GoldSrc
(source code & bug reports)
金源 (也被称为GoldSource, 以前简称为半衰期引擎) 是由Valve于1996年创造的3D电子游戏引擎。 它是90年代末、00年代初许多著名游戏的引擎, 如半衰期, 军团要塞 经典, 反恐精英, 与 胜利之日。金源引擎是雷神之锤引擎的魔改版本,运行在C++上(带有一些C)。金源引擎及其关卡编辑器Valve Hammer Editor由 Valve 发布供公众使用,使其成为无数社区mod的开发工具。
金源引擎被它的继任者替代,即2004年所发布的 起源,目前它是Valve游戏mod的首选引擎。 尽管金源引擎已经过了巅峰时期,但许多玩家和一些开发者仍热衷于开发模组与游戏。
至 2023 年,Valve 正在积极更新和维护该引擎,最近随着半衰期的 25 周年更新,增加了引擎限制并修复了许多错误。




特性
- 集群AI - NPC 可以聚集在,使用Houndeyes来看见对方
- 骨骼动画 - 与《雷神之锤》中的顶点动画相比,骨骼动画更加稳定
- 更多边数 - 比《雷神之锤》更加精细的模型,允许更多的边数
- 高清模型
- 脚本序列 - 广泛用于讲述《半条命》的故事
- 玩家机器人 (仅存在于
之中),
- A3D/EAX 硬件加速音频 - 改进了 DSP 音效(例如消除回声的嗡嗡声),并添加了环绕声支持(自 2013 年 SteamPipe 更新以来已删除)。
自2003年来的Steam更新
自2013年来的SteamPipe更新
自25周年纪念来的更新
- 减少引擎限制 - Valve 减少了引擎限制,允许更多实体和详细地图。
- func_vehicle 实体 ,来自
反恐精英
- 原生
Steam Deck 支持
- Steam Input 支持 - 添加了 Steam Input支持,使游戏能够支持更多控制器。
渲染器
金源有两种渲染器: 软件加速 和 OpenGL (之前有三个,因为Direct3D 7 支持在 2013 年 SteamPipe 更新中被删除),这两个渲染器都有差异。
- 彩色照明 - 雷神之锤只有单色照明
- 透明纹理 - 地图里可以弄玻璃了
- 透明水体
- 水波纹
- 水波
- 动态光圈模拟 - a自动调整屏幕亮度。类似于起源的HDR 。 (仅存在于
之中)
- 精细的纹理 (仅存在于
之中)

自2013年来的SteamPipe更新
- FBO 渲染器 - 一种新的渲染游戏方法,它允许 MSAA 与 GoldSrc 引擎一起使用。这也允许游戏在无边框窗口中以全屏方式运行,并且与显示器不同的纵横比(例如,16:9 上的 4:3)不会被拉伸以填充黑条。

- MSAA 抗锯齿 - 金源现在原生支持抗锯齿,特别是 MSAA 4X,这在大多数现代硬件上默认启用。这将减少锯齿状边缘/阶梯对几何体的影响。
自25周年纪念来的更新
- 着色器支持 (OpenGL)
- 借助着色器支持,它还修复了在 OpenGL 下无法正常工作的过亮照明问题。
- 模板阴影


版本和分支
Year | Version | Company | Features | Base | Notes |
---|---|---|---|---|---|
1998 [澄清] | v1.0.x.x/SDK v1 | ![]() |
Per-texture palettes Colored lighting Skeletal Models Support for HW accelerated audio (EAX/A3D) |
Quake (id Tech 2) | v30 .bsp, v10 .mdl |
2000[澄清] | v1.1.x.x/SDK v2.0 | ![]() |
VGUI Prediction-based Networking Miles Sound System (since 2001) |
v1.0.x.x/SDK v1 | v30 .bsp, v10 .mdl |
2001 (leak)[澄清] | Dreamcast | Captivation Digital Laboratories![]() |
Compressed model textures | v1.0.1.3/SDK v1 | v30 .bsp, v11 .mdl |
2001 | PlayStation 2 | ![]() |
LOD models | Dreamcast[citation needed] | v40 .bs2, v10 .dol |
2002 | 007: Nightfire | ![]() |
Direct3D 8 renderer MSAA support |
v1.1.x.x/SDK v2.0 (For PC)[citation needed] | v42 .bsp, v14 .mdl Console version uses custom in-house engine while PC version uses heavily modified GoldSrc. |
2003 | Xbox | ![]() ![]() |
Improved lighting Dynamic iris simulation (HDR-like brightness adjust) |
Counter-Strike: Condition Zero engine branch earlier version[citation needed] | v30 .bsp, v11 .mdl, .sxwad format instead of wad |
2003 | Counter-Strike Neo engine branch | Namco | Heavily modified OpenGL Renderer Native linux support |
v1.1.x.x/SDK v2.0![]() Counter-Strike: Condition Zero engine branch (ver.2)[citation needed] |
v30 .bsp, v10 .mdl [证实] |
2003 | Day of Defeat | ![]() |
VGUI2 Widescreen resolution support |
v1.1.x.x/SDK v2.0 | v30 .bsp, v10 .mdl |
2003 | Steam | ![]() ![]() ![]() ![]() |
Detail textures Replaced WON (World Opponent Network) master server with Steamworks |
v1.1.x.x/SDK v2.0[证实] | v30 .bsp, v10 .mdl [证实] Starting with this version, game files are no longer packaged inside .pak files, and instead either stored directly on filesystem, or stored in .gcf files prior to SteamPipe. |
2013 | 2013 SteamPipe (SDK 2.4) | ![]() |
Linux and Mac support FBO renderer MSAA (4X) support Removed support for EAX/A3D surround sound and Direct3D 6 renderer |
Steam | v30 .bsp, v10 .mdl |
2013 | ![]() |
Team Psykskallar | Improved Paranoia's OpenGL Renderer | Steam/![]() |
v30 .bsp, v10 .mdl [证实] |
2016 | ![]() |
Sven Co-op Team | AngelScript FMOD audio (restores EAX/surround sound features) Extended engine limits |
2013 SteamPipe | v30 .bsp, v10 .mdl Significantly modified with extended engine limits and scripting using AngelScript. |
2023 | 25th anniversary, aka HL25 (SDK 2.5) | ![]() |
Increased engine limit Steam Input Shaders High-DPI support for VGUI Widescreen (Hor+) FOV WebM |
2013 SteamPipe | v30 .bsp, v10 .mdl Introduced with 半衰期 25th Anniversary Update, fixing various bugs and increased engine limit. The HLSDK was later updated with code introduced with said update. |
半条命 SDK
截止至2013年8月, 它可用于 Steam的 "工具" 选项下。 随之而来的是
Hammer 3.4, 3ds Max 提供了许多切割和制作NPC以及玩家和武器模型的方法, 用于将纹理打包到 WAD 中的工具,有关将语音聊天等联机功能实现到Mod 中的详细文档。
最新版本的 SDK 的完整源代码可以在 Valve的Github页面找到



使用金源的游戏 



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
有关更多游戏以及有关使用金源引擎的游戏的文章,请参阅 金源游戏目录
规格
Limits | 金源 Pre-25th | 金源 Post-25th | ![]() |
![]() |
---|---|---|---|---|
Maximum number of dynamic sound channels | 8 | 32 | 64 | N/A |
Default max number of server entities (MAX_EDICTS) | 900 | 1200 | 600 - 8192 | 8192 |
Absolute max number of server entities (via liblist.gam edits) | 2048 | 2048 | 8192 | N/A |
Maximum number of temporary entities (MAX_TEMPENTS) | 500 | N/A | 300 - 2048 | N/A |
Maximum number of particles (MAX_PARTICLES) | 4096 | N/A | 1024 - 131072 | N/A |
Maximum number of beams (MAX_BEAMS) | 64 | N/A | 64 - 512 | 256 |
Maximum number of visible entities in the package (MAX_VISIBLE_PACKET) | 256 | 1024 | 2048 | N/A |
Maximum number of pre-cacheable models and sprites (MAX_MODELS) | 512 | N/A | 1024 (4096 in FWGS) | 8192 |
Maximum number of pre-cached sounds (MAX_SOUNDS) | 512 | N/A | 2048 | 4096 |
Maximum number of entries to read sentences made up of sentences (MAX_SENTENCES) | 1536 | 2048 | 4096 | N/A |
Maximum number of user messages (MAX_USER_MESSAGES) | 128 | N/A | 191 | N/A |
Max number of loaded textures (MAX_TEXTURES) | 2048 | N/A | 4096 (8192 in FWGS) | N/A |
Max number of GL textures (MAX_GLTEXTURES) | 4800 | 10000 | 4096 (8192 in FWGS) | N/A |
Number of messages titles.txt (MAX_MESSAGES) | 1024 | N/A | 2048 | N/A |
Maximum size of indexed textures | 512х512 | 512x512 | 8192х8192 | N/A |
Maximum size of full color textures | 512х512 | 512x512 | 8192х8192 | N/A |
Maximum number of models on the map (MAX_MAP_MODELS) | 256 | N/A | 768 (1024 in FWGS) | 4096 |
Maximum number of map leafs (MAX_MAP_LEAFS) | 8192 | N/A | 32767 | 65536 |
Maximum number of entities per packet (MAX_PACKET_ENTITIES) | 256 | 1024 | 256 | 512 |
Maximum number of spans (software renderer geometry limit) | 3000 | 6000 | N/A | Removed |
Maximum number of surfaces (software renderer geometry limit) | 2000 | 4000 | N/A | Removed |
Maximum number of edges (software renderer geometry limit) | 7200 | 14400 | N/A | Removed |
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. However, there are more issues that was yet to be fixed with the new overbright lighting.
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.










花絮
- "金源" 的名称来自 Source 引擎。 半衰期发售的前几个月, 半条命引擎分为两个分支: Src 与 GoldSrc. 金源分支是代码库的gold master 版本, 并用于游戏的最终发布。Src 分支, 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]
参见
- 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
外部链接
- Source code + GitHub Issues - bug reports and the GoldSrc source code can be found here.
参考文献
- User talk:Erik Johnson (Revision as of 12:53, 1 September 2005)
- Half-Life 25th Anniversary Update
- Relation between Paranoia & COF