Differences between Source Engine branches
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
|
Possible | Possible | Impossible | Impossible | Impossible |