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The Source Engine is a 3D game engine developed by Valve Corporation. Its unique features include a large degree of modularity and flexibility, an artist-driven, shader-based renderer, accurate lip sync and facial expression technology, and a powerful, efficient and completely network-enabled physics system.

The Source engine was first shown to the world by being the power-horse behind the hugely anticipated Half-Life 2 which was released in late 2004. Since then the Source Engine has been upgraded with the release of such titles as Half-Life 2: Lost Coast, Team Fortress 2 and the Left 4 Dead series to name a few.

Whilst it has been years since the release of the Source Engine they haven't yet unveiled a 'next-generation engine' as the Source engine is always updating and is just as relevant in the gaming world today if not more than when it debuted in 2004. It has been aided by the release of the free Source Development Kit (SDK) which include such features as HDR for developers to use in their projects. Hence the reasons stated we have yet to see 'Source Engine 2'.

On July 10th 2012, Valve released the 'Source Filmmaker' - a freeware client to allowed anyone to make movies inside the Source Engine. More information on the Source Filmmaker can be found here.

Below you can find a list of amazing features that the Source Engine boasts:

Renderer

  • Version 2.0 (and below) shaders, bump mapping, LOD on models and world
  • Author shaders with HLSL
  • Cube and environment mapping
  • Dynamic lights, vertex lighting and light maps, many light types including flickering, pulsing etc.
  • High-Dynamic Range lighting
  • Water with refraction and fresnel effects
  • Advanced particle system that can emit sprites or models
  • Projected shadows allow for a large number of characters per scene
  • Occluder entities for visibility blocking
  • Indoor/Outdoor environments
  • Deformable terrain
  • 3D skyboxes extend the horizon and add parallax on distant objects
  • Dynamically rendered organics (grass, trees etc)
  • Subdivision surfaces, diffuse & specular bump maps
  • Real-time radiosity lighting
  • Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain
  • Scalability
  • Dx6-Dx9 hardware supported

Materials System

  • Instead of traditional textures, Source defines sets of materials that specify what the object is made from and the texture used for that object. A material specifies how an object will fracture when broken, what it will sound like when broken or dragged across another surface, and what that object’s mass and buoyancy are. This system is much more flexible than other texture only based systems.
  • Materials can interact with objects or NPCs such as mud or ice for vehicles to slide/lose traction on.

Multiplayer Network Code

  • Time and gamer tested by millions of gamers around the world
  • Support for both LAN based multiplayer and Internet based multiplayer games
  • Prediction analysis for interpolating collision/hit detection
  • Optimizations for high-latency, high-packet loss 56k connections

Advanced Characters

  • Detailed and believable characters
  • Realistic eyes
  • Focus on player/object, not simply parallel views
  • Proper eye “bulge” for realistic eye reflections
  • Simulated musculature provides outstanding emotions, speech and body language
  • Language independent speech, characters can naturally speak in many languages
  • Skeletal/bone system for animation
  • Layered animation system can synthesize complex animations out of several pieces
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We are back with the last update for this year! Please share your feedback with us!

First thing we introduced is Steam Rich Presence. Now whenever you see your friend playing Treason, you'll see what map they are playing and how many players they have on their server while also being able to join them by clicking RMB on them in friends' list and then "Join Game", as long as they are not playing on a LAN server.


Next big thing we added is a server creation UI. Initially we wanted to make a fully working lobby system with players being able to create their own lobbies with their own settings, but unfortunately it turned out to be impossible in our current situation so we decided to at least bring a common Source server creation UI to the game, although with a prettier layout, which functions almost the same to the lobby system, except you will still have to deal with port forwarding or using virtual LAN software.



And the last of our big changes is a change to pre-death state. Whenever you get killed with a live Doctor on the server, you enter a pre-death state with a brain icon that will slowly drain until you are rotten and can no longer be resuscitated by the Doctor, but it looked really wonky. So we made it look prettier by showing the player when they are being revived, by linking the view to your actual body and by making sure that you cannot die when you are being revived, so that last second Doctor arrival can still save you. We've also made it so that calling for help brings you slightly closer to death by t_pre_death_use_penalty seconds (default: 2), so that you cannot spam the help sound infinitely or you could skip pre-death state quickly if you want.



Full list of changes
Stability

  • Fixed potential server crash when all players disconnect before round starts


Gameplay

  • Pre-death state changes (see above)
  • Detective will no longer be called to confirm a body if they are dead
  • Fixed server-initiated changelevel vote (at the end of the map) sometimes failing to pass
  • Fixed Last Innocent event sometimes being shown when there is more than one Innocent left
  • Fixed team chat messages being visible to other teams
  • Fixed missing clue icons for Radar since update #4
  • Joining a game now has a cooldown of t_join_game_cooldown_time seconds to prevent spamming (default: 5.0)
  • Annihilation round will now automatically end when all players disconnect
  • Reduced default Doctor Resuscitate cooldown to 31 seconds (t_resuscitate_cooldown)
  • Reduced default Traitor Revive cooldown to 47 seconds (t_revive_cooldown)
  • Dead players are no longer damaged with Gas Grenade
  • Fixed postprocessing effect potentially sometimes disappearing
  • Getting the same special role consecutively is now slightly less likely (but still not impossible)
  • Death body flag pole will now spawn on the ground and will no longer move
  • Doctor's Radar ability has been replaced with bodies being outlined for Doctor when someone tries to search it while it's not rotten yet, similar to Detective outline
  • Aiming down sights now requires holding the button by default (t_weapon_hold_to_ads or Multiplayer Advanced options menu)
  • Sniper will now unzoom when bolting rather than immediately when shooting (t_weapon_delay_sniper_unzoom or Multiplayer Advanced options menu)
  • Fixed voice icon above player heads not working on dedicated server
  • Players that joined the game after round ended will no longer be spawned immediately


UI

  • Steam Rich Presence (see above)
  • Server creation UI (see above)
  • Team chat can no longer be opened for non-Traitors
  • Fixed player image rendering above background on round end panel
  • Scoreboard event log now uses round elapsed time rather than round remaining time
  • Updated round start HUD layout
  • Fixed incorrect Innocents count on spectator bar
  • Updated game events HUD layout
  • Updated scoreboard design
  • Added a separate USE on-screen icon for clues
  • Certain abilities will now flash when you can use them (Bomb Plant, DNA Scan, Revive and Resuscitate)
  • Round end panel will now show Player of the Match, Player of the Round and Last Killer in Zombie color if they were a Zombie
  • Made hints background darker


Maps
New map: Cold

Castle

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Limited garden access, which will become a new map in the future
  • Opened up various passages
  • Updated various props
  • Retextured various areas




City

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Updated sniper tower
  • Updated various props




Classic

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Opened up a passage between pool area to underpassage
  • Updated various boxes




Clues

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Opened up various passages
  • Removed some walls for better room connections
  • Opened up kitchen
  • Updated various props
  • Retextured various areas




Dust Ode

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Opened up Bombsite D
  • Opened up a bridge between middle and Bombsite D
  • Opened up a water area between Bombsite A and Bombsite B
  • Retextured various areas
  • Updated various props




Dust 2 Ode

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Retextured various areas
  • Updated various props




Hotel

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Opened up a passage between Bombsite D and Garage
  • Opened up a passage between blue hall and Garage
  • Updated various props




Island

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Added more passages to C.P.U. area
  • Moved C.P.U. to a different spot
  • Updated various props
  • Slightly reduced map size to reduce walking times
  • Updated lighting




Simple

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Retextured various areas
  • Updated various props




Temple

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Opened up various passages to the C.P.U.
  • Added a passage to TV room
  • Updated various props




Tower

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Connected various passages between buildings
  • Updated various props




Villa

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Opened up a passage to Maze Garden
  • Updated various props
  • Added a passage in Garage




Voorgoud

  • Added TNT boxes to indicate what area of the map will be covered in fire whenever a bomb explodes
  • Updated weapon spawns
  • Removed glass door between Gym and Secret Room
  • Updated various props
  • Updated lighting
  • Retextured various areas





Thank you for sticking with us! Merry Christmas & Happy New Year!

Treason Update #4 (26.10.2023)

Treason Update #4 (26.10.2023)

Treason

Updated leveling system, Steam Text Filtering, new maps and more in this update!

Treason Update #3

Treason Update #3

Treason 1 comment

The biggest Treason update so far: new role, new guns, Steam stats and lots of QoL improvements for the game!

Lajoy Teckna - voices

Lajoy Teckna - voices

Lajoy Teckna

We are glad to announce that Lajoy Teckna will be complete ahead of schedule, and will feature enemies with custom voice acting! The Current set of Hostile...

Military Conflict: Vietnam Spring Sale

Military Conflict: Vietnam Spring Sale

Military Conflict: Vietnam

Get 33% off Military Conflict Vietnam and experience the power of the Source Engine like never before!

Add game Games
Garry's Mod

Garry's Mod

First Person Shooter

Garry’s Mod is a sandbox mod for the Source Engine. Unlike normal games there aren't any predefined aims or goals. Players are given tools and are left...

Race Against Fate

Race Against Fate

First Person Shooter

In North-Eastern Europe, inexplicable phenomena occur in the early 1960s. Among ancient buildings and dense forests, horrors lurk that no one dares to...

PUNT

PUNT

Puzzle

PUNT is a first person puzzle platformer running on the Source Engine. Using the E.M.M.A., navigate the puzzles of Harmonics and overcome obstacles of...

Black Mesa

Black Mesa

First Person Shooter

Black Mesa is a re-envisioning of Valve Software's classic science fiction first person shooter, Half-Life. Powered by Source Engine, You will re-visit...

Tronium

Tronium

Role Playing

🔥 Get ready for an EPIC gaming journey! 🔥 🔥 Prove your skills in intense PvP battles, claim your spot at the top, and become the Governor of...

Klaus Veen's Treason

Klaus Veen's Treason

First Person Shooter

A dead Don was discovered by some wise guys, there are snitches in the gang. Innocents must gather Clues in order to identify & eliminate the Traitor(s)!

Treason

Treason

First Person Shooter

Project made by a group of friendly devs, playtesters and me (Klaus Veen), for a casual but spiced up TTT experience to play with a group of friends...

Project Citadel

Project Citadel

First Person Shooter

What is “Project Citadel?” Project Citadel is serving as a remake to Half Life 2 in a few unique and light weight ways. In a series of uniquely redesigned...

Lajoy Teckna

Lajoy Teckna

First Person Shooter

What lurks in the dark? Survive a shift at the worn-down Rotwheel family storage facility against a slew of murderous cyborgs and hardware malfunctions...

Military Conflict: Vietnam

Military Conflict: Vietnam

First Person Shooter

An extreme first-person shooter in the heat of the Vietnam War.

Post comment Comments  (0 - 10 of 329)
Guest
Guest

Where is the control panel for weapons firing speed and accuracy spread? I added dual pistols to the game and I want to make some changes. And why is my game screen has black borders covering both sides despite saying full screen?

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wiegy_aka_SerGrig
wiegy_aka_SerGrig

How to fix the error: Support for total conversions are not available using the source engine.

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Guest
Guest

This comment is currently awaiting admin approval, join now to view.

RyukCrystal
RyukCrystal

The most best Engine in universe

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sofokl3lodei
sofokl3lodei

Hi, how i can found people for work with battle royale on source engine?

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Dosman94
Dosman94

To bad this engine was not coded to count beyond the number three.

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shitty_kitty
shitty_kitty

man, i love source :3

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Guest
Guest

can anyone link me an up to date tutorial on how to make mods for the source engine beyond going into source sdk and clicking create a mod the best link I have found so far is the my first mod article in the valve developer community however for the prepare the solution section I got very confused as the only version of visual studio I have is 2015 but it only goes up to 2012

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bm_killer10
bm_killer10

check crimewarssource youtube vids

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ReDrag0n
ReDrag0n

Source 2 HYPE
http://www.polygon.com/2015/3/3/8145273/valve-source-2-announcement-free-developers

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Dr.Octavia-Pus
Dr.Octavia-Pus

HYPE is real!

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