Gold Source (also known as Gold Src) is a heavily-modified version of the original Quake 1 engine, that powered some of the most critically acclaimed games of it's day:

  • Half-Life
  • Half-Life: Opposing Force
  • Half-Life: Blue Shift
  • Team Fortress Classic
  • Counter-Strike
  • Day of Defeat
  • and many more.

A powerful and versatile engine for it's time, it helped propel modding forward quite a bit with its mod development tools. And even though it's already 10+ years old, it's mod projects are still going strong.

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Blog RSS Feed Report abuse Latest News: Jackhammer 1.1: new cross-platform level editor continues to evolve!

19 comments by XaeroX on Jan 1st, 2015


Greetings to ModDB community!
Our team worked hard in 2014, and today we are proud to release an updated Jackhammer 1.1, both for Windows and Linux. Now it also supports 64-bit architectures and, finally, id Tech 3 (Quake III) engine based games. The support of Quake, Quake II and Half-Life was also improved. Linux version of Jackhammer is fully compatible with the official Linux version of Steam Half-Life. Just set things up, make a map and play it under your lovely operating system!

What is Jackhammer?

Jackhammer is a brand new level editor for games with a quake-style BSP architecture. The aim is to develop a convenient cross-platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake and Half-Life having been released a long time ago, the large community have arisen around, still developing mods and games on their bases. However the existing editors suffer from fundamental disadvantages their users are well familiar with. Jackhammer does aspire to be the universal level design tool for classic games. But not only the classics! The editor shall become a key development tool for the Volatile3D II engine, that is why its second name is Volatile Development Kit.
We present you the latest public alpha - version 1.1.500. Despite not all the ideas being implemented and not all the functions being completely error-free, you are already able to download almost fully functional version of the editor, install and evaluate Jackhammer in action. Please don't forget that alpha may contain some issues. We are interested in a vast testing of the editor and grateful in advance for your comments and suggestions! In addition, you can provide Jackhammer with financial support, donating funds for the further development.

Supported Games

Jackhammer currently supports the following games/engines:

  • Half-Life (GoldSource)
  • Quake (Quake engine)
  • Quake II (id Tech 2)
  • Quake III (id Tech 3)
Win32 Jackhammer 1.1.500 (Windows)
Linux Jackhammer 1.1.500 (Linux, 64-bit)
Linux Jackhammer 1.1.500 (Linux, 32-bit)

Screenshots



Features

Here is a list of the new editor version's features. The list of new abilities is far from being complete, therefore don't hesitate to look through the habitual menus and dialogs thoroughly!

  • Large memory addressing support: 64-bit version on the editor overcomes the 2 Gb memory limit. Now you can store more history items and undo more recent actions.
  • Realtime Texture Effects: transparency, texture animation and scrolling support promotes a higher grade of perception of a level under development. Now one can estimate translucency of windows not only in a game, but also in the editor. You will be able to see your Quake III shader scripts almost the same as in the game! Along with that, special rendermodes of textures in Half-Life models are supported.
  • Embedded Shader Editor: now the creation process of shaders for Quake III and other games based on its engine becomes delightful. You can not only preview effect changes in real time, but also utilize such convenient features, as automatic source code formatting, syntax highlighting and keyword auto-completion.
  • Curved surfaces: the editor supports curved surfaces (patches) used in games based on Quake III engine, and also contains instruments making work with them easier: rotating around a control point, randomizing control points, and other.
  • Path Tool: a new instrument considerably facilitates the process of creating paths for trains, mosters and other objects. You can copy and paste paths in a map, join and split them, invert and convert to linked set of entities.
  • UV-Lock: the new feature emulates 3D model editor functionality where texture coordinates are bound to vertices. Although such emulation is not completely possible, the editor sometimes allows to achieve previously almost impossible ways to texture faces, e.g. skewing a texture along with a brush side.
  • Autosave: you can setup autosave function to protect your project from editor crashes or own design errors.
  • Lots of improvements: the new version contains lots of bugfixes and improvements in comparison with the previous release! The editor became much more stable and functional!
UV-Lock Demo

And more new features that were present in the editor from the very beginning:

  • Cross-Platform Editing: the editor is being developed on a cross-platform Qt framework and is available both for Windows and Linux users. We do our best to provide the same level of comfort to Linux users, revealing them finally a convenient level editor!
  • Extensibility: the editor supports plugins to extend its abilities. Plugins can be very versatile: from new brush primitives, texture and model formats to new game configurations with their own import and export formats. Plugins can share the functionality with each-other: so that WAD3 texture format used by Half-Life can be easily "plugged" into Quake and used along with its "native" WAD2 format, certainly with compilers that also support it.
  • Game Formats Support: because of flexible plugin system the editor supports many formats of game resources and correctly displays them. They are models of different formats(Quake MDL, Half-Life MDL, Quake2 MD2, Quake3 MDL and ASE), sprites (Quake SPR, Half-Life SPR, Quake2 SP2), map sources (MAP, RMF). There is an ability of import and export in RMF format preserving most of its specific features (object colors, grouping, visgroups), so that Jackhammer can be used along with VHE.
  • Color Schemes: the editor's look-and-feel can be easily customized using the color schemes, both predefined and user-created. Almost all colors in viewports are customizable - from a background color to a color of Vertex Tool bullet's frame. Besides a general color of the application's window can be altered. In addition one can define his own presets in a configuration file.
  • Large Map Support: the editor enables working with levels of large size, up to 262144 x 262144 units, now it is simply set up in the Preferences. Now one can easily crate levels for mods with a support of large outdoors.
  • Multiple VisGroups per Object: hence an object can exist in several visgroups. In Jackhammer, VisGroups are never created automatically upon hiding a level fragment: hide/show mechanism doesn't rely on grouping anymore. However VisGroups allow to hide certain logical groups of objects along with color coding, in other words, act as a regulation tool.
  • Textures Bound to Game Configurations: one more important innovation is texture binding to game configurations instead of a global texture list. This feature allows, for example, address different WAD files in different mods and work with them independently.
  • Loading Resources on Demand: to speed things up, the editor precaches the resources on startup. However within a considerable amount of game configurations this process may take a long time. To deal with this issue, there is an option to precache only the resources needed in the immediate work. Working with a Half-Life level, the editor precaches only models and textures for this game, saving system's memory. Upon loading a Quake level, Jackhammer will add its resources to the load.
  • Additional Instruments: along with Worldcraft/Valve Hammer Editor instruments one got used to, the editor supports some specific features: either original or adopted from Radiant's ideology. For example, there are such new functions, as brush merging, scaling texture lock, validity restrictions in Vertex Manipulation mode, model rendition in 2D viewports (including the translation/rotation preview), scaling models with Alt key pressed. On a new level creation, the editor prompts for a basic room, which is very convenient for validation of a game configuration or, perhaps, testing specific entities.
  • Extended FGD Format: the file format describing game entities was extended for the specific needs of Jackhammer. For example, the new format enables displaying angles of entities using arrows, rendition of light sources as octahedrons, and introduces a help system for entities and their parameters. You can extend your own FGD per existing samples (e.g., halflife.fgd distributed with the editor).
  • Miscellaneous: the editor supports precise selection of models in 3D viewport, loading and rendition of portal files (*.prt), assigning a random yaw to entities, multiple texture fitting, texture replacement with scaling, context menus for entity creation and many other pleasant little things, and there is no good to enumerate them all. Just install the editor and look at your own!

Prospectives

Currently we are developing Jackhammer in close interaction with a new version of Volatile3D II Engine. In the next major release one can also expect general feature updates, such as customizable keyboard shortcuts, embedded BrushScript system, and others. We also plan to add support for other games and engines.
If you are developing a game and need a special plugin for Jackhammer to be developed, don't hesitate to contact me via ICQ or ModDB private messaging system.

Disclaimer

Jackhammer is not based upon any existing level design software; it uses neither any proprietary code nor results of decompiling and/or reverse engineering of the proprietary software; reconstruction of design and functionality of Valve Hammer Editor is intent because many modders got used to the familiar look and feel.

Useful Links

Please visit the official website for more information, F.A.Q., articles and manuals.
Feel free to join our ModDB group to recieve minor news and updates.
There are also plans to add Jackhammer to Greenlight, so don't forget to watch my Greenlight Workshop! If you support other our projects, this will be also very nice.

Our team is pleased to see you amongst the Jackhammer users!

Games
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This mod is made to restore the atmosphere of classic shooters. Classic maps, favorite weapon is a guarantee of great gameplay.

Half-Life: Opposing Force

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Updated 2 months ago Released Oct 30, 1999 Single Player First Person Shooter

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Post comment Comments  (120 - 130 of 158)
Bioko
Bioko Oct 15 2009, 11:16am buried:

(buried)

Guys... You know that you are mapping for an engine who is nearly 10 years old ?

And by the way, check this :
http://www.moddb.com/engines/cryengine-3

-18 votes     reply to comment
Awesome_ninja
Awesome_ninja Dec 11 2009, 5:40pm replied:

One of the best engines out there... hopefully, VALVe will create their own engine one day to become truely legendary =)

+1 vote     reply to comment
m82sniper
m82sniper Dec 23 2009, 11:21pm replied:

Valve created the Source engine...

+1 vote     reply to comment
Nokiaman
Nokiaman Jan 20 2010, 11:55am replied:

Which is hardcore modified GoldSource so Quake-based engine again :)

+1 vote     reply to comment
Jelemonde
Jelemonde Mar 22 2010, 2:11pm replied:

With a bit of Havok Physic Engine :P

+2 votes     reply to comment
patrickul87
patrickul87 Nov 22 2009, 4:26pm replied:

not very bright ,now are you?

+1 vote     reply to comment
SiPlus
SiPlus Nov 17 2009, 6:43am replied:

STFU, GoldSrc is good for non-graphic oriented mods (The Trap) and can be upgraded (HLFX, Paranoia).

+3 votes     reply to comment
MBang
MBang Jan 6 2010, 2:39pm replied:

Yeah, and look at Earth Special Forces

+2 votes     reply to comment
m82sniper
m82sniper Nov 14 2009, 2:25pm replied:

Right. **** off.

+2 votes     reply to comment
RavenITA
RavenITA Oct 29 2009, 7:26pm replied:

Yea, a 10 years old engine that can still kick some *** out there and its still remembered and always will. Who will ever remember CryEngine 3 in 2020? NO ONE I'm sure. They release new engines at the speed of light these days. Or better... tech demos passed off as "games"

+8 votes     reply to comment
_Erebus_
_Erebus_ Oct 24 2009, 8:22pm replied:

It's simple, workable, and great for noobs.
Now go away. :P

+7 votes     reply to comment
PedobearNED
PedobearNED Oct 21 2009, 8:20am replied:

shutup this engine is great and alot of awesome games are made on it and still there are mods for it and made for it so shutup with that sucky engine

+9 votes     reply to comment
Bioko
Bioko Jan 29 2010, 11:13am replied:

All of you are just stupid geeks, I have nothing said bad about this engine and I got all retarded geeks attacking me. I just said that it was getting (very) old and that you should really evolve just a little (at least if want to make a carrer in the video games, who will want you if you only know how to work with 11 years old engines ?)

-2 votes     reply to comment
bassetfilms
bassetfilms Dec 4 2010, 1:44pm replied:

you know it's not that old I mean 10 years isn't old if Goldsource was like 80 years old then maybe people would stop using it but they most likely still will in 80 years. because all the new stuff like the UDK or
Cry-engine they're not a classic, when VALVe started out they had not idea what they were doing! but they made one the greatest games ever, so of course people will use they're first engine.

+1 vote     reply to comment
KarimIO
KarimIO Mar 16 2010, 1:53pm replied:

Evolve to what? Show me an engine better than GoldSrc. GoldSrc has legendary games. Half-Life, Opposing Force, and Counter Strike. And those have legendary mods. Half-Life is probably the most inspiring game ever. Maybe the graphics aren't that great, but so what. GoldSrc can do wonders, when put to the test.

And besides, we're making mods for fun, and for learning. Everyone needs a base.

GoldSrc is still awesome. I'm tired of people leaving it because it's "old". So is Queen Elizabeth. Does that mean those in england should leave it? No. Technology updates every day, but that doesn't mean it's better.

Another example, Disney. Around 6 years ago they were great. But then, they got Hannah Montana, High School Musical, Phil of the Future, Kim Possible, and all kinds of other dumb stuff, that the devil wouldn't play for anyone. Newer doesn't mean better.

+3 votes     reply to comment
coldroll
coldroll Oct 10 2009, 11:19pm says:

second best engine around is gold source for fps games.

+2 votes     reply to comment
LORDDEREX
LORDDEREX Nov 2 2009, 4:05am replied:

and the first is Source, But are most HL1 mods on the gold engine?

I have played many single player mods for hl1 and its few of them that have the Gold Engine: Sven Coop, Afraid Of Monster, is those I can recall is on the Gold engine. (I know SC is both single and multiplayer)

And yes its more SP mods that useing gold, but i dont remeber the name of those, sry.

Agree it's the easiest modable engine if u look at the thing u need to learn from start, then Source/unreal/etc

-2 votes     reply to comment
KarimIO
KarimIO Mar 16 2010, 1:55pm replied:

Goldsource is simply the best. Not second. It has the best games, the easiest to mod, and the best community. Source is absolutely GREAT, but GoldSrc is better. More people should mod for GoldSrc. None should ever leave it.

+1 vote     reply to comment
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Platform
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Released Nov 17, 1998
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Highest Rated (9 agree) 10/10

this engine is known all around the world... This was, is and it will still be half-life

Jan 21 2011, 2:46pm by bluluxabica

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