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Half-Life Legacy News

Language localizations hotfix

[p]We've released a quick patch to fix issues with certain languages (namely Russian & S. Chinese) not working. This has now been remedied, apologies for any inconvenience caused by this.[/p]

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]
[h3]Changes & Enhancements[/h3]
  • [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]

Half-Life Legacy arrives December 12 but you'll need Proton on Linux due to Native Linux issues

Half-Life Legacy is an enhanced fan mod of Valve's original shooter and it's releasing December 12th.

Read the full article here: https://www.gamingonlinux.com/2025/12/half-life-legacy-arrives-december-12-but-youll-need-proton-on-linux-due-to-native-linux-issues/

Release Times, Game Night, + Linux news

[p]Hello everyone![/p][p]Firstly, I want to personally thank you all for the comments and messages you've been leaving. Reading reviews and comments is always a joy, so I appreciate you taking the time to do so. We will certainly be implementing features you have requested in the future.[/p][p][/p]
Release party game night
[p]I'm pleased to inform you all of the specific times Half-Life Legacy will be launching in your region, as well as a Release Party Game Night on our official Deathmatch server.[/p][p]Find out more about that here - [dynamiclink][/dynamiclink][/p]
Release times
[p]In my home country, Half-Life Legacy is releasing at 8 PM GMT on December 12, 2025. However, in your region, that time might be different; so to help, we've made a handy graphic you can easily refer to.[/p][p][/p]
Linux port news
[p]We also have important news to share regarding the Linux version of the game. Due to unforeseen circumstances, we have been unable to port Half-Life Legacy to Linux, unlike Cross Product.[/p][p]Linux is a platform we've been targeting since late 2020 and one of the major reasons keeping us on it is Steam Deck playability. Sadly, due to a very strange issue we have spent many hours of our time diagnosing, we cannot release Half-Life Legacy with native Linux support. Despite this, the game has been tested via Proton on Linux Mint and Steam Deck (Steam OS) where it works with no major issues, so for now, Steam Play saves the day.[/p][p]We will add native Linux support as soon as we can but this issue is not easy to solve. If you're confident with vague debugger errors and complicated issues, feel free to reach out to us via our Discord or a comment on this post, but I do warn you - it's not easy.[/p][p][/p]
one more thing...
[p]I know that one feature everyone is incredibly excited about is Workshop Support. When we released Cross Product Multiplayer in the summer, we created a command-line-tool called Harbinger (which, fun-fact, is defined as "a person who goes ahead and makes known the approach of another"), so that creators can upload their creations to the Workshop. Alas, I saw that the CLI was getting in the way of some people.[/p][p]I completely understand when people see they have to use a Terminal for a task and think oh, for crying out loud... so since that very same summer we've been developing a GUI version called Harbinger 2.[/p][p]I'd love to show the prototype to you...[/p][p]...and I can.[/p][p][/p][h2]Just kidding. It REALLY looks like THIS:[/h2][p][/p][p]We are prototyping Harbinger 2 internally right now and can't wait to release it in not only the Half-Life Legacy Mod Tools on December 12th, but also, Cross Product's Aura SDK too.[/p][p]I'm really pleased with how this tool turned out. For what it is, it's quite intuitive and even has a open/save project system![/p][p][/p][p]See you on the virtual battlefield for the release party game night on December 12th.[/p][p][/p][p]Sabian Roberts[/p][p]Co-founder of The Phoenix Project Software[/p][p]2025-12-03[/p]

Release Party Game Night

[p]Join us on our official server (labelled "OFFICIAL SERVER | The Phoenix Project Software") to play deathmatch with us and the community![/p][p]Also join the Discord where we'll be in VC - https://discord.gg/mGr94ZqDWU[/p][p][/p][p]See you there![/p]