Half-Life 25th Anniversary Update We launched Half-Life on November 19th, 1998. We are very proud of what we built back then and we remain extremely grateful for the community of players who have been enjoying it ever since. The game hasn't received as much attention in recent years as many other titles in our catalog, so we thought this milestone was a great opportunity to spruce up the player experience and add some fun new ways to play the game. The same game you played in 1998 - restored, augmented, and revitalized We created a new webpage to showcase all the updates in detail, but here's a quick rundown of the updates to the base game: • Updated graphics settings, including lighting fixes and an actual widescreen field of view • Controller and Steam Networking support • Steam Deck support - officially Verified! Also including lots of cool new (or restored) content! The 25th Anniversary Update includes added content from Half-Life Uplink as well as four (4!) new multiplayer maps. We've also restored some content for the true nostalgia-seekers, including original main menu artwork and some early prototype player models from the alpha builds of the game. And a short film to mark the occasion We invited the the original development team to get back together to reminisce about what it was like working on Half-Life all those years ago. (For those of us who worked on it, 25 years is, after all, literally half a life.) The fine folks at Secret Tape captured the reunion on film. If you're so inclined, please take a stroll down memory lane with us or just hop back in to the game and enjoy (we hope!) the updates, new maps, and more. Thank you, everyone, truly, for 25 years of Half-Life. For those new to the game, Half-Life is available for free this weekend - grab it now and keep it forever, and check out discounts on the whole franchise. Bug Fixes and Change Notes 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.
I remember reading about Half-Life for the first time in 1999 in PC-Gamer magazine. I remember hating the idea of Steam and the whole thing of having to download the game from the Internet. I used to enjoy going to the mall and buying games in their huge boxes with a nice little manual to read while the game was installed. It all sounded like a scam. "What are they going to do if the Internet does not work?" "What if this small company goes bankrupt, can I get the game again?" Of course, I pirated it. And it ran AWFUL on the computer I had at the time. I liked it (not as much as DOOM), but was disappointed with the performance and how relatively complicated all was (jumping?...puzzles? NAH!!). Then a friend did the download a year or two later, and I saw the gameplay and decided to give in and download it for the first time. I remember getting to the end and being blown away. For a while you wanted anything Valve would make. Valve became a new gaming company I was a fan of after ID Software, Apogee, Lucas Arts, Sierra, 3D Realms, Microprose...there were so many, but suddenly Valve was the best.
You're thinking about HL2, not HL1 Steam didn't exist when HL1 was released. It wasn't even published by Valve. It was published by Sierra.
I was already an old guy in 1998. You can tell memory is not as good as it used to be! I still do not remember HL sold in a box, but it must have. I did buy it from Steam in 2004 (?). The 1-2 years I was thinking of were more like 3-5. I just love this game.
*Looks to my right at bookshelf* *Sees Half-Life box* Yep, definitely had a boxed release. Seems HL2 and both Episodes also has update on Steam.
I played hl2, but skipped hl1 back in the day somehow. I'll have to try it now, this update brings ui scaling!
I've got all the HL series, I fell in love with computer gaming at the same time. I've been playing Black Mesa about 15 times sense the new year lol. I still have yet to add my HL games to my steam catalog. But honestly, Thank You!!! for the addiction!!!!what's next? Oh and I loved the video you posted about how HL and Valve or Steam all came together!!!!
If you have the box with the serial for Half-Life still you can add them to your steam account. With Games > Activate product on Steam
It has been that long that i cannot remember which shop i bought HL big box from, may have been the now long defunct Electronic Boutique that were taken over by Game.
I`m just here to pay tribute to one of the best games ever made! One question: is Black Mesa worth it or just a small upgrade over the original?
It's a remake (completely new assets, including voice acting.) It's extremely faithful to the original, but graphically it looks way more modern than the original (or Valve's Source port.) IMO it is actually the definitive version of HL.
I really miss PC game boxes. Just going to my local store and seeing all the designs for games I've never heard of was amazing to me. Sony and Microsoft should be pushing for cardboard boxes instead of the generic plastic one's we've had for many years.
Seems DSR doesn't work, even with windowed unchecked. I set the smoothness at 100% but with a DSR resolution selected it seems to use native still. It seems todays update fixed Supersampling, it no longer causes textures to look smeared. It looks 99% shimmer free now with texture filtering disabled.