 (dxlevel 70) compatibility level
Support for DirectX 7.x GPUs has been dropped.
env_terrainmorph
env_terrainmorph dynamically morphs displacements by pulling vertices along a normal, similar to the Paint Geometry tool in Hammer.

Availability

Most games using this branch (except Console version of those games) were upgraded to the Source 2013 Singleplayer Source 2013 Singleplayer or Source 2013 Multiplayer Source 2013 Multiplayer (and later Team Fortress 2 branch Team Fortress 2 branch for multiplayer games) branches when those released. Nevertheless, gamecode for the 2007 branch is included in the now-deprecated Source SDK app.

Source 2007

Valve

Third-Party

Source 2009

Third-Party

"We messed it up from the start. In the later stages we were trying to upgrade to the latest source version [Source 2009] with some luck – that was part of the multiplayer effort. But we messed a lot to a source engine core, we messed with client/server architecture. It is a miracle the game was working at all."
  • 2012 Dear Esther Dear Esther (Steam, delisted)
    • Replaced by Landmark Edition remaster which instead runs on Unity.
    • The original mod version from 2009 (on Source 2007) is still available. And the 2012 Steam version is still available on Humble Store.

Source MP

Third-Party

None.

System Requirements

These system requirements applies to Source SDK Base 2007 (and some Source 2007/2009/MP game) only. Some other games may have their own system requirements.

Windows Minimum Specs :

  • OS: Windows XP, Vista, 7 or later
  • CPU: 1.7 GHz and/or Dual-core
  • RAM: 1GB RAM
  • GPU: NVIDIA GeForce 6xxx series, ATI Radeon X1600, Intel HD Graphics 3000 (with 128MB VRAM)
  • Direct3D 9.0 compatible video card (with atleast DirectX 8.0 compatibility level or higher)
Note.pngNote:As Steam dropped support for previous version of Windows, and this branch requires Steam (unlike Source 2013), all Source 2007/2009/MP branch games will require Windows 10 or later (if Steam was clean installed), but on systems with Steam already installed and no longer received updates (Win7/8), all games on this branch will run on these system.

Mac OS Minimum Specs:

  • OS X 10.5.8, 10.6.3 (up to 10.14.6)
  • CPU: 2.0 GHz and/or Dual-core
  • RAM: 1 GB
  • GPU: NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000
    OpenGL 2.1 compatible
  • Audio: OpenAL compatible

References

CollapseReferences
3. The text "LZMA" can be seen inside .360.bsp or .ps3.bsp when viewed using any text editor software. BSPSource BSPSource also detect them and show warning "Difference in LZMA data length" on some files.