Source 2013

From Valve Developer Community
Jump to navigation Jump to search
English (en)中文 (zh)Translate (Translate)
This article is about the Source 2013 engine branch. For info about Source SDK Base 2013, and how to setting up & compiling SDK, see Source SDK Base 2013.
Source 2013 engine branch
Developer(s)
Release date(s)
SDK
Source SDK (bin folder)
SDK Base 2013 - SP
SDK Base 2013 - MP (Legacy, prior to 2025)

The Source 2013 Source 2013 engine branch (also called SteamPipe branch) is the final iteration of the Orange Box engine branch. It was introduced by Valve in 2013 to replace the archaic GCF file format with the VPK format introduced in the Left 4 Dead engine branch. Major shifts in content mounting occurred, and all Valve games using the Source 2009 and Source Multiplayer engine branches were upgraded to this branch. Half-Life: Source Half-Life: Source, Half-Life Deathmatch: Source Half-Life Deathmatch: Source, and Half-Life 2: Lost Coast Half-Life 2: Lost Coast was also upgraded to this engine branch from the Source 2006 engine branch. The 🖿custom folder was added to make modding easier and was added as a mounting path for each individual Source game.

While SteamPipe was praised for simplifying how the Source engine mounts content and including previously-unreleased Team Fortress 2 code, it also broke countless numbers of mods and worsened problems already present in the Source 2009 branch, requires more space due to some Source 2013 games (except Half-Life 2: Episode One, Half-Life 2: Episode Two, etc...) containing duplicated Half-Life 2 base content, plus introducing more bugs to Half-Life: Source. It also does not have most of the features that the engine branches from the Left 4 Dead engine branch onwards had. However, the engine branch has been polished over time, with various bugs from previous Orange Box branch have been fixed (such as Dropship container gun being non-functional in Half-Life 2, NPCs eyes not blinking, etc...) and is now the main branch in use by modern non-licensed engine mods.

Sub-branches

Source 2013 is split into three sub-branches. The first two are titled Source 2013 Singleplayer and Source 2013 Multiplayer, which succeeded both Source 2009 Source 2009 and Source Multiplayer Source Multiplayer branches, respectively. The two sub-branches are mostly interchangeable, but they use separate codebases, and the Multiplayer branch has some features which are not available in the Singleplayer branch.

Engine updates since 2022 to the version of Source 2013 Multiplayer Source 2013 Multiplayer used by Team Fortress 2 Team Fortress 2 have resulted in the creation of a new semi-incompatible sub-branch, being the Team Fortress 2 branch Team Fortress 2 branch, which has its own page. All remaining first-party Source 2013 MP games (Counter-Strike: Source, Day of Defeat: Source, Half-Life 2: Deathmatch, Half-Life Deathmatch: Source) and SDK Base 2013 - MP have been also upgraded to this new branch in February 18, 2025, completely succeeding Source 2013 Multiplayer branch (also referred as Source 2013 Multiplayer Legacy).

Source 2013 Singleplayer on the other hand, despite also have new features (introduced with Half-Life 2 Steam Deck and Anniversary Update), mod and tools built on older SDK 2013 SP code are still compatible, however, mods that are built with older SDK 2013 SP code running on top of game built on newer SDK 2013 SP code will not have all features (Steam Input, Radial fog, Classic Particles, HUD Aspect Ratio, etc.) or function correctly. Currently, Valve has yet to release the updated source code for Source SDK Base 2013 SP.

As of 2025, all games on this branch are actively being maintained with bug fixes by Valve and third-party developers. However, for Valve games, only Source 2013 Singleplayer are being maintained, as Source 2013 Multiplayer games have been succeeded by Team Fortress 2 branch.

Tip.pngTip:Despite the names, both Source 2013 Singleplayer and Source 2013 Multiplayer can be used for singleplayer.
The Multiplayer branch provides additional features (static prop lightmaps, BSP compression, more ambient cubes per visleaf, and slightly newer code), which may be desirable over the Singleplayer branch if not using a base mod such as Mapbase and not making a single-player mod that does not modify game code.
The Team Fortress 2 branch TF2 branch makes some changes which break singleplayer mode, such as dysfunctional save loading[1] and attempting to load any map with maxplayers (singleplayer) and cl_localnetworkbackdoor both set to 1 (Counter-Strike: Source or Half-Life 2 "hl2" only, does not apply to "sourcetest") will also crash the game[2].

Features

Screenshot of the Gamepad UI from Half-Life 2 Half-Life 2, introduced in 2022.

New since the Source 2009 Source 2009 and Source Multiplayer Source Multiplayer engine branches are:

VPK files and 🖿custom folder
First introduced on Left 4 Dead engine branch and onwards, it was later available on Source 2013, which replaced the old GCF format. Source 2013 also adds support for reading any files from "custom" folder, which makes installing mods easier without overwriting original game files. In some Source 2013 games, such as Black Mesa Black Mesa, users may need to create the 🖿custom manually. Source 2013 uses VPK version 2.
Linux Linux, Android Android, other OS and cross-platform support
The engine can now run on Linux, Android (for Nvidia Shield), Nintendo Switch and other operating systems/platforms. However, support for these OS outside of official games may be spotty.
Static prop lightmaps (in all games since Source 2013 Multiplayer)(also in Garry's Mod)
Static props without bump maps can now use lightmaps (albeit with limitations).
Per-texel color tint masking for models
$blendtintbybasealpha is ported from the Left 4 Dead engine branch Left 4 Dead engine branch. Source 2013 includes an exclusive additional parameter, $blendtintcoloroverbase.
BSP compression (in all games since Source 2013 Multiplayer)(also in Garry's Mod)
BSP maps and packed files can be losslessly compressed on both server and client.
Direct3D 9Ex / Windows Aero DirectX Extensions (also in Counter-Strike: Global Offensive)
Improve performance depending on GPU hardware and drivers. Additionally, running those games on Windows 10/11 will automatically enable fullscreen optimization, which will allow quicker Alt + Tab .
Icon-Bug.pngBug:Cannot be disabled even with mat_disable_d3d9ex 0 (or Windows Aero DirectX Extensions set to "Disabled"). Applications such as Special K still reports the game using D3D9Ex (but not through FlipEx).
To actually disable D3D9Ex, you will need to use -nod3d9ex.  (tested in: Half-Life 2)
Raw mouse input
Directly taking unchanged data from mouse drivers before it goes through operating system enhancements, meaning that mouse input will be exactly 1 to 1.
Steam Deck update
Gamepad UI (only in Half-Life 2 Portal Entropy : Zero 2)
Introduced in 2022, Gamepad UI is a modern controller-oriented UI designed for consoles and handhelds like Steam Deck. With the new Gamepad UI, it was more scalable across any resolution (including 4K and higher), unlike the regular VGUI at the time (which, the higher the resolution, the text and UI will become smaller). VGUI (except on consoles Xbox 360/PlayStation 3), are harder to navigate, and sometime cannot be navigate with a controller. This UI can be also enabled manually by using -gamepadui command line argument, or running the game when Steam Big Picture mode is active.
Enabling Gamepad UI will also enable Vulkan renderer. If your GPU doesn't support Vulkan or if you don't want to enable Vulkan, uses -dx9 alongside the -gamepadui command.
Vulkan renderer (only in Windows Linux)(only in Half-Life 2 Portal)(also in Left 4 Dead 2 Portal 2 engine branch CS:GO engine branch Strata Source Team Fortress 2 branch Xengine)
A low-overhead, cross-platform graphics API, successor to OpenGL.
First introduced in 2022 with Half-Life 2 and Portal. Portal with RTX also uses Vulkan as part of the RTX Remix runtime. Using DXVK, a library used to translate Direct3D calls to Vulkan. This is disabled by default, but can be enabled in supported games by passing -vulkan into the game's launch options.
HL2 20th anniversary update
Note.pngNote:These features are also available in Half-Life: Source (or mods running on Half-Life 2 base instead of SDK 2013) after Half-Life 2's 20th Anniversary update.
VGUI High DPI support (also in Team Fortress 2 branch Half-Life: Source)
VGUI are now properly scalable on higher resolutions such as 4K (3840x2160).
Wikipedia icon Bicubic lightmap filtering (also in Half-Life: SourceTeam Fortress 2 branch)
Introduced in 2024, bicubic filtering is used on lightmaps when r_lightmap_bicubic is enabled, smoothing out aliasing caused by the lower resolution of lightmaps. It can be also enabled by setting the Shader detail to "Very High".
Radial fog (also in Team Fortress 2 branchMapbaseLeft 4 Dead engine branchAlien Swarm engine branchPortal 2 engine branchCS:GO engine branchStrata Source)
Unlike planar-based fog, radial fog does not strengthen or weaken the apparent amount of fog in a particular spot when you rotate the camera.
You can either use radial fog or planar-based fog by changing env_fog_controller "Use Radial Fog (fogRadial)" KeyValues.
Continue music playback after loading levels (also in Half-Life: Source)
Introduced in HL2's November 26, 2024 Update, music will continue to play after the next level is loaded, instead of stopping completely like in previous versions. Can be toggled using save_transition_music console command.
Team Fortress 2 branch

Team Fortress 2 branch has its own page.

Removed features

Patching levels with lump files (only in Source 2013 Multiplayer Team Fortress 2 branch)
Patching levels using lump files (to change the map entities without recompiling the map) is no longer possible in MP branch, and possibly Team Fortress 2 branch[confirm].
Built-in VR headset support (SteamVR, Oculus VR, etc...) (only in Half-Life 2)
The option to enable VR headset support in Video Options, originally introduced with the release of Source 2013, was removed in later updates of Half-Life 2 (since 2022 Steam Deck update). Instead, player can install mods such as Half-Life 2 VR Mod to play in VR.

Known issues / Report bugs

To report bugs or find existing issues on this engine branch, see Source games GitHub and Source SDK 2013 GitHub issues page in order to prevent duplicate or outdated bug reports at the wiki.

Availability

Source code

Source code (game, tools) for Source 2013 Singleplayer, Multiplayer and TF2 branch is available on GitHub:

Full source code (such as Hammer), are not publicly available, but it was leaked back in 2018.

Warning.pngWarning:Source code for Source SDK 2013 MP (TF2 branch) has been updated on GitHub. However, the Source 2013 SP SDK provided on Steam and GitHub currently does not include new changes from Half-Life 2 20th anniversary yet. Source 2013 MP SDK on Steam has been updated, however.

Source 2013 Singleplayer

Valve

Third-Party

Source 2013 Multiplayer

All first-party games and Source SDK Base 2013 MP have been upgraded to the Team Fortress 2 branch.

If you want to use legacy version of Source SDK Base 2013 - Multiplayer, to play older mods (or use tools) built prior to Team Fortress 2 branch, follow the instructions:

1. Open Steam, go to Source SDK 2013 Multiplayer, right click Properties
2. A window will open. Go to "Betas", select previous2021 beta branch.
3. Steam will automatically re-download the files. Once it's done, run Source SDK Base 2013 MP as normal, or use it's tools.

Third-party

Third-party Source 2013 branches

The following games use neither Source 2013 Singleplayer nor Source 2013 Multiplayer, but rather use custom (heavily modified) branches forked earlier versions from both Source 2013 branches, with newer features added on. As such, they may or may not include all features from newer first-party versions of Source 2013, such as LZMA-compressed BSPs or lightmapped MDLs.

System Requirements

These system requirements applies to Source SDK 2013 (and some Source 2013 game) only. Some other games may have their own system requirements.

Windows Windows
Minimum
Operating system (OS) XP or later (pre-Steam Deck update)
Vista, 7 or later (post-Steam Deck update)
Processor (CPU) 1.7 GHz and/or Dual-core
System memory (RAM) 1 GB (XP)
2 GB (Vista and later)
Hard disk drive (HDD/SSD) 10 GB (space would be increased depending how many Source SDK mods is installed)
Video card (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)
Other To play on XP and Vista, run the game without Steam by directly launching the hl2.exe executable. Some games may requires -game <gamename> command line.
macOS macOS (OS X)
Minimum
Operating system (OS) OS X 10.5.8, 10.6.3 (up to 10.14.6)
Processor (CPU) 2.0 GHz and/or Dual-core
System memory (RAM) 1 GB
Hard disk drive (HDD/SSD) 10 GB (space would be increased depending how many Source SDK mods is installed)
Video card (GPU) NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000
OpenGL 2.1 compatible
Sound (audio device) OpenAL compatible
Note.pngNote:By default, 32-bit executable are no longer supported after macOS Catalina (10.15), meaning that SDK 2013 will not work out of the box. User can manually build Intel 64-bit/Apple Silicon executable by following this guide.
Linux Linux
Minimum
Operating system (OS) Ubuntu 12.04, SteamOS 1.0 or later
Other Linux distros supported.
Processor (CPU) 2.0 GHz and/or Dual-core
System memory (RAM) 1 GB
Hard disk drive (HDD/SSD) 10 GB (space would be increased depending how many Source SDK mods is installed)
Video card (GPU) NVIDIA GeForce 8xxx series, ATI Radeon X1600, Intel HD Graphics 3000
OpenGL 2.1 compatible
Note.pngNote:The system requirements for Linux are unofficial, based off Windows/Mac info, as well as other Source games that support Linux, such as Portal 2.

See also

References

CollapseReferences
2. CS:S Windows client - Manifests CS:S Windows client - ManifestsHL2:DM Windows client - Manifests HL2:DM Windows client - Manifests
Note.pngNote:The earlist build available on manifests (for Source 2013 Multiplayer games) are dated March 15, 2013. Half-Life 2: Deathmatch first SteamPipe build was compiled on Mar 13 2013 (using version console command).
3. Half-Life 2 Windows client - Manifests Half-Life 2 Windows client - ManifestsPortal Windows client - Manifests Portal Windows client - Manifests
Note.pngNote:The earlist build available on manifests (for Source 2013 Singleplayer games) are dated May 2, 2013 (Portal), and May 9, 2013 (Half-Life 2). Half-Life 2 first SteamPipe build was compiled on May 7 2013 (using version console command).