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News Valve releases a big 25th Anniversary Update for the original Half-Life - Features Bug Fixes, Restorations, and more!

Skipper93653

Paratroopa
Contributor

New Content​

  • Now Verified on the Steam Deck (and our native Linux runtime has been set as the default).
  • Half-Life: Uplink — the original standalone Half-Life demo — has been added to the game, and is accessible through the "New Game" menu.
  • Added four all-new Half-Life Deathmatch maps: contamination, pool_party, disposal, and rocket_frenzy
  • Added three old Half-Life Deathmatch maps formerly available only on the "Half-Life: Further Data" CD: doublecross, rust_mill, xen_dm.
  • Added Ivan the Space Biker, Prototype Barney, Skeleton, and Too Much Coffee Man as player models to Half-Life Deathmatch.
  • Added dozens of new sprays formerly available only on the "Half-Life: Further Data" CD.
  • Added support for Steam Networking, allowing easy multiplayer via Steam's Join Game and Invite features.
  • Added support for Steam Friends Rich Presence, allowing your friends to follow your journey through Black Mesa.

Nostalgia​

  • Brought back the original Valve Intro video. Can be skipped with the "-novid" launch command.
  • Updated main menu to a design inspired by the game's original 1998 main menu.
  • Changed the default models to the original (non "HD") models.

Gameplay Changes​

  • Improved physics for throwing grenades.
  • Improved randomness for initial spawn points in multiplayer.
  • Improved satchel charge controls: primary fire now always throws a new satchel, and secondary fire always detonates.
  • Fixed push-able entity movement being based on framerate.
  • Fixed players with high framerates freezing in place on death in multiplayer.
  • Fixed some cases where the player could get stuck in place on level transitions.
  • Fixed some cases where characters would interrupt important dialogue with their "greetings" dialogue.
  • Fixed weapon view-bob angles.
  • Fixed red barrels at the start of Surface Tension not launching as intended.
  • Fixed Snarks attacking FL_WORLDBRUSH entities (such as func_walls).
  • Fixed players sometimes failing to deploy a snark while crouching and looking down.
  • Fixed certain convars ("pausable" and "sv_maxspeed") being set to incorrect values when entering a singleplayer game after a multiplayer game.
  • Fixed singleplayer auto-aim setting being changed when entering a multiplayer game that disallows auto-aim.
  • Fixed the flashlight HUD showing empty after loading a savegame.
  • Fixed rockets in CONTENTS_SKY not always detonating.
  • Fixed incorrect bullet impact sounds for NPCs.
  • Fixed gauss gun making a loud static noise if it was charged across level transitions.
  • Fixed a crash in mods that display keybinds in their UI.
  • Fixed singleplayer weapons not auto-switching away when exhausted (grenades / snarks / satchels / etc)
  • Fixed interpolation artifacts when animated models are moved by other entities.
  • Fixed some buffer overflow exploits.

UI Changes​

  • Main-menu background and buttons have been reskinned, and now scale based upon screen resolution without stretching, supporting background image layouts up to 3840x1600.
  • In-Game HUD now uses double or triple sized sprites when playing at higher resolutions.
  • UI dialogs and in-game fonts now scale to improve readability at high screen resolutions.
  • In-Game HUD HEV suit display has been shifted to the left of the screen, and no longer changes position at larger screen resolutions.
  • Added an "Enable texture filtering" setting.
  • Added an "Allow widescreen Field of View" setting to correct non-anamorphic FOVs, for widescreen and ultrawide displays.
  • Re-organized all the Settings screens to improve legibility, and support controller navigation.
  • Updated the Pause menu to be aware of the current gameplay mode.
  • The default server name and multiplayer player name are now based on the player's Steam Persona.
  • The Steam platform menu has been removed, now that all its features are in Steam itself.
  • Fixed application icon rendering incorrectly when using the software renderer.
  • Fixed player and spray images not updating their coloring on the settings screen.
  • Removed the now very unnecessary "Low video quality. Helps with slower video cards." setting.

Input Changes​

  • Improved support for keyboard and controller navigation everywhere.
  • Added "Lower Input Latency" option: Synchronizes the CPU and GPU to reduce the time between input and display output.
  • Fixed issues that caused jerky mouse / joystick input.
  • (We basically rewrote it all - if you've got a custom Steam Input controller configuration, you should rebuild it from our newly published Official Configuration).

Multiplayer Balancing​

  • Increased the 357 damage from 40 → 50.
  • Hive Hand reload time has been reduced from 0.5s → 0.3s per shot, and it will be selected at higher priority than the pistol on pickup.
  • MP5 now always starts with full ammo when initially picked up.
  • Players no longer drop empty weapons, and any that are dropped are reloaded by what's in the dying player's backpack.
  • Improved client-side prediction to reduce "ghost shots". Like Counter-Strike, consider hitboxes and not just bounding boxes for hits on the client.
  • Fixed network predicted crowbar swing damage being incorrect.

Rendering​

  • Added setting to turn off texture filtering when using the OpenGL renderer.
  • Default gamma has been decreased from 2.5 → 2.2, now that we aren't all playing on CRTs.
  • Restored OpenGL overbright support.
  • Added support for UI Sprites and Texture files larger than 256x256.
  • Added support for UI Font special render modes: "blur" and "additive".
  • Default resolution is now based on the resolution of the desktop, instead of a 640x480 window.
  • Software renderer will now correctly filter out incompatible resolutions, unless there is only 1 resolution available on the display.
  • Fixed fullscreen software renderer crashing on systems that don't support 16-bit color.
  • Fixed software renderer being stretched when using widescreen resolutions.
  • Fixed skyboxes and sky color incorrectly carrying over when transitioning maps in multiplayer.
  • Fixed the game appearing too dark after modifying video settings.
  • Fixed MSAA in windowed mode.
  • Fixed mipmap rendering on studio models.
  • Fixed gluon gun sprite rendering in multiplayer.
  • Fixed gluon gun sinusoidal noise being incorrect.
  • Various optimizations to support the newly increased engine limits.
  • OpenGL optimizations for the Steam Deck.

Engine Improvements for Mod Makers​

  • Increased maximum limit of dynamic sound channels from 8 → 32.
  • Increased maximum limit of sentences in the sentences.txt file from 1536 → 2048.
  • Increased maximum number of entities (MAX_EDICTS) from 900 → 1200.
  • Increased MAX_PACKET_ENTITIES from 256 → 1024.
  • Increased MAX_GLTEXTURES from 4800 → 10000.
  • Increased software renderer geometry limits: max spans 3000 → 6000, max surfaces 2000 → 4000, and max edges 7200 → 14400.
  • Cycler and func_button entities can now be the entity target for scripted_sentence entities, and are allowed to speak in multiplayer.
  • Incorporated func_vehicle entity support from Counter-Strike, for mod-makers to use. Full SDK update will come later, but level designers can use it now.

Native Linux Build​

  • Added support for the software renderer.
  • Improved font rendering.
  • Many stability and behavior fixes.

Other​

  • Localization files updated.
  • Miscellaneous security fixes.

Notes​

  • The previous version of the game has been archived to a publicly visible Beta branch named "steam_legacy", with the description "Pre-25th Anniversary Build." If a mod or feature is behaving in an unexpected way, you may need to run this archived build until the issue is resolved in the default build.
  • We now consider this anniversary version of Half Life to be the definitive version, and the one we'll continue to support going forward. Therefore, we'll be reducing the visibility of Half Life: Source on the Steam Store. We know Half-Life: Source's assets are still being used by the Source engine community, so it'll remain available, but we'll be encouraging new Half-Life players to play this version instead.

This is awesome!
 
I tried playing Half Life 1 probably a decade ago. I think I got around half way but hit a part I couldn't continue so I dropped the game.

One day I'll try the series again.
 
This is very cool to see. Hope the Steam Deck gives them incentive to update all their older games. I know Half-Life 1 was the most in-need of some QoL/compatibility improvements, but even stuff like Half-Life 2 and Portal 1 I had some issues getting to work with controller.

Also should mention, Half-Life 1 is currently free on Steam until the 20th, so this is probably as good a reason as any to check it out if you haven't before
 
hell yeah

now they just have to uh make a new mac build

or put it on Switch

because I’d really like to play it
 
This was a 21 years overdue reminder that I still have yet to play more than hour of this despite having a CD copy of it 😅
 
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One of the GOATs. And they're including Uplink and stuff from Further Data
 
Now release the Half-Life games on Switch; the Portal ones had the greatest console ports thus far, so don't stop there.
 
they also commissioned Danny O Dwyer (who previously made a video wondering where the series went during the gap between Episode 2 and Alyx) to do a documentary on the game.
 
Now release the Half-Life games on Switch; the Portal ones had the greatest console ports thus far, so don't stop there.
Yeah, no idea Nvidia Lightspeed stopped bringing games to Switch. Portal Collection was a massive success, stayed at no 1 on eShop for more than a month. Where's the rest of the Valve stuff, man? Did Gaben interfere or something?
 
Yeah, no idea Nvidia Lightspeed stopped bringing games to Switch. Portal Collection was a massive success, stayed at no 1 on eShop for more than a month. Where's the rest of the Valve stuff, man? Did Gaben interfere or something?

All that is known is that Valve had to give Nvidia the "go ahead" for Portal Switch to happen. Valve didn't have anything to do with Portal Switch other that allowing Nvidia to do it.

It could also just have been a "one-off", as in, only Portal Switch was ever planned, nothing else.
 
I don't think I could go back to the original, but it's cool they've updated it for the anniversary. And made it free, so go pick it up if you don't already own it!

I really should give Black Mesa for a spin sometime
I really enjoyed it. They redesigned Xen and aside from being absolutely beautiful and nailing the alien atmosphere, it's also way more fun to play through.
 
I’ve never played any Half-Life, but I’d like to give it a shot. I’m nervous to try though because Source games make me motion sick. Portal is one of my favorite games of all time, but it makes me feel awful sometimes.
 
I’ve never played any Half-Life, but I’d like to give it a shot. I’m nervous to try though because Source games make me motion sick. Portal is one of my favorite games of all time, but it makes me feel awful sometimes.
Half-Life 1 runs on Goldsrc so idk if it will give you motion sickness like it's successor engine does. Maybe give it a shot?
 
Half-Life is free, Half-Life 2 is 99 cents. The documentary looks awesome. Take some time to learn about and celebrate this amazing series!
 
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Half-Life 1 runs on Goldsrc so idk if it will give you motion sickness like it's successor engine does. Maybe give it a shot?
That doesn't really have anything to do with anything, not that a particular engine should give you motion sickness - kinda confused on what they mean by that. Maybe it's just Portal and the way the player moves in that? Otherwise pretty much every Quake-based game should induce motion sickness.
 
All that is known is that Valve had to give Nvidia the "go ahead" for Portal Switch to happen. Valve didn't have anything to do with Portal Switch other that allowing Nvidia to do it.

It could also just have been a "one-off", as in, only Portal Switch was ever planned, nothing else.
If I recall correctly, there was a rumour early on in the Switch's lifecycle that Nintendo and Valve had something going on which never really came to fruition. If that was actually true, I wonder if the Companion Collection was done just to fulfill whatever agreement they had.
 
That doesn't really have anything to do with anything, not that a particular engine should give you motion sickness - kinda confused on what they mean by that. Maybe it's just Portal and the way the player moves in that? Otherwise pretty much every Quake-based game should induce motion sickness.
I'm assuming it's the way the engine handles the player movement and camera? and maybe it's something they changed for Source and not Goldsrc? idk tbh
 
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I think Portal is particularly brutal for motion-sickness because of the whole "momentum-fall through portal" thing.

I never got motion-sick with Half-Life, but then I had much greater resistance to that sort of thing back then. I will say the "feel" of Portal felt, to me, to be dead-on with my memories of Half-Life. But probably the latter is still viable if you can adjust Field of View and play around with the headbob.
 
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If I recall correctly, there was a rumour early on in the Switch's lifecycle that Nintendo and Valve had something going on which never really came to fruition.
the discussions started around the Wii U era, actually. there's a quote from Gabe Newell during that timeframe praising the console.
"Wii U seems to be a lot more powerful than the previous generation," he told Joystiq. "It sort of fits better into the scalability in terms of graphics performance and CPU performance, so I think it'll be a lot easier for us to fit it into our scalability model." Valve has yet to release any of its games on a Nintendo console, though Gabe told us, "We've always loved Nintendo."

And it looks like Nintendo may be next, as Newell restated, "Now it's a lot easier to look at Wii U and have it fit within that framework."

it was eventually formed into a Real Time Strategy game taking place in the Half-Life universe before allegedly getting canned in 2017-2018.
 
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