Yo! I still occasionally get comments about this vid, so I wanna leave a statement here: This video isn't great. It's a rushed upload I made when I was a teenager with only a few thousand subscribers, and I never thought it would wind up getting as many views and as much attention as it has. There's definitely a few things I would go back and do differently. For one, I flubbed and said that the re-made Vortigaunts and shotgunner were introduced in Episode one, when they were actually introduced in episode two. for two, There is a weirdly lazy and dismissive tone to this video, where I repeatedly say "I'll look into X later" or "Y *feels* different but I'm not sure if it is". Obviously, this is weird, as I should have looked into these topics while researching the video instead of putting them off for a future date for no real reason. I guess I just didn't think enough people would watch the video for it to be worth it, again I was young and dumb. For three, the video would have greatly benefited from more side-by-side comparisons. I don't know why I didn't do more of them. And finally, the way I juxtapose phong and specular in the video is very very wrong and cringeworthy, my apologies to the 3d artists in the audience. Thanks 4 your time!
@@DesolateLavender of course. the vortiguant easily. just look like up these keywords: vortiguant retail 2004 reskin. idk about metropolice tho. tho maybe turning mat_phong 0 would do a trick. idk. and combine reskins, idk but u can probably find them with those keywords: retail 2004 or whatever. not all have have to be reskins tho. could be hexes etc.
The reason the SMG sounds different, in my opinion, is that it's fire rate actually got changed in episode 2. You can see that on the wiki. It sounds different because the sounds kind of cut off each other
Yeah to me it almost sounds like a few milliseconds are cut from the firing noise/it’s been compressed so much you’re losing the more defined bass that exists in the original release. An analysis of the corresponding releases sound files would easily put this one to bed but I’m def not signing up for that job lol
The Day One experience includes downloading a 16 Mb Update via Steam that has to be downloaded with an ISDN or a 56k Modem from a massively overclocked server since everyone worldwide wanted to do the same. This needs to be included as well.
Fun fact: if you hold m2 on the 9mm while shooting with it, you can store shots, when you let go of m2, it releases all of the at once, turning the pistol into a shotgun. This is known as pistol charging. Edit: fuck I should probably clarify that this is only possible in the day 1 build, in the latest version of the game you can’t do it.
I think the reason the atmosphere in some areas feels different is due to the lighting changes made after Lost Coast and its HDR lighting technology. Also, assets in new versions aren’t really encrypted - just compressed and packed into lots of larger files, which was/is a thing done to make things load faster from storage on HDDs.
Actually HDR and other improvements to Source, which required map files to be updated, weren't even added to HL2. That's one of the reasons why HL2 Update exists.
The 2004 build of source handles baked lighting/shadows differently, the new build on Steam also broke some effects such as the sun glare in the canals.
3:48 from what i understand, the Scout Car is intentionally programmed with a pre-disposition to drift to one side (i forget which side), simulating an unbalanced wheel axel and thus adding a bit to the personality that its a very rustic and haphazardly-put together vehicle, and in the past this drifting may have been stronger. 4:11 --it sounds like to me that this much older version of the game did not have direct/raw mouse input, which sounds like it could make sense as doing such a thing back in 2004 was a really tricky and annoying thing to do even if you weren't trying to make it cross-platform compatible-- EDIT: read replies for more details
@@Megabobster well if its not using direct / raw mouse input, that means if you have any mouse acceleration settings on in windows it will be affecting the game's camera movement
the problem he describes is an issue with mouse polling rate . modern mice have values of like 1000. older engines do not support that value and show those problems he described. setting the polling rate to 125 will fix it! i made a comment above regarding this, upvote it so more people can see it :)
I can confirm that the original scout car was much more difficult to steer. When I came back to play the game I was surprised to see how much better I've gotten at driving in video games - but this video shows me why lol
For sure, although I really like healthy looking Vortigaunts in Episode 2. A HD version of the original textures would work for NPCs like the All Knowing Vortigaunt in Route Canal.
Fun fact: those like alien transport pod things that the combine used at the light tower level, where you park the scout car and fight with some rebels, the gun on the pod didn’t move around to shoot at you unlike in the older builds, but because they optimized half life 2 for steam deck they patched the bug and now the gun swivels around again
Lol i replayed HL2 and was going to casually walk up to the dropship and shotgun blast every soldier in the face as they were doing the idle spawn animation. Then i get surprised as the machine gun instantly homed in on me and chewed down half my health and kept me behind cover for the soldiers to actually spawn in and be a threat.
one very minor detail i feel like no one ever talks about is that in launch HL2, ammo pickups are displayed with the ammo type, like pistol ammo shows a pistol caliber, RPG ammo shows a rocket, etc. In current HL2, it shows a number next to the weapon for the ammo you picked up.
@@Gulliblepikmin Yup, beat Episode 2 a few weeks ago, aside from the weapon and number of ammo you picked up, they also show you the type of round that it fires.
All I can really say is, there's something about playing these games on a 4:3 ratio that feels so comfortable and nostalgic to me. especially after school, on an autumn night, booting up the game with the last bit of sunlight. your book bag and homework sprawled across your bed and the autumn leaves crunching in the distance. booting up that crappy old computer you got from your uncle after he upgraded to a modern laptop, memories. I'm not even that old and I just have great memories associated with just a simple 4:3 CRT monitor.
@@detail___5387 I really want to get another 4:3 monitor just to re-live that experience, I really enjoy that type of comfy/cozy experiences. I'm glad I could make you feel nostalgic for a truly good time in gaming.
Still remember playing Half Life 2 Death Match with my friends, it was incredible physics for 2004, especially throwing random objects and blasting rolling drums with the gravity gun, or those crazy bouncing grenades. I thought the future was going to be incredible. Ironically still the best physics in a multiplayer game to this day.
Half Life 2 supported widescreen since day one you know? At least thats was the way i personally experienced the game. I had a 4:3 display for consoles but a widescreen 1366x768 monitor for PC. That resolution is somehow nostalgic for me and i still use it to this day, lol. Is resource free and still looks good enough.
@@varvarvarvarvarvar ye, it seems to work fine though on my one retro PC that has a Radeon X1950 512mb. Though for newer cards, if your flashlight is broken when playing the game, you can still use the OG Gold Source Half Life's Flashlight. and works exactly the same. It's not preferred for sure, but it's better than the flashlight being picky what it actually illuminates. For the command, just put this into the console. "r_newflashlight 0"
I think node graph rebuilding only happens when they are not on the disk or do not match the version of the map youre playing. After it was generated on your computer once it shouldn't appear anymore. Steam version ships with them already to save time
As for the boxes that are visible at around 5:20: Please take into consideration, that HL2 was originally released on WinXP, had different graphic cards and shaders and graphics driver support. It just might be the case, that the issue is a result of new tech not being compatible.
Yeah that would have for sure rendered correctly on DX8, early DX9 era drivers. There were after all only two driver families to consider, and they too patched the drivers to make the game run correctly and didn't get into a spec lawyering confrontation with Valve to prove that their driver works correctly and the visual glitch is how it should be, and just made things work because it was quicker and easier. Today the vendor driver no longer provides DX8 or DX9 functionality, instead it's a Microsoft-developed translation layer within the Direct3D software stack, so whatever they happened to deem right, well that's how it it's going to be, they aren't going to adjust it for every game that came out decades ago; it runs how it runs, take it or leave it, if it has any bugs that weren't present in vendor drivers decades ago, they aren't ever getting fixed. And there are numerous of these functional discrepancies, potentially DX9 translation bugs.
@@SianaGearz Yeah, DX 9.0, DX 9.0a, DX 9.0b, DX 8.0, DX 8.1, and for the unfortunate even DX 7 was supported on the original release. I've seen DX 9 era cards perform better than DX 11 era cards in the same games, I've seen DX 9 hardware under XP perform better than DX 12 hardware under 10 There is a good reason people build retro machines to run old games properly.
The old ragdolls somewhat fixed in Steam HL2 in Steam Deck update Both Vortigaunt and Combine Shotgunner current textures were added in EP2 not EP1 infact, Shotgunners did had EP1 in development *At the time it was called Aftermath* I don't really recommend Day 1 build due to map glitches you shown us, So I might recommend the launch build/release build which is same as Day 1 build but idk Also the blood particles were nice, I didn't like the current ones, They seem to fit with Brutal Half-Life 2
Something I noticed coming back to HL2 recently for nostalgia playing: something happened to jumping on inclined surfaces. It showed up the worst in the initial seesaw physics puzzle, where I wasn't able to make the jump due to my character just immediately landing after hitting jump because of the incline. That definitely wasn't in the original version of HL2. It bleeds over to Black Mesa, too. You can't jump while running up ramps, which makes the Gargant Den run a real pain since you can't use your long jump when ever there's a ramp.
I've recently played the day one build on a pc from 2004 running windows xp. It has a Athlon 64 3400+ and a nvidia 6800 gtx. The game ran very well and I never experienced visual glitches. I think those are due to modern hardware running an old game and not so much that the game was unpolished when it released.
I'm not sure if this is true but apparently in HL2 the weird visual bug of blood stains on Ragdolls disappearing when you shine the flashlight on them isn't present in the day 1 build, though I saw a video a long time ago showing that but I don't remember if it's true
@@recklesflam1ngo968 Its because of the source engines "Spaghetti Coding" that makes that happen, it actually also happens in l4d, l4d2, cs:go, and tf2.
As someone who owns the Half-Life 2 Collectors Editon, i do love the original game such as Textures, Models and sounds and everything about it. I agree with mostly everything you said. I didnt have any issues with the mouse movement and yes, the vehicle parts (aside the mudskipper) felt like the ground was covered in oil. All the visual glitches happened to me as well, such as in the scrapyard. I did feel more immersed in Half-Life 2 on the day one build.
I’ve only ever played through Hl2 properly on the Original Xbox (uses the original 04 port as a base), and honestly I think this hits home on a good few of the reasons why. Very interesting to watch. Just felt meatier to play.
The dirtier Vortiguant textures look a lot more like how they did in HL1 in my opinion, which I like. The new textures feel far too smooth, it's as if they're a different species.
I don't think either of them get it right. The original HL2 model looks like foreskin and the Episode 2 model looks like latex. The original HL1 Vortigaunts looked like their skin was mottled on their backs and clearer on their underbellies, a pattern in roughly the same distribution as human hair. I think the skin on Doom Eternal's mancubus shows what the original Vortigaunts' skin should look like in HD.
The original build also has buggy friendly NPCs, during cutscenes there is a good chance that they will freeze and softlock the game. Not an issue anymore on later versions though.
From what I've been told about it, the way HL2 renders distant environmental fog is now somewhat broken after multiple modern compatibility updates and rendering changes. This is visible in multiple maps in HL2, including the first map (the alleyway where you first see a Strider is supposed to be a bit foggier than it currently is).
is may or may not be bugged depending on your os, graphics card, driver and compatibility mode. some people never have it glitching, some people can't have it fixed. being struggling with this bug for years
@@ksysinf No, it's your GPU. Due to DirectX 10 coming out at the time (you can fix the fog by reverting to DirectX 8 btw), all the GPU manufacturers did a change in how they calculate color values in some procedure by default, something like that. This caused a broken fog issue in all of Source games at the time. For some reason Valve never bothered to fix it themselves, Nvidia issued their own internal fix and it works natively through their drivers even on the latest cards to this day. ATI issued a fix as well, but then they went through a buyout by AMD and discontinuation of drivers. So nowadays, any card other than an Nvidia card will give you broken fog due to color values not being converted correctly. Source: I asked dgvoodoo dev to fix this.
@@varvarvarvarvarvar I know the history of this particular bug very well, tracing back to gtx8800. it was me who raised the issue on the vogons forum in the first place. but as I said, I had vastly different results on the very same hardware both amd and nvidia depending on the OS and video drivers version. in fact Valve did fixed it in their branch of source engine somewhere down the line, as it does not occur in current hl2 builds, but it is still present in older source games like sin
5:15 I don't think that is because of the build being inferior at that point in time at all. I think it's because the newer builds are more compatible with new graphics cards and their drivers. The old Half-Life 2 build is going to be more subject to glitches because it was meant to run on D3D9 with ancient drivers and cards...and we run everything on D3D12 now. I played the December, 2004 build of HL2 and onward and never remember these issues.
The improved bloom or HDR into the new build + the dynamic shadows from the flashlight + better textures on certain enemies or items make me prefer the new build over the old one.
I remember when you would hit dead bodies with the crowbar, they would make a splat sound. After an update, they would make the sound of the crowbar hitting the ground.
If you found interesting that cs source still had players playing then I recommend you giving the orange box team fortress 2 ports a look, both ps3 and xbox versions still have players playing them, the xbox version has more players than the ps3 version since its backwards compatible.
You know that an 18 year old game is a masterpeice when people talk about it to this day. Even though i played half life 2 relatively late for the first time i was lucky enough to experience it first in an old gaming arcade where you could play the og valve games in their earliest versions or mods (half life 1 sierra version, team fortress classic, vampire slayer, richochet and half life 2 day 1 version wich i enjoyed and when i replayed the game on my pc a month later i saw the difference immedieatly (the fire effects, vort textures and gordons suit looking much more shiny wich i kinda like) still i wish that i could go back in time and experience half life 2 again for the first time but im also very happy what became of it. This is a very nice video discussing an topic that hasnt been really discussed in the past and you did it wonderfully!
I didn't have a good gaming PC when I was younger, so I was stuck with the highly gimped Xbox version of Half-Life 2 until they finally released the Orange Box on the 360. I'm mainly a PC gamer nowadays; now playing this thing at 4K/144fps with a bunch of insane graphical mods installed. It has been quite a journey for just one game lol
4:15 jittery mouse movement in older games often means that the game cant handle the high polling rate of modern gaming mice. only fix is to lower the polling rate in your mouse software (125 is the default and what 99,9% of people used during the release of HL2)
You should do a video comparing older versions of Garry's Mod (GMOD 9, GMOD 12, etc.) I recently went back and tried some of these old versions and it was really fascinating, especially since gmod 9 actually still has some servers running!
Half Life 2 Retail was my first experience with this games, thanks for clarifying why I always felt something was different in my steam copy rather than my dvd copy
I kinda miss the 4:3 videos... they feel so characteristic for your channel, good vid tho Also, as a Venezuelan myself, I'm not impressed there's still people playing old CS S builds as here piracy is not penalized. People here tend to pirate CS 1.6 and play on Venezuelan servers in a canaima, I can tell you from experience
La pirateria es ilegal, vayas dónde vayas, incluso en Estados Unidos vos podes descargar juegos piratas y no van a ir a tu casa a arrestarte porque no tiene la bola mágica para saber. Pero sí, en Latinoamérica se juegan más juegos piratas sobretodo en cibers y escuelas.
I'm actually very nostalgic for the Xbox version of the game from 2004. The menu screen is really atmospheric playing the ambient music from point insertion with a cool photo of Gordon and alyx with the citadel behind them. The game looks like ass because it's in like 480p or something like that, but I'm still nostalgic for it. It was the first time I played it.
Yeah, even if HL2 is pretty dated by now and zoomers talk shit about it, I feel nostalgic about it too. First few minutes were such a flex of tech, it felt unreal.
@@quint3ssent1a I was 5 when it came out played it almost day one when my older brother bought it Im almost 23 now still go back to it but like you said the younger zoomers won’t ever give it a chance
2:30 the smg’s fire rate was changed. Which might explain why the current version just sounds like noise, and you can’t really hear the “character” of the sound as much
Is there a source for the half life 2 smg fire rate being changed? I feel like some random person made an edit to the combine overwiki 11 years ago with misinformation and that just spread around for years.
@@leegofilms I uploaded a video of the earliest collectors edition build 2153 and the smg fires at the same speed. th-cam.com/video/5nVTkdUKKTs/w-d-xo.html
Something to note about your day 1 experience today, I feel that the visual bug with the white/grey/black void bars could be due to (I presume) running it on newer hardware and drivers. I'm just speculating.
I noticed the shotgunners got a new skin when I went back to the game one day after not having played it for a while and had to update it beforehand. I thought I was going crazy with these minor changes I was seeing. To me, it kind of made the shotgun Combine more distinctive and stand out almost like squad leaders like the squad leader grunts in HL1 distinguished by their berets.
Wow this is awesome. I used to swear up and down for years that there was a change in the overall quality of the visuals after the Orange Box engine update aside from the obvious stuff like some particles and textures being changed. I legit thought I was going crazy or something so the fact that this video popped up when it did sets my tormented mind at ease.
I actually pirated a 2004 build of HL2 years ago just because I noticed so many subtle differences between how HL2 was when I first played it compared to how it is now. for whatever reason, the lighting seems sharper in the original build. shadows are much more striking and really make textures illuminated by a light source pop more. I’m not quite sure how to describe it, but compare Ravenholm from the 2004 build to how it looks today. the differences are subtle, but the original is more atmospheric, in my opinion. also, I personally prefer the secular mapping over phong. it is, without a doubt, hit or miss, but I honestly think the game looks visually flatter without it. I’m also in the boat of preferring the original fire effects, despite them being 2D sprites lol
Correct me if I'm wrong, but Phong shading and the previous system both use specular mapping. The only difference between the two is the method of application: Prior to Source2006, models used $envmap, which used their specular map (usually stored in the alpha channel of the normal map, but that may vary from model to model; I haven't scoured HL2's older files to confirm this) to display the closest cubemap on the level. Phong shading, however, uses a lot more variables that I don't comprehend in detail because I'm not a 3D graphics developer; just a person with concerning amounts of knowledge regarding the Source Engine. While both use the same textures to create an effect, the application and end result are vividly different. That doesn't really make what you said wrong, though, if -I'm- even correct, but I thought the added food for thought in this comments section might elevate it to a greater level of consciousness than the average comments section.
4:45 I laughed so hard at "Who's going to pepper you with nerf ddarts and who's gunna run up like POW POW POW". I'm actually replaying HL2 and those shotgunners are NO JOKE. The only combine to ever kill me are those dude, and sometimes the white-suits if they get me in a bad spot.
i prefer the the atmosphere of half life 2 because it has a dark tone while not being visually dark. half life 2 beta is just grimdark in a pretty generic way. ive never played anything or seen a movie that has the strange atmosphere of half life 2. going through the weird absurd canals that are grounded in realism yet not quite like anything that actually exists on earth. the sun is out but everything is abandoned and only life is alien life and combine soldiers that are hunting you and the sounds of the combine overwatch as you go through these abandoned areas. mean while beta is some generic grim dark shit
@@Kevin-uj4uu absolutely agree with you man, I've never understood people who go out of their way to "prove" how the beta was going to be better than retail
In cs source day one if you click right click on usp and quickly change the weapon and change to usp again it will quickly make your gun suppressed without any animation so you don't have to wait for it. This bug actually can be used in cs 1.6,1.5 and more but it cutted in the new version of cs source
It is possible to fix Half-Life Source with mods to make it more like the Day One Build, it's still a bit buggy but nowhere near as bad as the Steampipe update.
That feeling when you’re old enough to say the only version you played was the OG one in 2004. Fantastic game then and glad to see it still has a healthy fan base!!!
I can verify that there’s even more that was downgraded, one example being the citizen’s face textures, which originally were the regular face maps, the reason this is a downgrade is because the original face map textures were actually higher quality than the retail faces, but it’s possible when valve modified the textures for no reason they had to reduce the images file size in order to edit the image on whatever application was available at the time (2001-2004), this could have also been done to mask the edits made so they didn’t have to apply so much detail to make it look photorealistic with the rest of the image
True, i have a dvd with a 2004 build of half life 2 (if i remember correctly it wasn't release build but close enough), and when i was a kid, i compared them with episode 1 and 2 ones, the result is that original ones oftenly used bgra8888 (wich means almost 0% texture compresion, like a png image compresion) format and/or 1024x1024 resolution, where the newer ones are dxt5 (like a jpeg, very noticeable texture compresion, especially on normal and bump maps) and oftenly 512x512 res. Newer ones are a lot worse but this downgrade is somewhat "camouflaged" by the use of phong textures and other new material shading implementations, but still you can see the bad quality through phong reflections. So, i replaced newer textures including albedo, normal maps and phong with 2004 ones, to get "hi-def" textures with new texture shading wich looked really really nice. Also i want to add that 2004 builds had the awesome ragdoll and prop collisions enabled, and they were somehow broken and disabled since episode 1 'till today's builds of valve's source engine games (half life franchise, portal 1 & 2, l4d 1 & 2 i think, css and csgo).
Half-Life nerd here. Some additional input on Half-Life 2 Vanilla : - First and foremost : cl_ragdoll_collide 1 -> broken with Orange Box engine, and never fixed. Ragdolls and props were clipping all over the maps, it was crazy. The command no longer works today, probably because of that. And when Half-Life 2 and Ep1 were ported to this engine, it was the end for it. - Half-Life 2 could works from DX7 level to DX9. I originally played on dx7 mode with my 2001 PC (meaning, no bump mapping, no specular, no reflection) using an IGP on my motherboard. - The new textures of the Vortigaunt appeared in EP2 first trailer. Valve explained it looked better when using HDR rendering in the game. (For the history of this technology HL2 Lost Coast and Ep1). The purple Vortigaunts originally used vanilla textures. - Combine gloves and boots were glossy, and their "eyes" too. We lost that along the way. - Like you mentioned, physics is broken. It's all over the place. - The car has always been weird. - The airboat has a flashlight, you might have noticed that. It actually was quite powerful, and would light up your way decently. It's broken now on Orange Box Engine. - The SMG sounds different because Valve updated the engine's sound api to accommodate Windows evolution if I'm not mistaken. Anyway on today's build : snd_legacy_surround 1 in the console (even if you're playing in stereo). Give it a try. On my side, I noticed it was sort of muffled and going more into a low frequency's sound effect. Snd_legacy uses the legacy api of the game, and imo restore the feel of a more clear sound effect. Either way, all of it still is compressed. Don't use Creative Alchemy on the game if you have a Soundblaster dac or soundcard, it's not useful anymore on HL2. - The handgun's reload sound has been back ported from EP2 with the engine update. - The secondary fire sound of the shotgun is broken since Orange Box update. - Some Half-Life 1 npc were hidden and we could spawn them with some hidden command. A certain mod, Half-Life 2 substance made use of them. Not sure if it works today. - Music would continue after loading - Raw mouse input wasn't added as a toggle settings until late in the game life (around ~2010 if I recall), but it's still possible to enable it in the console About Half-Life Source. This game is originally a proof of concept. Valve wanted to show to the modding community how easy it was to port a Goldsrc project to Source Engine, by porting HL1 to it and selling it. It wasn't interpreted very well, nor liked. It gave birth to the Black Mesa Source project that aimed to correct that. Until it became its own game with Valve's blessing and renamed just Black Mesa. Anyway, Half-Life source had odd glitches, but worked decently. Back in the days, Source Engine couldn't interpret Goldsrc's glossy textures, and they looked somewhat matte. They fixed that along the way. Or well, used equivalent methods for Source. But then, the Orange Box engine came along, they thought : hey why not port it to this revision too ? And then, one port and some patches later, it's even more broken than Half-Life 2. Also, about your visual glitch, you might want to try to launch this game using Voodoodg. It's an old engine, not sure your modern system can render it correctly. I've never seen some of your glitches, so I wonder if it's related. Something to know, Source Engine major builds updates made it more and more messy to work with. Fun video nonetheless. I wish I could try Half-Life 2 vanilla again, but my disc is encrypted, Steam updates the game immediately.
I used to go back and play Half Life 2 once every couple years or so, but stopped when I heard that Valve was actually breaking things with updates (that one train comes to mind). Even if that isn't the case anymore, I really hate this surprising disrespect Valve has for its own creations. I shouldn't have to worry about whether or not the HL2 I launch on Steam now is the same one as the HL2 I first played almost 15 years ago. Maybe some of the changes they've made are for the better, but maybe the people who grew up with these games don't want a better version - they want the version that they played. I just wish there was an easily accessible "definitive version" of HL2 I could play - one where all the bugs and inconsistencies are ironed out but where the core functions of the game remain intact.
you can play the 2006 dvd release with a little bit of elbow grease, but it has most of the same issues from the video only difference I've found is the textures don't glitch out in Black Mesa East
There’s also the old ‘power shot’ glitch for the pistol. If you hold down right mouse, then left, the weapon will ‘charge’ a shot for every period matching the standard firing animation, hold this for about 18 second, then release right mouse and every shot in the pistol will be fired at once
I've seen in some videos that some NPCs are broken in early versions. Like the two NPCs in the queue at the train station at the beginning never move. Also Day 1 had prop flying too.
7:13 venezuelan here, afaik CS is a very popular game here, especially source and 1.6 because of the very low requirements. If you go to any cyber cafe, it has a version of counter strike installed. I guess that there's people that somehow only play that version so they have a few servers running
I think there was a physics engine nerf with the orange box version of the engine too. Hard to experience in HL2 but it was very noticeable when fooling around in Gmod. Maybe it's possible to recreate in HL2......basically I remember in the earlier versions of the engine you could put things inside crates and boxes and move them around without the physics engine freaking out as much....like in Gmod you could spawn a bunch of cans inside the bathtub and the game might slow down but it didn't go all sparky with collision sounds and exploding everywhere as easily. Also in the early versions physics objects didn't have a rest state as I recall, in the modern versions objects freeze physics if nothing interacts with them for a while.
I always liked the original fire effects (I saw them in my Game of the Year Edition box I got in 2007). I always thought they looked more realistic despite the lower frame rate of their animations. The new ones are saturated with bloom and too much smoke. Granted, tons of smoke is also realistic but still. I wish there was a mod for current Half Life 2 that restored all those effects and behaviours from my GOTY disk, bad stuff from then be damned. I don’t mean a sourcemod folder one either but a total file replacement for the main game ala certain GTA or Tomb Raider mods.
Those weird glitches with the environment around 5:30 were not present on Day 1 build on OG hardware. This must be a hardware DirectX backwards compatibility bug with your GPU.
something to note that wasn't mentioned there: 1) the outdoor lighting in the current build is broken. You can see how sun is shining through in original build and how there is none in the current at 2:36. This applies to all maps with sun. Later on in the canals when you drive against the sunset it's very bright for the moment in the original build and just washed out in the current. The lighting in the Gregory scene at 3:00 is also much more drammatic in the 2004 version. 2) There are a lot of bugs introduced in patches that brake game mechanics in ways that are not immideatelly noticeable. For example, combine flying carrier's machinegun can't turn in the current build, making some drammatic fights during driving section trivial and not nearly as engagging as they were before. Buggy can't outrun the train on the bridge requiring you to wait before it passes. Also, preplaced models have their frames reset - you can see how the very first combine APC in the beginning of the game has it's wheels buried in the ground. Overall, there are a lot of small things that may not make current version unplayable, but once you know what it's missing it becomes kinda crippled experience. Also, bugs mentioned in the video may or may not be encountered on individual basis. For once I haven't encountered black walls bug nor "node graph" in my experience with the original builds
CS:S Day 1 currently has more players than Deathmatch Classic. Probably more than Ricochet. That's actually pretty impressive, considering how hard it is to get to.
Other notes: The alt ammo counter for the MP7 and Pulse Rifle don't show the actual ammo icon in the older build so it's just the single number. And even weirder is that when you pick up ammo, it only shows the bullet icon in the older build compared to the newer build where it also showed the weapon icon.
3:00 the old fire was just 2D sprites so if you looked at them from above, they became flat - you can try out in the same spot in Ravenholm if you go after the goodies to the high left from the vent atop the generators- why do I know this off the top of my head.
I believe the fire texture from day 1 half-life is out of the half-life 2 beta. Perhaps valve thought that it wouldn't fit into the game and changed it to the fire texture to the one we know today.
How you going to make a comparison video without even comparing most of the things? The only thing I remember you actually doing a comparison with was the SMG sound. No fire comparison, no ragdoll physics comparison, etc.
I appreciate your video going over these subtle or small changes. I can't get enough about Half Life 2. Something about this game that is so interesting to me even after all these years. Screenshots videos interviews whatever I like to see it all. I can sit and talk about Half Life 1 and 2 all day long. Thanks for your efforts in making this video
I though the OB update for HL2 and Episode 1, bringing the new textures and engine features from Episode 2 was pretty good. Much happier with the current build than Day 1.
The Orange Box engine broke how the harpoons in Sandtraps behave. They used to fly completely straight like sawblades would, but now they tumble and turn like crazy, making them useless beyond a few feet. The harpoon kills do break scripting though since anything it hits becomes an object ragdoll rather than a corpse ragdoll, and it doesn't care about friendly fire like most objects do.
Nice! Would be cool to see a comparison, though. I kept thinking at least a screenshot of the updated version would pop up, and it's been years since I've played it so I have no idea what the difference is lol. Now I'm wishing I had a physical version of HL2 so I could check it out myself, I remember having such a wonderful experience playing this on release!
Old HL2 was unplayable for me, it used to give me really strong head aches and nausea for some reason, I think it had to do with the FOV, and the illumination bugs are probably caused by incompatibilities with modern GPUs and Drivers, a lot of old games look broken when you play them on modern systems. Any chance of covering the Japanese Arcade games from Valve? HL Survivor, L4D Survivor and CS Neo. CS Neo even has a visual novel lol
its very unlikely, but its _possible_ that a contributing factor was bloom. i have not heard a lot of people having motion sickness problems due to bloom before, but its not _entirely_ unheard of. modern HL2 uses real HDR instead of bloom (although you can change it back to bloom in the video options)
Same here, I was only good for about 20 minutes at a time without headaches and nausea, for the first time in my life (gaming since the 80s). I have noticed the same thing with some other games, and in my case it's definitely due to low fov. Bottom line, console/tv fov of 70-75* is ok from across the living room. On a monitor 2ft away it's like walking around with a pair of binoculars permanently strapped on and does bad things to the brain. This is why pc games need either _minimum_ 90 fov or just have adjustable fov, as used to be standard until recently. The "consolitis" trend going on for the last f'ing decade or so of devs being lazy with low fov and no option on pc releases needs to die. *75 was the original, locked fov of hl2 at release and I think it's still the default. ~90 is the natural, normal human fov at desktop monitor viewing distances. For 75 to appear normal to the brain you need to be ~25ft away.
Jup, I always remember that 90° horizontally is the expected FOV on a 4:3 display, which translates roughly to 106° on 16:9 when keeping the same ~74° vertical space.
@@ieatthighs Generally speaking in Source Engine no, you can't use Bloom and HDR at the same time on the user-side. Maybe you can as a developer/modder/map maker, though. Bloom and HDR are meant to accomplish the same thing. Bloom is an outdated and archaic version of HDR, that isn't considered a "true" HDR, mainly because it can cause effects such as crepuscular ray-like artifacts and "glowing" in scenarios where it wouldn't actually happen in real life. For the actual HDR setting, you can't use Bloom and "Full", as the true HDR is called, at the same time and as far as my understanding goes the Bloom checkbox doesn't actually do anything. In modern use cases, Bloom is typically not used as a stand-in for HDR anymore but is instead used to deliberately cause those glowing effects that in the past were seen as unintended side effects of how Bloom works.
Not just half-life 2, Garry's Mod felt different as the years went on..I started on gmod 9 and got gmod 10 a year after it came out. Stuff has changed...
Burnout Paradise has a similar problem in terms of updates downgrading and making the game worse such as decreasing vehicle stats, worse crash physics, worse sounds and other things. So it's interesting to look at the 1.0 version and how much better the game seems.
Some other things not mentioned: Combine Dropship guns worked on day one (they don’t work currently), and soldiers ai was…different. Much slower reactions, but that’s only noticeable if you spend a lot of time with them
last time I replayed half life 2 for nostalgia I was dreading the driving segment because I remembered the jeep sucked but was shocked how easy to drive it was and wondered if I was crazy. After watching this I'm guessing they backported the jalopy's handling and physics. Glad to know I wasn't crazy lol
They also removed the feature where it could flip upside down, and you’d have to turn it back up with the gravity gun. In the newer builds, it can never happen after that initial time (where it’s scripted)
Interesting video but missing a lot of important info on Half Life 2 V1.0, especially when it comes to lighting and textures. A lot of advanced features that were in the works during the beta couldn't be finished on time, like the bloom lighting, HDR lighting, and detailled textures, so they sadly had to be scrapped, meaning that 1.0 has significantly flatter ligthing, underwater effects, colors, and especially textures which look extremely blurry without the detail layer that bring a lot more granularity to them. Half Life 2 V1.0 is an interesting curiosity, but it looks significantly worse than the modern build, especially compared to the Update mod.
There's so much here I would never have caught onto myself without this video - having played the original day 1 release myself.. I really miss the old crosshair! (the bars without the HUD info on them)
Imagine being a Venezuelan in CSS. You're practicing counter strike every day just waiting for the Maduro regime to end so you can play pro CS in EU. a beautiful dream
It always felt weird playing HL2 later on and not having quite the same experience that I did the first time around. Something was definitely lost from the original experience (likely the shading, lighting and sprite changes) that sort of rubbed some of the charm off the later builds. I think the metrocops are a good example - their 'shinyness' added something to their original appearance; It made them look more synthetic and intimidating. It's still a masterpiece but I just wish they'd left it alone.
Sitting here on the toilet, browsing for a video to watch and this comes up in my feed. Now I don't know if this is a good video or not, but the title alone is exactly the kind of content I like stumbling onto. Things I didn't know I needed to know. Let's goooooo 💩
Blood particles is a huge let down in the newer version. While they're prettier, I hated how the updated blood particles don't react to lighting at all. Barnacles are a particularly bad case of this because they're usually hidden in dark places but their blood is 100% bright. It just looks broken. To this day.
From what I heard, certain textures got downgraded, mostly Combine props afaik. Some of them were 512x512 in the original PC build but got downscaled to 256x256 when the game was ported to 7th gen consoles and updated to the Orange Box. I don't know how true this is, just that it could've happened.
Does cl_ragdoll_collide 1 work on this version? it makes it so ragdolls can physically touch/pile up on eachother which imo is more entertaining/realistic
Really glad you brought up the animations. I thought I was just viewing it through rose color glasses. But I always felt the animations were better then when I play it now
Yo! I still occasionally get comments about this vid, so I wanna leave a statement here:
This video isn't great. It's a rushed upload I made when I was a teenager with only a few thousand subscribers, and I never thought it would wind up getting as many views and as much attention as it has.
There's definitely a few things I would go back and do differently. For one, I flubbed and said that the re-made Vortigaunts and shotgunner were introduced in Episode one, when they were actually introduced in episode two.
for two, There is a weirdly lazy and dismissive tone to this video, where I repeatedly say "I'll look into X later" or "Y *feels* different but I'm not sure if it is". Obviously, this is weird, as I should have looked into these topics while researching the video instead of putting them off for a future date for no real reason. I guess I just didn't think enough people would watch the video for it to be worth it, again I was young and dumb.
For three, the video would have greatly benefited from more side-by-side comparisons. I don't know why I didn't do more of them.
And finally, the way I juxtapose phong and specular in the video is very very wrong and cringeworthy, my apologies to the 3d artists in the audience.
Thanks 4 your time!
No "Victim of the Moon" outro? Traitor!
Have people ported the old textures to Gmod as a mod? I'd love to use them.
@@DesolateLavender of course. the vortiguant easily. just look like up these keywords: vortiguant retail 2004 reskin. idk about metropolice tho. tho maybe turning mat_phong 0 would do a trick. idk. and combine reskins, idk but u can probably find them with those keywords: retail 2004 or whatever. not all have have to be reskins tho. could be hexes etc.
@@isaiahsimmons5776 Fair enough. Thanks for the help!
wait weren't the shotgunner textures in the modern steam version?
The reason the SMG sounds different, in my opinion, is that it's fire rate actually got changed in episode 2. You can see that on the wiki. It sounds different because the sounds kind of cut off each other
It doesn't even sound beefier, wtf is he talking about
This has to be it.
Yeah to me it almost sounds like a few milliseconds are cut from the firing noise/it’s been compressed so much you’re losing the more defined bass that exists in the original release. An analysis of the corresponding releases sound files would easily put this one to bed but I’m def not signing up for that job lol
@@DavidBrown-zp5br yes, it's compressed as hell in steam build. that's right
Something i have also noticed is that a slight pitch shift for each shot is present in the old sound but not the new one.
The Day One experience includes downloading a 16 Mb Update via Steam that has to be downloaded with an ISDN or a 56k Modem from a massively overclocked server since everyone worldwide wanted to do the same. This needs to be included as well.
Also running Steam in puke green UI with a legendary reputation for super slow updates to steam itself.
@@cattysplat oh i'm so thankful i only got in on steam from 2009 onward when it was mostly solid
I had 1.5mb fiber... Virgin in London at least saw the future pretty early in the UK.
Fun fact: if you hold m2 on the 9mm while shooting with it, you can store shots, when you let go of m2, it releases all of the at once, turning the pistol into a shotgun. This is known as pistol charging.
Edit: fuck I should probably clarify that this is only possible in the day 1 build, in the latest version of the game you can’t do it.
i dont Believe you
@@pipe8248 It’s more or so a beta bug that I guess was obscure enough that it wasn’t patched out of any beta until the release
reminds me of ULTRAKILL's piercer
@@pipe8248 there's a video you can look up that demonstrates it
@@pipe8248 you point??
I think the reason the atmosphere in some areas feels different is due to the lighting changes made after Lost Coast and its HDR lighting technology. Also, assets in new versions aren’t really encrypted - just compressed and packed into lots of larger files, which was/is a thing done to make things load faster from storage on HDDs.
Actually HDR and other improvements to Source, which required map files to be updated, weren't even added to HL2. That's one of the reasons why HL2 Update exists.
@@TRRDroid Oh, I wasn't quite sure about it - since the skyboxes that come with HL2 now are HDR compatible. Sorry, mistake on my part.
But they didn't even recompile most of the maps with HDR lighting. They may have recompiled select maps, though, I think.
I believe that HDR was implemented into Half-Life 2, but none of the maps were updated to accommodate it, so they all look slightly off
The 2004 build of source handles baked lighting/shadows differently, the new build on Steam also broke some effects such as the sun glare in the canals.
3:48 from what i understand, the Scout Car is intentionally programmed with a pre-disposition to drift to one side (i forget which side), simulating an unbalanced wheel axel and thus adding a bit to the personality that its a very rustic and haphazardly-put together vehicle, and in the past this drifting may have been stronger.
4:11 --it sounds like to me that this much older version of the game did not have direct/raw mouse input, which sounds like it could make sense as doing such a thing back in 2004 was a really tricky and annoying thing to do even if you weren't trying to make it cross-platform compatible--
EDIT: read replies for more details
as far as mouse input it also might not like modern windows a whole lot. i wonder if it would work better on XP
@@Megabobster well if its not using direct / raw mouse input, that means if you have any mouse acceleration settings on in windows it will be affecting the game's camera movement
the problem he describes is an issue with mouse polling rate . modern mice have values of like 1000. older engines do not support that value and show those problems he described. setting the polling rate to 125 will fix it!
i made a comment above regarding this, upvote it so more people can see it :)
the mouse input in the source engine is also very sensitive to vsync
I can confirm that the original scout car was much more difficult to steer.
When I came back to play the game I was surprised to see how much better I've gotten at driving in video games - but this video shows me why lol
Metrocops with old shiny shading makes them look really nostalgic, like those from pre-release promos or Concerned webcomic
The Day 1 vortigaunt textures look more like the Half-Life 1 vortigaunts
For sure, although I really like healthy looking Vortigaunts in Episode 2. A HD version of the original textures would work for NPCs like the All Knowing Vortigaunt in Route Canal.
@@peppermillers8361 Or all the vortigaunt slaves you see.
@@peppermillers8361 In my opinion the og Vort textures are way better than just having human skin
@@Agustin_Leal you mean the healthy skin? It's not a bad texture, but the original textures are pretty low-poly.
@@peppermillers8361 what? textures don't have polygons, models have polygons
Fun fact: those like alien transport pod things that the combine used at the light tower level, where you park the scout car and fight with some rebels, the gun on the pod didn’t move around to shoot at you unlike in the older builds, but because they optimized half life 2 for steam deck they patched the bug and now the gun swivels around again
Yep, they fixed the Dropship gun so it works properly on the Lighthouse Point fight
yup, noticed it this weekend when one dropped me like a sack of shit in a second. when I tried blasting combine soldiers stepping out
they also broke characters blinking and only fixed that recently.
@@archivey-h8e ur thinking about episodes i think.
Lol i replayed HL2 and was going to casually walk up to the dropship and shotgun blast every soldier in the face as they were doing the idle spawn animation. Then i get surprised as the machine gun instantly homed in on me and chewed down half my health and kept me behind cover for the soldiers to actually spawn in and be a threat.
6:54 Holy crap, the AI is acting like real people!
*groups of friends goes to random part of the map, gets in triangle formation, does nothing for a few minutes*
"Sector clear."
*rinse and repeat*
The way they moved out as a unit after fucking around... really hit home.
its self aware
one very minor detail i feel like no one ever talks about is that in launch HL2, ammo pickups are displayed with the ammo type, like pistol ammo shows a pistol caliber, RPG ammo shows a rocket, etc. In current HL2, it shows a number next to the weapon for the ammo you picked up.
even post update?
No, it definitely shows ammunition icons for pickups.
@@Gulliblepikmin Yup, beat Episode 2 a few weeks ago, aside from the weapon and number of ammo you picked up, they also show you the type of round that it fires.
@@marcellosilva9286 thats because the version was ported from ep2
All I can really say is, there's something about playing these games on a 4:3 ratio that feels so comfortable and nostalgic to me. especially after school, on an autumn night, booting up the game with the last bit of sunlight. your book bag and homework sprawled across your bed and the autumn leaves crunching in the distance. booting up that crappy old computer you got from your uncle after he upgraded to a modern laptop, memories. I'm not even that old and I just have great memories associated with just a simple 4:3 CRT monitor.
This comment gave me huge nostalgic feelings, those were great times.
@@detail___5387 I really want to get another 4:3 monitor just to re-live that experience, I really enjoy that type of comfy/cozy experiences. I'm glad I could make you feel nostalgic for a truly good time in gaming.
Still remember playing Half Life 2 Death Match with my friends, it was incredible physics for 2004, especially throwing random objects and blasting rolling drums with the gravity gun, or those crazy bouncing grenades. I thought the future was going to be incredible. Ironically still the best physics in a multiplayer game to this day.
Half Life 2 supported widescreen since day one you know?
At least thats was the way i personally experienced the game. I had a 4:3 display for consoles but a widescreen 1366x768 monitor for PC. That resolution is somehow nostalgic for me and i still use it to this day, lol. Is resource free and still looks good enough.
actually watching this on a 4:3 monitor
The graphical errors in Half Life 2 might occur because of the newer graphics drivers which the old version wasn't built for.
I run a intel 520 honestly it sucks for most new things but scource games couldnt run any better
It only plays well with modern NVIDIA cards, afaik all AMD or Intel chips will have broken fog and flashlight on the day one build.
@@varvarvarvarvarvar ye, it seems to work fine though on my one retro PC that has a Radeon X1950 512mb. Though for newer cards, if your flashlight is broken when playing the game, you can still use the OG Gold Source Half Life's Flashlight. and works exactly the same. It's not preferred for sure, but it's better than the flashlight being picky what it actually illuminates. For the command, just put this into the console. "r_newflashlight 0"
@@FinnLovesFP I can fix the flashlight with dgvoodoo. But fog remains helpless.
the steam release is trying its hard to run on new graphic drivers
What would have been cooler was if people had the Day 1 Source SDK Base. But we have 2006 only.
source sdk base 2004 exists somewhere
@@jetski8839 really do hope we find it.
@@PanMannYT Yeah I Hope They Found One Day
@@jetski8839 that's 2006 and CSS
@@Daburubareru what
I think node graph rebuilding only happens when they are not on the disk or do not match the version of the map youre playing. After it was generated on your computer once it shouldn't appear anymore. Steam version ships with them already to save time
Valve should add the Day one build as an opt-in version to select in the game settings, like selecting a beta version
Yup, it just comes down to offering the version. KSP for example offers practically everything from the latest 1.12.4 back to the ancient 1.0.5
As for the boxes that are visible at around 5:20: Please take into consideration, that HL2 was originally released on WinXP, had different graphic cards and shaders and graphics driver support. It just might be the case, that the issue is a result of new tech not being compatible.
Yeah that would have for sure rendered correctly on DX8, early DX9 era drivers. There were after all only two driver families to consider, and they too patched the drivers to make the game run correctly and didn't get into a spec lawyering confrontation with Valve to prove that their driver works correctly and the visual glitch is how it should be, and just made things work because it was quicker and easier.
Today the vendor driver no longer provides DX8 or DX9 functionality, instead it's a Microsoft-developed translation layer within the Direct3D software stack, so whatever they happened to deem right, well that's how it it's going to be, they aren't going to adjust it for every game that came out decades ago; it runs how it runs, take it or leave it, if it has any bugs that weren't present in vendor drivers decades ago, they aren't ever getting fixed. And there are numerous of these functional discrepancies, potentially DX9 translation bugs.
@@SianaGearz Yeah, DX 9.0, DX 9.0a, DX 9.0b, DX 8.0, DX 8.1, and for the unfortunate even DX 7 was supported on the original release.
I've seen DX 9 era cards perform better than DX 11 era cards in the same games, I've seen DX 9 hardware under XP perform better than DX 12 hardware under 10
There is a good reason people build retro machines to run old games properly.
The old ragdolls somewhat fixed in Steam HL2 in Steam Deck update
Both Vortigaunt and Combine Shotgunner current textures were added in EP2 not EP1 infact, Shotgunners did had EP1 in development *At the time it was called Aftermath*
I don't really recommend Day 1 build due to map glitches you shown us, So I might recommend the launch build/release build which is same as Day 1 build but idk
Also the blood particles were nice, I didn't like the current ones, They seem to fit with Brutal Half-Life 2
Oh YEAH the poopy green Combine Soldier did exist, but didn't make it into the final game.
Wait, so if I play right now, it will have those kind of ragdolls shown in the Day 1 Build?
@@LoveThomas07 Kinda
Yes!!!! The blood particles were so much better in the old builds!! I remember orange box version had great blood particles
CSS wasn’t available day one.
Something I noticed coming back to HL2 recently for nostalgia playing: something happened to jumping on inclined surfaces. It showed up the worst in the initial seesaw physics puzzle, where I wasn't able to make the jump due to my character just immediately landing after hitting jump because of the incline. That definitely wasn't in the original version of HL2.
It bleeds over to Black Mesa, too. You can't jump while running up ramps, which makes the Gargant Den run a real pain since you can't use your long jump when ever there's a ramp.
5:42 Well guess what, buddy!
I've recently played the day one build on a pc from 2004 running windows xp. It has a Athlon 64 3400+ and a nvidia 6800 gtx. The game ran very well and I never experienced visual glitches. I think those are due to modern hardware running an old game and not so much that the game was unpolished when it released.
I'm not sure if this is true but apparently in HL2 the weird visual bug of blood stains on Ragdolls disappearing when you shine the flashlight on them isn't present in the day 1 build, though I saw a video a long time ago showing that but I don't remember if it's true
Hah yeah, that's an on and off bug that doesn't always happen but sometimes does. Decals are weird in source.
This is still a fairly common bug in Garry's Mod even today lol
Its true, I've encountered it multiple times.
This still happens in GMOD today and it's annoying lol.
@@recklesflam1ngo968 Its because of the source engines "Spaghetti Coding" that makes that happen, it actually also happens in l4d, l4d2, cs:go, and tf2.
As someone who owns the Half-Life 2 Collectors Editon, i do love the original game such as Textures, Models and sounds and everything about it. I agree with mostly everything you said. I didnt have any issues with the mouse movement and yes, the vehicle parts (aside the mudskipper) felt like the ground was covered in oil. All the visual glitches happened to me as well, such as in the scrapyard. I did feel more immersed in Half-Life 2 on the day one build.
I’ve only ever played through Hl2 properly on the Original Xbox (uses the original 04 port as a base), and honestly I think this hits home on a good few of the reasons why. Very interesting to watch. Just felt meatier to play.
HL2 on Xbox sucks balls.
"meatier to play"? learn to speak english. I understand what you mean and all and I agree but that sentence sounds retarded.
Oh, hi Hamish!
I’m happy these more varied videos are being made, very refreshing
The dirtier Vortiguant textures look a lot more like how they did in HL1 in my opinion, which I like. The new textures feel far too smooth, it's as if they're a different species.
Same here.
I don't think either of them get it right. The original HL2 model looks like foreskin and the Episode 2 model looks like latex.
The original HL1 Vortigaunts looked like their skin was mottled on their backs and clearer on their underbellies, a pattern in roughly the same distribution as human hair.
I think the skin on Doom Eternal's mancubus shows what the original Vortigaunts' skin should look like in HD.
"As if if they're a different species" you must be blind then and unable to function as a normal person.
@@alfiehicks1foreskin?
The original build also has buggy friendly NPCs, during cutscenes there is a good chance that they will freeze and softlock the game. Not an issue anymore on later versions though.
The gmod port is best cause more mods
Best moment was 720 double jump headshot quickscoping mossman just before she escaped with a 20mm
Ehhh, but the maps also barely work because Half of the scripted sequences don't function or something.
@@peppermillers8361 really? I remember playing the whole HL2 campaign in Garry's Mod with no problems at least like 1 or 2 years ago
HL2 campaign in GMOD is really god damn fun.
From what I've been told about it, the way HL2 renders distant environmental fog is now somewhat broken after multiple modern compatibility updates and rendering changes. This is visible in multiple maps in HL2, including the first map (the alleyway where you first see a Strider is supposed to be a bit foggier than it currently is).
is may or may not be bugged depending on your os, graphics card, driver and compatibility mode. some people never have it glitching, some people can't have it fixed. being struggling with this bug for years
@@ksysinf No, it's your GPU. Due to DirectX 10 coming out at the time (you can fix the fog by reverting to DirectX 8 btw), all the GPU manufacturers did a change in how they calculate color values in some procedure by default, something like that. This caused a broken fog issue in all of Source games at the time. For some reason Valve never bothered to fix it themselves, Nvidia issued their own internal fix and it works natively through their drivers even on the latest cards to this day. ATI issued a fix as well, but then they went through a buyout by AMD and discontinuation of drivers. So nowadays, any card other than an Nvidia card will give you broken fog due to color values not being converted correctly.
Source: I asked dgvoodoo dev to fix this.
@@varvarvarvarvarvar I know the history of this particular bug very well, tracing back to gtx8800. it was me who raised the issue on the vogons forum in the first place. but as I said, I had vastly different results on the very same hardware both amd and nvidia depending on the OS and video drivers version. in fact Valve did fixed it in their branch of source engine somewhere down the line, as it does not occur in current hl2 builds, but it is still present in older source games like sin
5:15 I don't think that is because of the build being inferior at that point in time at all. I think it's because the newer builds are more compatible with new graphics cards and their drivers. The old Half-Life 2 build is going to be more subject to glitches because it was meant to run on D3D9 with ancient drivers and cards...and we run everything on D3D12 now. I played the December, 2004 build of HL2 and onward and never remember these issues.
The improved bloom or HDR into the new build + the dynamic shadows from the flashlight + better textures on certain enemies or items make me prefer the new build over the old one.
I remember when you would hit dead bodies with the crowbar, they would make a splat sound. After an update, they would make the sound of the crowbar hitting the ground.
If you found interesting that cs source still had players playing then I recommend you giving the orange box team fortress 2 ports a look, both ps3 and xbox versions still have players playing them, the xbox version has more players than the ps3 version since its backwards compatible.
Nah the really impressive atuff is that you can find people playing ricochet
TF2 wouldn't open on my PS3 when I tried a week or so ago. I was concerned it wasn't supported anymore
You know that an 18 year old game is a masterpeice when people talk about it to this day. Even though i played half life 2 relatively late for the first time i was lucky enough to experience it first in an old gaming arcade where you could play the og valve games in their earliest versions or mods (half life 1 sierra version, team fortress classic, vampire slayer, richochet and half life 2 day 1 version wich i enjoyed and when i replayed the game on my pc a month later i saw the difference immedieatly (the fire effects, vort textures and gordons suit looking much more shiny wich i kinda like) still i wish that i could go back in time and experience half life 2 again for the first time but im also very happy what became of it. This is a very nice video discussing an topic that hasnt been really discussed in the past and you did it wonderfully!
I didn't have a good gaming PC when I was younger, so I was stuck with the highly gimped Xbox version of Half-Life 2 until they finally released the Orange Box on the 360.
I'm mainly a PC gamer nowadays; now playing this thing at 4K/144fps with a bunch of insane graphical mods installed.
It has been quite a journey for just one game lol
@@jesserogalski1402 same
I played it for the first time a little over a year ago and it is already one of my favorite games, it really is timeless.
Well said. Half Life 2 is the best fps game ever.
4:15 jittery mouse movement in older games often means that the game cant handle the high polling rate of modern gaming mice. only fix is to lower the polling rate in your mouse software (125 is the default and what 99,9% of people used during the release of HL2)
You should do a video comparing older versions of Garry's Mod (GMOD 9, GMOD 12, etc.) I recently went back and tried some of these old versions and it was really fascinating, especially since gmod 9 actually still has some servers running!
Half Life 2 Retail was my first experience with this games, thanks for clarifying why I always felt something was different in my steam copy rather than my dvd copy
I kinda miss the 4:3 videos... they feel so characteristic for your channel, good vid tho
Also, as a Venezuelan myself, I'm not impressed there's still people playing old CS S builds as here piracy is not penalized. People here tend to pirate CS 1.6 and play on Venezuelan servers in a canaima, I can tell you from experience
so why can't they pirate a newer version of the game? you don't even need a torrent for that
I feel sorry for you living in venezuela
La pirateria es ilegal, vayas dónde vayas, incluso en Estados Unidos vos podes descargar juegos piratas y no van a ir a tu casa a arrestarte porque no tiene la bola mágica para saber.
Pero sí, en Latinoamérica se juegan más juegos piratas sobretodo en cibers y escuelas.
@@voodoo2006 Venezuela ain't that bad tbh, people just exaggerate it
@@nnikitov57 who knows... nostalgia?
I'm actually very nostalgic for the Xbox version of the game from 2004. The menu screen is really atmospheric playing the ambient music from point insertion with a cool photo of Gordon and alyx with the citadel behind them. The game looks like ass because it's in like 480p or something like that, but I'm still nostalgic for it. It was the first time I played it.
Yeah, even if HL2 is pretty dated by now and zoomers talk shit about it, I feel nostalgic about it too. First few minutes were such a flex of tech, it felt unreal.
I've been playing that version lately and it is so much fun to see how they "optimized" the maps, also going out of bounds
@@quint3ssent1a I was 5 when it came out played it almost day one when my older brother bought it Im almost 23 now still go back to it but like you said the younger zoomers won’t ever give it a chance
I'm nostalgic for that era too especially the orange box one
Xbox version came out in late 2005.
2:30 the smg’s fire rate was changed. Which might explain why the current version just sounds like noise, and you can’t really hear the “character” of the sound as much
Is there a source for the half life 2 smg fire rate being changed? I feel like some random person made an edit to the combine overwiki 11 years ago with misinformation and that just spread around for years.
@@Skazzy3YT you can play the earlier builds and look at the code between versions. It was changed. You can see it and feel it.
@@leegofilms I uploaded a video of the earliest collectors edition build 2153 and the smg fires at the same speed. th-cam.com/video/5nVTkdUKKTs/w-d-xo.html
@@keytracer Honestly, same. Both sound the exact same to me.
Something to note about your day 1 experience today, I feel that the visual bug with the white/grey/black void bars could be due to (I presume) running it on newer hardware and drivers. I'm just speculating.
I noticed the shotgunners got a new skin when I went back to the game one day after not having played it for a while and had to update it beforehand. I thought I was going crazy with these minor changes I was seeing. To me, it kind of made the shotgun Combine more distinctive and stand out almost like squad leaders like the squad leader grunts in HL1 distinguished by their berets.
the shotgun animation in hl1 source is badass
Wow this is awesome. I used to swear up and down for years that there was a change in the overall quality of the visuals after the Orange Box engine update aside from the obvious stuff like some particles and textures being changed. I legit thought I was going crazy or something so the fact that this video popped up when it did sets my tormented mind at ease.
I actually pirated a 2004 build of HL2 years ago just because I noticed so many subtle differences between how HL2 was when I first played it compared to how it is now.
for whatever reason, the lighting seems sharper in the original build. shadows are much more striking and really make textures illuminated by a light source pop more. I’m not quite sure how to describe it, but compare Ravenholm from the 2004 build to how it looks today. the differences are subtle, but the original is more atmospheric, in my opinion.
also, I personally prefer the secular mapping over phong. it is, without a doubt, hit or miss, but I honestly think the game looks visually flatter without it. I’m also in the boat of preferring the original fire effects, despite them being 2D sprites lol
The lighting/shadows are done differently in the original build, it tends to look better. This video misses quite a few changes.
Correct me if I'm wrong, but Phong shading and the previous system both use specular mapping. The only difference between the two is the method of application: Prior to Source2006, models used $envmap, which used their specular map (usually stored in the alpha channel of the normal map, but that may vary from model to model; I haven't scoured HL2's older files to confirm this) to display the closest cubemap on the level. Phong shading, however, uses a lot more variables that I don't comprehend in detail because I'm not a 3D graphics developer; just a person with concerning amounts of knowledge regarding the Source Engine.
While both use the same textures to create an effect, the application and end result are vividly different.
That doesn't really make what you said wrong, though, if -I'm- even correct, but I thought the added food for thought in this comments section might elevate it to a greater level of consciousness than the average comments section.
The day one build didnt have plastic Phong sheen that tf2 benefited from
4:45 I laughed so hard at "Who's going to pepper you with nerf ddarts and who's gunna run up like POW POW POW". I'm actually replaying HL2 and those shotgunners are NO JOKE. The only combine to ever kill me are those dude, and sometimes the white-suits if they get me in a bad spot.
"feels" "feel" "I don't know" "should check later" great video bro
yeah garbage
It's pretty bad yeah. I like to think my vids have gotten better since tho
i genuinely believe the half life 2 we got is way better than the beta
i prefer the the atmosphere of half life 2 because it has a dark tone while not being visually dark. half life 2 beta is just grimdark in a pretty generic way. ive never played anything or seen a movie that has the strange atmosphere of half life 2. going through the weird absurd canals that are grounded in realism yet not quite like anything that actually exists on earth. the sun is out but everything is abandoned and only life is alien life and combine soldiers that are hunting you and the sounds of the combine overwatch as you go through these abandoned areas. mean while beta is some generic grim dark shit
@@Kevin-uj4uu absolutely agree with you man, I've never understood people who go out of their way to "prove" how the beta was going to be better than retail
Yeah same here, Valve obviously scrapped it for a reason or two because they wanted to make the game better
Fuck that, beta was better, and that's a fact. The consul is badass.
@@AJ-po6up nah, hes a worse dr breen
In cs source day one if you click right click on usp and quickly change the weapon and change to usp again it will quickly make your gun suppressed without any animation so you don't have to wait for it. This bug actually can be used in cs 1.6,1.5 and more but it cutted in the new version of cs source
The gunship at the lighthouse section of cost had it's turret broken in newer versions so you can now just camp the spawn point and not get shot.
Apparently they fixed it in the steam deck update. Haven't tried it out myself, though.
@@atlev yea they fixed it,
It is possible to fix Half-Life Source with mods to make it more like the Day One Build, it's still a bit buggy but nowhere near as bad as the Steampipe update.
That feeling when you’re old enough to say the only version you played was the OG one in 2004. Fantastic game then and glad to see it still has a healthy fan base!!!
Please talk about
Half-Life 2: Deathmatch and
Half-Life Deathmatch Source. :)
Richard Overtime
Didn't know you would make a video on it, also you should've noted the different models on the combine scanners, good video none the less.
Fire: GIF in 3 fps
Richter Overtime: OH YES
true
better than a png sliding up for 1 second
I can verify that there’s even more that was downgraded, one example being the citizen’s face textures, which originally were the regular face maps, the reason this is a downgrade is because the original face map textures were actually higher quality than the retail faces, but it’s possible when valve modified the textures for no reason they had to reduce the images file size in order to edit the image on whatever application was available at the time (2001-2004), this could have also been done to mask the edits made so they didn’t have to apply so much detail to make it look photorealistic with the rest of the image
True, i have a dvd with a 2004 build of half life 2 (if i remember correctly it wasn't release build but close enough), and when i was a kid, i compared them with episode 1 and 2 ones, the result is that original ones oftenly used bgra8888 (wich means almost 0% texture compresion, like a png image compresion) format and/or 1024x1024 resolution, where the newer ones are dxt5 (like a jpeg, very noticeable texture compresion, especially on normal and bump maps) and oftenly 512x512 res. Newer ones are a lot worse but this downgrade is somewhat "camouflaged" by the use of phong textures and other new material shading implementations, but still you can see the bad quality through phong reflections. So, i replaced newer textures including albedo, normal maps and phong with 2004 ones, to get "hi-def" textures with new texture shading wich looked really really nice. Also i want to add that 2004 builds had the awesome ragdoll and prop collisions enabled, and they were somehow broken and disabled since episode 1 'till today's builds of valve's source engine games (half life franchise, portal 1 & 2, l4d 1 & 2 i think, css and csgo).
That was 100% a console optimization that carried over due to crunch and negligence
My CS:S v34 server is famous now hahahahaha, you're welcome to play with us! Is not "day one" CS:S, but is a discontinued v34 version
GRANDE
Half-Life nerd here. Some additional input on Half-Life 2 Vanilla :
- First and foremost : cl_ragdoll_collide 1 -> broken with Orange Box engine, and never fixed. Ragdolls and props were clipping all over the maps, it was crazy.
The command no longer works today, probably because of that. And when Half-Life 2 and Ep1 were ported to this engine, it was the end for it.
- Half-Life 2 could works from DX7 level to DX9. I originally played on dx7 mode with my 2001 PC (meaning, no bump mapping, no specular, no reflection) using an IGP on my motherboard.
- The new textures of the Vortigaunt appeared in EP2 first trailer. Valve explained it looked better when using HDR rendering in the game. (For the history of this technology HL2 Lost Coast and Ep1). The purple Vortigaunts originally used vanilla textures.
- Combine gloves and boots were glossy, and their "eyes" too. We lost that along the way.
- Like you mentioned, physics is broken. It's all over the place.
- The car has always been weird.
- The airboat has a flashlight, you might have noticed that. It actually was quite powerful, and would light up your way decently. It's broken now on Orange Box Engine.
- The SMG sounds different because Valve updated the engine's sound api to accommodate Windows evolution if I'm not mistaken.
Anyway on today's build : snd_legacy_surround 1 in the console (even if you're playing in stereo). Give it a try.
On my side, I noticed it was sort of muffled and going more into a low frequency's sound effect.
Snd_legacy uses the legacy api of the game, and imo restore the feel of a more clear sound effect. Either way, all of it still is compressed.
Don't use Creative Alchemy on the game if you have a Soundblaster dac or soundcard, it's not useful anymore on HL2.
- The handgun's reload sound has been back ported from EP2 with the engine update.
- The secondary fire sound of the shotgun is broken since Orange Box update.
- Some Half-Life 1 npc were hidden and we could spawn them with some hidden command. A certain mod, Half-Life 2 substance made use of them. Not sure if it works today.
- Music would continue after loading
- Raw mouse input wasn't added as a toggle settings until late in the game life (around ~2010 if I recall), but it's still possible to enable it in the console
About Half-Life Source.
This game is originally a proof of concept.
Valve wanted to show to the modding community how easy it was to port a Goldsrc project to Source Engine, by porting HL1 to it and selling it.
It wasn't interpreted very well, nor liked. It gave birth to the Black Mesa Source project that aimed to correct that. Until it became its own game with Valve's blessing and renamed just Black Mesa.
Anyway, Half-Life source had odd glitches, but worked decently. Back in the days, Source Engine couldn't interpret Goldsrc's glossy textures, and they looked somewhat matte.
They fixed that along the way. Or well, used equivalent methods for Source.
But then, the Orange Box engine came along, they thought : hey why not port it to this revision too ? And then, one port and some patches later, it's even more broken than Half-Life 2.
Also, about your visual glitch, you might want to try to launch this game using Voodoodg.
It's an old engine, not sure your modern system can render it correctly.
I've never seen some of your glitches, so I wonder if it's related.
Something to know, Source Engine major builds updates made it more and more messy to work with.
Fun video nonetheless. I wish I could try Half-Life 2 vanilla again, but my disc is encrypted, Steam updates the game immediately.
I used to go back and play Half Life 2 once every couple years or so, but stopped when I heard that Valve was actually breaking things with updates (that one train comes to mind). Even if that isn't the case anymore, I really hate this surprising disrespect Valve has for its own creations. I shouldn't have to worry about whether or not the HL2 I launch on Steam now is the same one as the HL2 I first played almost 15 years ago. Maybe some of the changes they've made are for the better, but maybe the people who grew up with these games don't want a better version - they want the version that they played. I just wish there was an easily accessible "definitive version" of HL2 I could play - one where all the bugs and inconsistencies are ironed out but where the core functions of the game remain intact.
you can play the 2006 dvd release with a little bit of elbow grease, but it has most of the same issues from the video
only difference I've found is the textures don't glitch out in Black Mesa East
also secuROM is still the fucking devil all these years later
@Jo Ke *cough* *cough* TF2 *cough* *cough*
Also OP's comment reminds me of how George Lucas fucked over the original Star Wars trilogy.
Don't get me started on WON Half-Life 1
@Jo Ke That's why I have old PCs lying around
There’s also the old ‘power shot’ glitch for the pistol. If you hold down right mouse, then left, the weapon will ‘charge’ a shot for every period matching the standard firing animation, hold this for about 18 second, then release right mouse and every shot in the pistol will be fired at once
I've seen in some videos that some NPCs are broken in early versions. Like the two NPCs in the queue at the train station at the beginning never move. Also Day 1 had prop flying too.
7:13 venezuelan here, afaik CS is a very popular game here, especially source and 1.6 because of the very low requirements. If you go to any cyber cafe, it has a version of counter strike installed. I guess that there's people that somehow only play that version so they have a few servers running
If only there was a way to run the latest version and compare the two...
I think there was a physics engine nerf with the orange box version of the engine too. Hard to experience in HL2 but it was very noticeable when fooling around in Gmod. Maybe it's possible to recreate in HL2......basically I remember in the earlier versions of the engine you could put things inside crates and boxes and move them around without the physics engine freaking out as much....like in Gmod you could spawn a bunch of cans inside the bathtub and the game might slow down but it didn't go all sparky with collision sounds and exploding everywhere as easily. Also in the early versions physics objects didn't have a rest state as I recall, in the modern versions objects freeze physics if nothing interacts with them for a while.
I always liked the original fire effects (I saw them in my Game of the Year Edition box I got in 2007). I always thought they looked more realistic despite the lower frame rate of their animations. The new ones are saturated with bloom and too much smoke. Granted, tons of smoke is also realistic but still. I wish there was a mod for current Half Life 2 that restored all those effects and behaviours from my GOTY disk, bad stuff from then be damned. I don’t mean a sourcemod folder one either but a total file replacement for the main game ala certain GTA or Tomb Raider mods.
Those weird glitches with the environment around 5:30 were not present on Day 1 build on OG hardware. This must be a hardware DirectX backwards compatibility bug with your GPU.
I own the original xbox version of Hl2, and there are definitely differences, and it's one way to play the original game.
something to note that wasn't mentioned there:
1) the outdoor lighting in the current build is broken. You can see how sun is shining through in original build and how there is none in the current at 2:36. This applies to all maps with sun. Later on in the canals when you drive against the sunset it's very bright for the moment in the original build and just washed out in the current. The lighting in the Gregory scene at 3:00 is also much more drammatic in the 2004 version.
2) There are a lot of bugs introduced in patches that brake game mechanics in ways that are not immideatelly noticeable. For example, combine flying carrier's machinegun can't turn in the current build, making some drammatic fights during driving section trivial and not nearly as engagging as they were before. Buggy can't outrun the train on the bridge requiring you to wait before it passes. Also, preplaced models have their frames reset - you can see how the very first combine APC in the beginning of the game has it's wheels buried in the ground.
Overall, there are a lot of small things that may not make current version unplayable, but once you know what it's missing it becomes kinda crippled experience.
Also, bugs mentioned in the video may or may not be encountered on individual basis. For once I haven't encountered black walls bug nor "node graph" in my experience with the original builds
CS:S Day 1 currently has more players than Deathmatch Classic.
Probably more than Ricochet.
That's actually pretty impressive, considering how hard it is to get to.
Other notes:
The alt ammo counter for the MP7 and Pulse Rifle don't show the actual ammo icon in the older build so it's just the single number.
And even weirder is that when you pick up ammo, it only shows the bullet icon in the older build compared to the newer build where it also showed the weapon icon.
3:00 the old fire was just 2D sprites so if you looked at them from above, they became flat - you can try out in the same spot in Ravenholm if you go after the goodies to the high left from the vent atop the generators- why do I know this off the top of my head.
I believe the fire texture from day 1 half-life is out of the half-life 2 beta. Perhaps valve thought that it wouldn't fit into the game and changed it to the fire texture to the one we know today.
How you going to make a comparison video without even comparing most of the things? The only thing I remember you actually doing a comparison with was the SMG sound. No fire comparison, no ragdoll physics comparison, etc.
I appreciate your video going over these subtle or small changes. I can't get enough about Half Life 2. Something about this game that is so interesting to me even after all these years. Screenshots videos interviews whatever I like to see it all. I can sit and talk about Half Life 1 and 2 all day long. Thanks for your efforts in making this video
I though the OB update for HL2 and Episode 1, bringing the new textures and engine features from Episode 2 was pretty good. Much happier with the current build than Day 1.
4:25 "Wavy" horizontal mouse movement in older games is often caused by the mouse polling rate. Lowering it usually fixes the issue.
is half life 2 better on day one idk but i know its better without richter o
true
The Orange Box engine broke how the harpoons in Sandtraps behave. They used to fly completely straight like sawblades would, but now they tumble and turn like crazy, making them useless beyond a few feet. The harpoon kills do break scripting though since anything it hits becomes an object ragdoll rather than a corpse ragdoll, and it doesn't care about friendly fire like most objects do.
You could have done side by side comparisons of saying 'i think' and 'maybe' and 'i don't know' the entire video.
Nice! Would be cool to see a comparison, though. I kept thinking at least a screenshot of the updated version would pop up, and it's been years since I've played it so I have no idea what the difference is lol. Now I'm wishing I had a physical version of HL2 so I could check it out myself, I remember having such a wonderful experience playing this on release!
Old HL2 was unplayable for me, it used to give me really strong head aches and nausea for some reason, I think it had to do with the FOV, and the illumination bugs are probably caused by incompatibilities with modern GPUs and Drivers, a lot of old games look broken when you play them on modern systems. Any chance of covering the Japanese Arcade games from Valve? HL Survivor, L4D Survivor and CS Neo. CS Neo even has a visual novel lol
its very unlikely, but its _possible_ that a contributing factor was bloom. i have not heard a lot of people having motion sickness problems due to bloom before, but its not _entirely_ unheard of. modern HL2 uses real HDR instead of bloom (although you can change it back to bloom in the video options)
Same here, I was only good for about 20 minutes at a time without headaches and nausea, for the first time in my life (gaming since the 80s). I have noticed the same thing with some other games, and in my case it's definitely due to low fov. Bottom line, console/tv fov of 70-75* is ok from across the living room. On a monitor 2ft away it's like walking around with a pair of binoculars permanently strapped on and does bad things to the brain. This is why pc games need either _minimum_ 90 fov or just have adjustable fov, as used to be standard until recently. The "consolitis" trend going on for the last f'ing decade or so of devs being lazy with low fov and no option on pc releases needs to die.
*75 was the original, locked fov of hl2 at release and I think it's still the default. ~90 is the natural, normal human fov at desktop monitor viewing distances. For 75 to appear normal to the brain you need to be ~25ft away.
Jup, I always remember that 90° horizontally is the expected FOV on a 4:3 display, which translates roughly to 106° on 16:9 when keeping the same ~74° vertical space.
@@Templarfreak uses hdr instead of bloom? aren't they completely different things that can be used in the same time?
@@ieatthighs Generally speaking in Source Engine no, you can't use Bloom and HDR at the same time on the user-side. Maybe you can as a developer/modder/map maker, though.
Bloom and HDR are meant to accomplish the same thing. Bloom is an outdated and archaic version of HDR, that isn't considered a "true" HDR, mainly because it can cause effects such as crepuscular ray-like artifacts and "glowing" in scenarios where it wouldn't actually happen in real life. For the actual HDR setting, you can't use Bloom and "Full", as the true HDR is called, at the same time and as far as my understanding goes the Bloom checkbox doesn't actually do anything.
In modern use cases, Bloom is typically not used as a stand-in for HDR anymore but is instead used to deliberately cause those glowing effects that in the past were seen as unintended side effects of how Bloom works.
Your videos keep getting better and better
I appreciate that
Not just half-life 2, Garry's Mod felt different as the years went on..I started on gmod 9 and got gmod 10 a year after it came out. Stuff has changed...
i mean, that ones kinda obvious
Y’all remember the original Energy Core ammo model before the update?
Burnout Paradise has a similar problem in terms of updates downgrading and making the game worse such as decreasing vehicle stats, worse crash physics, worse sounds and other things. So it's interesting to look at the 1.0 version and how much better the game seems.
@@priyapepsi Here’s a good video that explains the changes made to the game and downgrades
th-cam.com/video/r9kg0Xn3YuI/w-d-xo.html
Some other things not mentioned: Combine Dropship guns worked on day one (they don’t work currently), and soldiers ai was…different. Much slower reactions, but that’s only noticeable if you spend a lot of time with them
the dropship guns got patched with steam deck I think, not sure about the ai
@@jackawaka Does the screen still flash white in ep2? Figured they'd close these issues on the github repo
@@jackawaka just tested it, and you’re right! That’s great! Wish they had put that in the patch notes…
The original vortigaunt texture makes me think of half life 1 vortigaunts.
last time I replayed half life 2 for nostalgia I was dreading the driving segment because I remembered the jeep sucked but was shocked how easy to drive it was and wondered if I was crazy. After watching this I'm guessing they backported the jalopy's handling and physics. Glad to know I wasn't crazy lol
They also removed the feature where it could flip upside down, and you’d have to turn it back up with the gravity gun. In the newer builds, it can never happen after that initial time (where it’s scripted)
Interesting video but missing a lot of important info on Half Life 2 V1.0, especially when it comes to lighting and textures. A lot of advanced features that were in the works during the beta couldn't be finished on time, like the bloom lighting, HDR lighting, and detailled textures, so they sadly had to be scrapped, meaning that 1.0 has significantly flatter ligthing, underwater effects, colors, and especially textures which look extremely blurry without the detail layer that bring a lot more granularity to them.
Half Life 2 V1.0 is an interesting curiosity, but it looks significantly worse than the modern build, especially compared to the Update mod.
There's so much here I would never have caught onto myself without this video - having played the original day 1 release myself.. I really miss the old crosshair! (the bars without the HUD info on them)
Node graph out of date. Rebuilding...
Imagine being a Venezuelan in CSS. You're practicing counter strike every day just waiting for the Maduro regime to end so you can play pro CS in EU. a beautiful dream
It always felt weird playing HL2 later on and not having quite the same experience that I did the first time around. Something was definitely lost from the original experience (likely the shading, lighting and sprite changes) that sort of rubbed some of the charm off the later builds. I think the metrocops are a good example - their 'shinyness' added something to their original appearance; It made them look more synthetic and intimidating.
It's still a masterpiece but I just wish they'd left it alone.
Sitting here on the toilet, browsing for a video to watch and this comes up in my feed. Now I don't know if this is a good video or not, but the title alone is exactly the kind of content I like stumbling onto.
Things I didn't know I needed to know. Let's goooooo 💩
Thanks for a good 💩 amigo.
Blood particles is a huge let down in the newer version. While they're prettier, I hated how the updated blood particles don't react to lighting at all. Barnacles are a particularly bad case of this because they're usually hidden in dark places but their blood is 100% bright. It just looks broken. To this day.
From what I heard, certain textures got downgraded, mostly Combine props afaik. Some of them were 512x512 in the original PC build but got downscaled to 256x256 when the game was ported to 7th gen consoles and updated to the Orange Box. I don't know how true this is, just that it could've happened.
Does cl_ragdoll_collide 1 work on this version? it makes it so ragdolls can physically touch/pile up on eachother which imo is more entertaining/realistic
Really glad you brought up the animations. I thought I was just viewing it through rose color glasses. But I always felt the animations were better then when I play it now