Half-Life Legacy Steam Release Notes - 1.5 update
[p]As Half-Life Legacy launches on Steam, we have also released, after a year in development, the new 1.5 update, which focuses on new features, Steam integration, and many, many fixes in and around the Half-Life Campaign![/p][p][/p][h2]CHANGELOG[/h2][h3]Additions[/h3]
- [p]Added [c]sv_german [/c] command. Setting to [c]1[/c] and a map restart removes blood effects and changes all monster models to their respective German-version counterparts.[/p]
- [p]Restored the Gluon Gun Flare (a.k.a. "energy cloud").[/p]
- [p]Restored random pitch modulation for the Crowbar swing sound.[/p]
- [p]Added Steam Achievements.[/p]
- [p]Added Steam Rich Presence.[/p]
- [p]Restored the original WON-style checkbox.[/p]
- [p]Added Steam Workshop.[/p]
[p]Take advantage of the Half-Life Legacy Mod Tools & Harbinger, available now as a Tool on Steam.[/p]
- [p]Added VGUI2.[/p]
- [p]Added a new Server Browser.[/p]
[p]With many special thanks to Wuffesan for their open-source Server Browser, and Workshop implementation.[/p]
- [p]You can now re-enable the "Steam"/"Quake" style viewbob.[/p]
- [p]The HD pack is now included with the game. Use the toggle in Content Settings.[/p]
- [p]Added Field of View option to Advanced Options.[/p]
- [p]Added Auto-switch to stronger weapon on pickup option to Advanced Options.[/p]
- [p]Added a command to toggle dynamic weapon lighting, which was introduced in 1.3 ([c]r_muzzleflash[/c]).[/p]
- [p]Added an option to restore the original Satchel Charge controls (on by default - [c]cl_legacy_satchel [/c]).[/p]
- [p]Added an option to restore the original hand grenade physics (on by default - [c]sv_legacy_hgrenade [/c]).[/p]
- [p]Extra Half-Life: Further Data content added for multiplayer:[/p]
- [p]Maps: TheHill.[/p]
- [p]Playermodels: Cannibal & Ken.[/p]
- [p]Added many missing Further Data sprays.[/p]
- [p]Added holiday playermodels created by Valve in 1999: Santa & Pumpkin HEV suit.[/p]
- [p]Added a Speedometer ([c]hud_speedometer [/c]).[/p]
- [p]Displays your current speed in units per second.[/p]
- [p]Adjustable height ([c]hud_speedometer_height [/c]), or positioned below your crosshair ([c]hud_speedometer_below_cross [/c]).[/p]
- [p]Optional graph showing speed over time ([c]hud_speedometer_graph [/c]).[/p]
- [p]Added an option to disable the modern HUD scaling introduced in the Half-Life 25th Anniversary Update ([c]cl_legacy_hud_scaling [/c]).[/p]
- [p]Toggling this option requires a game restart to take effect.[/p]
- [p]Added Center player names option to Advanced Options.[/p]
- [p]Busters, a gamemode that makes you feel good, implemented in the Half-Life 25th Anniversary Update, is now an option in the Create Server settings ([c]sv_busters [/c]).[/p]
- [p]Added Discord Rich Presence.[/p]
- [p]Added the original pre-VGUI scoreboard to multiplayer (on by default - [c]cl_legacy_scoreboard [/c]).[/p]
- [p]Added a new adaptive music system using OpenAL.[/p]
- [p]Backported the Custom Game Composer from Cross Product to filter out singleplayer maps.[/p]
[p]A slightly modified version which mimics the Create Server UI from the CD release version of Day of Defeat (2003).[/p]
- [p]Added an unused spray found in the spraypaint WAD file ([c]pldecal[/c]).[/p]
- [p]Added the ability to change the position/offsets of the weapon viewmodel.[/p]
[p]Use the [c]cl_viewmodel__ofs_right|up|forward[/c] commands.[/p]
- [p]Adjusted the colours in the UI.[/p]
- [p]Fixed "z-fighting," missing geometry, scripts, and potential softlocks throughout the game.[/p]
- [p]Added Day One viewmodels with higher-resolution textures.[/p]
- [p]Viewmodel bobtilt and viewroll are now deactivated in multiplayer to prevent cheating.[/p]
- [p]Autojump is no longer forced on. It is now tied to a command - [c]cl_autojump [/c].[/p]
- [p]The code is now built using CMake.[/p]
[p]We will be releasing the source-code for Half-Life Legacy, known as "Foundation" at a later date, through GitHub.[/p]
- [p]Fixed an issue in the final Lambda Core map (c3a2d) where the HEV Suits would not appear.[/p]
- [p]Set the default FPS to 100 to prevent physics issues, such as being crushed by a lift.[/p]
- [p]Fixed two misplaced rechargers in Apprehension (c2a3a & c2a3b).[/p]
- [p]Fixed a missing ground texture in On a Rail (c2a2b1).[/p]
- [p]Fixed a missing cliff texture in On a Rail (c2a2h).[/p]
- [p]Fixed an issue where the music would sometimes not play during Black Mesa Inbound (c0a0).[/p]
- [p]Fixed z-fighting on the door in Anomalous Materials (c1a0).[/p]
- [p]Fixed incorrect texture mapping in the vents in Office Complex (c1a2b).[/p]
- [p]Fixed Barney sequence not playing at the beginning of On a Rail (c2a2).[/p]
- [p]Fixed an issue where the bunnyhop speedcap would sometimes return.[/p]
- [p]Fixed wooden planks and increased the draw distance in c2a2a.[/p]
- [p]Fixed door z-fighting at the end of Black Mesa Inbound (c0a0e).[/p]
- [p]Fixed Nihilanth line not playing at the beginning of Gonarch's Lair (c4a2).[/p]
- [p]Fixed overlapping text in the Hazard Course (t0a0b1 & t0a0b2).[/p]
- [p]The grate no longer breaks on touch in c2a3e (end of Apprehension in the trash compactor), meaning players must pick up the crowbar first to break it.[/p]
- [p]Fixed z-fighting lamps in Questionable Ethics (c2a4e).[/p]
- [p]Fixed z-fighting elevator glass windows in Lambda Core (c3a2).[/p]
- [p]Fixed z-fighting door glass windows in the experimental rooms in Questionable Ethics (c2a4d & c2a4e).[/p]
- [p]Fixed z-fighting next to the valve in the first Residue Processing level (c2a4).[/p]
- [p]Fixed the dying Scientist in Blast Pit being interruptable.[/p]
- [p]Fixed the scientist near the power generator sometimes not saying his scripted lines (c1a4f).[/p]
- [p]Fixed the blue sprites in the Nihilanth chapter not being transparent.[/p]
- [p]Fixed a soft-lock that can occur in Lambda Core if the player interacts with the scientist while he's walking to the retinal scanner (c3a2.)[/p]
- [p]Fixed an issue where the game would reload before a game over message would fully display after killing the scientist before he can open the door in Lambda Core (c3a2).[/p]
- [p]Fixed music cutting off at [c]trigger_changelevel[/c].[/p]
[p]Achieved with the new music system.[/p]
- [p]Fixed z-fighting lamps on Crossfire and Undertow.[/p]
- [p]Fixed a sound not playing on Doublecross due to a typo in the filename ([c]mechwine.wav[/c]).[/p]
- [p]Fixed a bug in Interloper where colliding with the energy fields would attempt to play a missing sound file ([c]beamstart13.wav[/c]).[/p]
- [p]Fixed many z-fighting doors on Blast Pit.[/p]
- [p]Fixed z-fighting test chamber door in Anomalous Materials.[/p]
- [p]Fixed z-fighting rails in Black Mesa Inbound.[/p]
- [p]Fixed z-fighting kitchen door in We've Got Hostiles.[/p]
- [p]Fixed z-fighting Barney lever in Office Complex.[/p]
- [p]Extended and enhanced the viewmodels of various weapons so that they don't cut off or go out of view on high FOVs and ultrawide displays.[/p]
- [p]Fixed a z-fighting shelf next to the .357 and Bullsquid in Residue Processing.[/p]
- [p]Fixed some green goo z-fighting with a machine in Forget about Freeman!.[/p]
- [p]Fixed the z-fighting pipes on the first level of Surface Tension.[/p]
- [p]Fixed Barney repeating the button pressing animation after running into a secret room in Surface Tension (c2a5e).[/p]
- [p]Fixed the muzzleflash of the mortar not appearing correctly in Surface Tension (c2a5e).[/p]
- [p]Fixed a missing hurt trigger in one of the radioactive pools in Blast Pit (c1a4g).[/p]
- [p]Fixed z-fighting water in Subtransit.[/p]
- [p]Fixed z-fighting lights in Crossfire & Doublecross.[/p]
- [p]The HD-pack now uses the correct HUD sprites & icons on larger displays.[/p]