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Differences between Source Engine branches

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This picture explains most of the differences between "Old Engine" (Source Engine 2006) and "New Engine" (Source Engine 2009). S. has made a YouTube video that shows even more differences.

As you might have seen or heard, there are multiple branches of the Source Engine. Some of Valve's games have had builds released on more than one iteration of the engine (e.g. Half-Life 2 and Episode One). The engine branches are very different from each other, so it's good to know what the advantages are of speedrunning on a certain build.

Half-Life 2, together with Lost Coast originally ran on Source Engine 2004 (known better as Old Engine along with SE 2006). In 2006, Episode One was released, bringing the introduction of Source Engine 2006. Although HL2 and Lost Coast were updated, only engine bug fixes (such as save deletion) applied to them compared to later engine updates, where changes to client and server functions were applied to all games using them.
In 2007, the release of Episode Two and Portal saw an updated version of that engine, Source Engine 2007 (widely known as OrangeBox Engine and New Engine along with Source Engine 2009), which had several glitches patched as well as introducing new glitches. At the time, Half-Life 2 and Episode One still ran on Old Engine (although due to the way Episode Two files were managed it was sometimes possible to run Episode One on 2007).
In 2010, Valve updated all of their games (HL2, the episodes and Portal) to run on Source Engine 2009, which while similar for the most part to Source Engine 2007 had more differences still. This branch of the Source Engine is used in the popular speedrunning mod, the Ghosting mod, which most New Engine HL2 runners use.
Finally, Valve released Portal 2 in 2011, which ran on its own branch of the Source Engine simply referred to as the Portal 2 Engine, which patched out the vast majority of glitches. Valve has no plans to move the other games to Portal 2's engine.
Valve has since moved the 2009 engine games to Source Engine 2013, better known as Steampipe. The Steampipe version is the current one on Steam. It's functionally identical to Source Engine 2009, so most glitches still work on it (for unknown reasons edge glitch and save glitch are either very difficult or impossible to perform). However, it's not used in the speedrunning scene due to demo incompatibility and other technical issues that Steampipe brought.

Branch Commonly ran builds Nickname
Source Engine 2006 2187, 2707 and 4044 Old Engine
Source Engine 2007 4104 OrangeBox Engine
Source Engine 2009 5135 New Engine
Source Engine 2011 (current builds) Portal 2 Engine
Source Engine 2013 (current builds) Steampipe




Differences

Source Engine 2004

Source Engine 2006

Source Engine 2007

Source Engine 2009

Portal 2 Engine

General differences

Movement method

Forward Bunnyhopping
Consistent,
gradually rising speed
Forward Bunnyhopping
Consistent,
gradually rising speed
Accelerated Back Hopping
Faster speed, but also
more difficult to control
Accelerated Back Hopping
Faster speed, but also
more difficult to control
Portal 2 Bunnyhopping
Slow speed acceleration,
no air control past 300 ups

Collisions with gibs/small props

Yes,
can be used for Flying
Yes (No in Episode One),
can be used for Wallclimbing
No No No

Movable OoB (Out of Bounds)

Yes Yes Yes Limited (Can move around freely close to Portals, while load glitched or when in a vehicle) Yes, but cannot see OoB in maps compiled with Portal 2 map compilers without cheat cvars

Tricks and glitches

Flying and Wallclimbing

Flying: Very easy, possible with just about any prop and gib, capable of advanced techniques.

Wallclimbing:
See above
Flying: Very easy, possible with just about any prop and gib, capable of advanced techniques. Limited in Episode One (only possible with certain props)

Wallclimbing: See above
Flying: Limited, only possible with certain props. No advanced techniques.

Wallclimbing: Easy, possible with any collideable prop
Flying: Limited, only possible with certain props. No advanced techniques.

Wallclimbing: Easy, not possible with small props due to no collision
Flying: Very limited, can only be used with certain props for slow descent or jumping small gaps.

Wallclimbing: Limited, can only be used to climb large heights with select props and save-loading

NPC Teleportation

Very easy Very easy Difficult Difficult Unknown to be possible
(no NPCs of such type in Portal 2)

Schrodinger's Crouch

Impossible Impossible Impossible Possible Impossible

Crouch-Clipping

Moderately easy Moderately easy Very hard Very hard Unknown (no-one has attempted or succeeded in performing the glitch)

Crouch Save Glitch (JClip)

Possible Possible
(impossible in Episode One)
Impossible Impossible Impossible

Pressing buttons through walls

Possible Possible Impossible Impossible,
but can be done by utilizing
Schrodinger's Crouch
Impossible

Stucklaunching

Possible Possible Possible Possible Impossible (no boost upon jumping with Portal 2 movement)

Clipping through displacements

Possible, game pushes you through Possible, game pushes you through Semi-possible. You get stuck, but can get out by Save/Load buffering. Not doable in Single-Segment speedruns. Semi-possible. You get stuck, but can get out by Save/Load buffering. Not doable in Single-Segment speedruns. Semi-possible. You get stuck, but can get out by Save/Load buffering (must be crouched to work). Not doable in Single-Segment speedruns.

Save/Load Clipping direction

Upwards;
can't be changed with Damage Boosting
Upwards; can't be changed with Damage Boosting Downwards; can be changed with Damage Boosting and Reportaling Downwards; can be changed with Damage Boosting and Reportaling Downwards; can be changed with Damage Boosting and Reportaling

Grabbing items through walls

Possible Possible Impossible Impossible Impossible

Super Physics Deform

Impossible, however, trying to SPD an object will allow you to Stuckjump from it. Impossible, however, trying to SPD an object will allow you to
Stuckjump from it.
Possible Possible Impossible, however, trying to SPD an object will allow you to Stuckjump from it

Pistol Charging

Possible Possible Impossible Impossible Impossible

Save Deletion

Impossible Possible Possible Possible Possible

Triggerdelay and
Save warping

Possible Possible Impossible Impossible Impossible

See Also

Game versions

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