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2004 年 11 月 16 日……

Valve 邀請您一起體驗

戰慄時空2

20 週年慶更新

戰慄時空 2 開發團隊的全新訪談!

我們的《戰慄時空 1》25 週年慶紀錄片大受歡迎,因此我們邀請 Secret Tape 再度操刀為我們製作另一部紀錄片——這次要聚焦於《戰慄時空 2》。而且這次的故事可不只講到遊戲製作而已。資金用盡、系統被駭,再加上早期版本在網上流出。還有發行商告我們,而我們正在嘗試建立 Steam。這些全都在影片裡!

戰慄時空 2 開發團隊的全新訪談!

我們的《戰慄時空 1》25 週年慶紀錄片大受歡迎,因此我們邀請 Secret Tape 再度操刀為我們製作另一部紀錄片——這次要聚焦於《戰慄時空 2》。而且這次的故事可不只講到遊戲製作而已。資金用盡、系統被駭,再加上早期版本在網上流出。還有發行商告我們,而我們正在嘗試建立 Steam。這些全都在影片裡!


戰慄時空 2 的 20 週年慶更新包含:

新功能

首部曲與二部曲擴充內容一併奉上

戰慄時空 2 現在除了遊戲主程式之外,也包含完整的首部曲與二部曲兩個擴充內容。從主選單就可以進入,您會在完成每個擴充內容後自動進入下一個擴充內容。


戰慄時空 2 開發者解說

我們在戰慄時空 2 發行一年後推出的「消失的海岸線」中包含了互動式開發者解說模式,提供有興趣的玩家一個機會能深入了解啟發這個試玩版的新技術。後來我們也為每個版本的戰慄時空和傳送門遊戲都加入這個功能,但戰慄時空 2 本身卻從來沒有解說……直到現在。我們將當初的 HL2 開發團隊找回來聚在一起,為整個遊戲錄製全新的解說內容。


Steam 工作坊支援

瀏覽、安裝和遊玩戰慄時空 2 的使用者製作內容,過程中完全不用離開遊戲。在額外內容選單項目中尋找喜歡的吧!


Steam 遊戲錄影

讓 Steam 幫您留下在 17 號城的寶貴回憶吧!在您的 Steam 內嵌介面中查看遊戲錄影時間軸當中的事件標記,找到您遊戲過程裡那些值得紀念的重大與驚喜時刻。

更新與修正

遊戲內容更新

戰慄時空 2 裡的每張地圖都由 Valve 的關卡設計師檢查過,修正了長久以來的程式錯誤、恢復隨時間流逝而失落的內容和功能,以及改善如光照貼圖解析度和霧化等數個項目:

  • 修正場景道具閃現、世界中的孔洞,以及在遊戲各處退色並消失的物體
  • 參照原始發行版來重新平衡戰慄時空 2 的各種照明,以配合啟用或停用 HDR 的遊玩情況
  • 更清晰平順的水平線,全歸功於新的輻射式霧化效果!
  • 為整個遊戲各處新增高解析度的光照貼圖!
  • 移除遊戲開場時 G-Man 模型眼睛中的綠色光芒,並恢復與原始版相同的反射光暈
  • 修正遊戲各處缺失的小草精靈圖和的變黑的模型!

經過更新的圖像設定

  • 遊玩戰慄時空 2 遊戲主程式時,現可選擇要使用當初發行時的原始血液與火焰效果,還是為兩部曲製作的新效果!
  • 遊玩高品質模式時只會見到最精細的模型!
  • 超高品質的著色器細節讓光照貼圖陰影更加平順,這全要歸功於新的光照貼圖雙三次插值(bicubic )濾鏡!

遊戲手把、輸入和 Steam Deck 更新

  • 遊戲手把控制項已配合戰慄時空 1 的週年慶更新內容而更新
  • 瞄準輔助已全面翻新,現在更容易使用,而且有更多可用的設定選項。可分別為遊戲手把或滑鼠 / 鍵盤輸入啟用瞄準輔助。可調整輔助程度高低,而且也不再受限於技術程度設定。想在困難模式使用高度瞄準輔助,然後在簡單模式中關閉輔助功能?放手去做吧
  • Steam Deck 主選單已更新,包含今天所有的額外內容,如兩部曲、工作坊和新的輸入設定。您在電腦上透過 Big Picture 模式遊玩戰慄時空 2 時,也會顯示 Steam Deck 版的主選單

失落已久的戰慄時空 2 開發歷史

值得一看

觀看戰慄時空 2 早期的舊影片

我們從散落辦公室四處的古老電腦中救回了這些年代久遠的試玩版,而且將它們用高品質的影片呈現給您:

E3 2003

在此試玩版中,我們向全世界展示了戰慄時空 2 與 Source 引擎。以前只有從我們 E3 展位錄的搖晃手動錄製影片,現在有直接擷取的版本了。

E3 2002

再早一年我們做了這個試玩版要帶去 E3,但在最後一刻決定我們還沒準備好要展示這個遊戲。二十年後,我們覺得讓您看這個東西也沒關係。

SIGGRAPH 2000

它也稱為「免費電視」試玩版,於 SIGGRAPH 電腦繪圖大會中亮相,正是原版戰慄時空剛推出還熱騰騰的時刻。這是我們能找到的這段戰慄時空 2 開發期間最高品質的影片。

E3 2003

在此試玩版中,我們向全世界展示了戰慄時空 2 與 Source 引擎。以前只有從我們 E3 展位錄的搖晃手動錄製影片,現在有直接擷取的版本了。

E3 2002

再早一年我們做了這個試玩版要帶去 E3,但在最後一刻決定我們還沒準備好要展示這個遊戲。二十年後,我們覺得讓您看這個東西也沒關係。

SIGGRAPH 2000

它也稱為「免費電視」試玩版,於 SIGGRAPH 電腦繪圖大會中亮相,正是原版戰慄時空剛推出還熱騰騰的時刻。這是我們能找到的這段戰慄時空 2 開發期間最高品質的影片。


再次《Raising the Bar》

值得一讀

《Raising the Bar》新版將於 2025 年付印,並加入了戰慄時空 2 兩部曲的相關內容

Nearly two decades since it first went out of print, Raising the Bar is set to return with an expanded second edition—offering a comprehensive look into the creation of the Half-Life 2. Originally published in 2004, this book captured the story of Half-Life 2's development but missed the episodic content that followed.

This new edition concludes the Half-Life 2 development story, with never-before-seen concept art from Episode One and Episode Two, along with ideas and experiments for the third episode that never came to be.


Looking for something to read right now? The Final Hours of Half-Life 2 was written twenty years ago by Geoff Keighley after spending time in Valve's offices during... you guessed it.

程式錯誤修正與變更註記

  • 新增戰慄時空 2 團隊成員錄製的 3.5 小時開發者解說
  • Half-Life 2: Episode One and Episode Two are now playable from the Half-Life 2 main menu.
  • Half-Life 2: Lost Coast has been added to the Extras menu.
  • Added Steam Workshop support. Play entire campaigns or replace weapons, enemies, UI, and more with content created by the community.
  • Added custom Steam Game Recording gameplay events and phases throughout the game.
  • Fixed issues causing props or entire maps to be fully bright or fully dark depending on settings.
  • Added bicubic filtering for lightmaps to produce smoother shadows. It can be enabled by setting Shader Detail to Very High.
  • Fixed missing grass detail sprites in many maps.
  • Added settings to enable Classic Effects that were originally in Half-Life 2. These effects can also be enabled using r_classic_blood or r_classic_fire.
  • Added support for radial fog.
  • Specular reflectivity has been adjusted throughout Half-Life 2 to better match the original release.
  • Updated models for the Crossbow and RPG weapons to support ultrawide displays.
  • Fixed camera clipping into vehicles at high FOV settings.
  • Fixed lambda cache indicators and other decals vanishing when backtracking through map transitions.
  • Setting Model Detail to High will now always display the highest detail version of a model and never swap for a lower level-of-detail.
  • Set Antialiasing to 4x MSAA by default.
  • Fixed teeth shader rendering fully white on some GPUs.
  • The UI now scales to support higher resolutions.
  • Launching the game in Steam Big Picture mode will now use the gamepad-friendly UI previously available on Steam Deck. You can also launch this mode with the "-gamepadui" launch option.
  • The High Dynamic Range setting has been moved to the main Video settings page.
  • 解說模式現可在新遊戲畫面上啟用
  • Fixed display of greyscale art for locked achievement icons to match their behavior in steam.
  • Improved legibility of gamepad button icons.
  • Button hints will now prefer to display standard face buttons and trigger icons only. This behavior can be disabled with the "sc_prefer_basic_origin_hints" convar.
  • Replaced instances of system fonts like Verdana throughout the UI with a new font, GorDIN.
  • Added a new font renderer that provides more consistent rendering between platforms.
  • Fixed edges of certain font characters being cut off with antialiasing enabled.
  • Fixed scrollbars and button animations using inverted colors.
  • Removed the non-functional "Use 'bloom' effect when available" setting.
  • Added Rich Presence info while playing Half-Life 2.
  • Updated the default Steam Input configuration.
  • Added a Gamepad settings menu.
  • Added the ability to select a weapon selection UI style while using a gamepad.
  • Added settings for separate Aim-Assist modes for mouse/keyboard and gamepad. The new Aim-Assist "Enhanced" mode now attempts to track enemies and snap-to-target while driving vehicles.
  • If using toggle crouch, pressing sprint will now make the player stand.
  • Legacy joystick settings have been removed from the Mouse settings menu.
  • Reduced chances of birds getting stuck in the world.
  • Fixed Combine crouching behavior during door assault scene.
  • Fixed Combine not firing in some cases during the finale.
  • Game sounds and music now pause while the game is paused.
  • Fix crash that can occur if the player gets too far ahead of the helicopter in canals.
  • Fixed Dr. Breen not looking at the camera in certain broadcasts.
  • Fixed smooth friction sounds not playing.
  • Full HDR lighting and tonemapping pass across every map in Half-Life 2 and Half-Life 2: Deathmatch.
  • Increased lightmap resolution in most maps.
  • Adjusted rendering distances across the game so details and objects remain visible much further away.
  • Removed Far-Z clip plane from most maps.
  • Increased window and door fade distances.
  • Improved lighting and world detail inconsistencies during many map transitions.
  • Tuned fog and skyboxes for every map with water on the horizon for better horizon blending.
  • Replaced instances of simple reflective water with fully reflective water in nearly every map.
  • Fixed many instances of floating props across the game.
  • Sewed up holes, aligned textures, and fixed seams on many displacements throughout the game.
  • Swapped some distant trees out for higher detail models.
  • Enabled shadows on many static props that were missing them.
  • Added glow sprites to all lights that were missing them.
  • Fixed lightmapping for many large static prop structures.
  • Added simple rooftop geometry to background buildings that were missing them.
  • Added background displacement geometry to areas which are now exposed by removed the clipping plane.
  • The introduction sequence has been adjusted to closely match the original sequence, including fixing specular highlights on the G-Man's eyes.
  • Fixed various texture seams on train station wall
  • All fences now properly cast shadows.
  • Fixed issues with level transitions setting fog values improperly.
  • Removed emissive value from base of lighting prop which was glowing in strange places.
  • Fixed a bug with Eli's idle animations during the teleport sequence.
  • Fixed lightmapping of train cars in Red Letter Day and Route Kanal.
  • Fixed a rendering bug in Route Kanal where world geometry would pop in and out of view when looking down the tracks.
  • Aligned pipe and canal wall textures in a few areas to reduce seams and misalignment in Route Kanal.
  • Added and adjusted canal wall brushes where level geometry was conspicuously missing.
  • Adjusted brightness and falloff of ambient lights in darker sections of the canals.
  • Added small grates as dim light sources of ambient light in a few places in the canals.
  • Fixed an issue where the splash for Manhack Matt's jump into the water would be out of sync.
  • Fixed a bug where the large brick smokestacks were popping in and out depending on the player's position in Water Hazard.
  • Added missing cables to utility poles in various canal maps.
  • Fixed lighting and shadows on the dock and electric tower outside of Black Mesa East.
  • Added displacements and water plane to 3D skybox near the dam entrance to replace simple brush cliff face.
  • Fixed the lighting on the rocks and props in and around the Ravenholm graveyard.
  • Fixed players being able to trap themselves in the graveyard by closing the gate after Gregori would open it.
  • Added radial fog to all coast maps in the Highway 17 chapter.
  • Removed area portals from many of the smaller structures along Highway 17.
  • Fixed a crash that would occur if you parked the buggy in certain areas before entering the bridge level.
  • Fixed a bug where Vortigaunts could fall through the world.
  • Added simple 3D skybox representation of the next map visible from the top of the lighthouse in Sandtraps.
  • Fixed lighting issues during the basement flare sequence in Nova Prospekt.
  • Added additional geometry to various windows throughout the levels to cast more detailed shadows in Nova Prospekt.
  • Fixed a bug in teleport sequence in Entanglement ending too early leaving Gordon and Alyx standing around while the teleporter reached its destination.
  • Fixed the catwalk explosion detonating at the wrong time in Anticitizen One.
  • Fixed the building dome having no polygons on the outstide in Follow Freeman.
  • Fixed the ship visibly flying through the building dome in Follow Freeman.
  • Fixed Barney being left behind during a level transition or nagging the player too early to "roll a grenade" in Follow Freeman.
  • Improved resolution of portal render texture during finale.
  • Added soundscape to all menu background maps
  • Darkened parts of the skyboxes that fall behind Half-Life 2 logo to help with text legibility.
  • Added geometry to menu background maps for Ultrawide support.
  • Added smoke to the Ravenholm and Follow Freeman background maps.
  • Fixed a bug where you could hear the player's bones break in the Citadel menu background map.
  • Fixed player model selection in the options menu.
  • Fixed slam not being able to be detonated if you were too close to a wall
  • Fixed view bob with the SMG equipped.
  • Fixed using the Gravity Gun to yo-yo grenades, sometimes causing the server to disconnect or crash.
  • Fixed missing sound effects for the Gravity Gun.
  • Fixed characters playing a missing animation when switching weapons while jumping and moving.
  • Fix weapons being invisible when being given another weapon of the same class.
  • Increased player spawn point count in many maps.
  • Fixed prop placement in maps that would allow players to escape the world.
  • Fixed floating props in dm_runoff.
  • Fixed the area portal on the blast door in dm_runoff causing the world to no longer render when the door was shut.
  • Added geometry to many maps where the player could see outside of bounds.
  • Fixed several areas where the player could see out of the world.
  • Moved the blue barrels in dm_resistance that you could pick up with the Gravity Gun through the chainlink doors.
  • Improved quality of the Valve intro movie when launching the game.
  • Fixed playback of the the post-credits movie at the end of Episode One and the intro movie at the start of Episode Two.
  • The achievements for Episode One and Two have been added to Half-Life 2. When launching the game it will attempt to read data from installed standalone Episodes to re-grant those duplicated achievements.
  • Hammer: Show detail sprite preview on non-displacement surfaces.
  • Hammer: Fixed bug where orphaned entities added additional data on each map load.
  • Hammer: Fixed the ability to render cubemaps.
  • Hammer: Increased many limits for BSP data. Models 1024 -> 2048, Brushes 8192 -> 16384, TexInfo 12288 -> 16384, TexData 2048 -> 8096, DispInfo 2048 -> 8096.
  • Added save_transition_music convar that allows streaming music to continue to play in between level transitions.
  • 在地化檔案更新
  • 其它安全性修正
  • The previous version of the game has been archived to a publicly visible Beta branch named "steam_legacy", with the description "Pre-20th Anniversary Build." If a mod or feature is behaving in an unexpected way, you may need to run this archived build until the issue is resolved in the default build.
  • With the Episodes and Lost Coast now contained within Half-Life 2 itself, we'll be reducing the visibility of the standalone versions on the Steam Store. The old standalone applications will remain available to ensure community projects that rely on them still function properly but they will now appear within the Tools menu on your Steam Library.
桌布與下載項目

桌布

來佈置一下桌面和手機,一同歡慶戰慄時空 2 的 20 週年紀念。


《戰慄時空 2》原聲帶

戰慄時空 2

原聲帶 - 可免費串流播放或下載:

戰慄時空 2:首部曲

原聲帶 - 可免費串流播放或下載:

戰慄時空 2:二部曲

原聲帶 - 可免費串流播放或下載:

Perhaps with a mouse? Perhaps on a desktop browser?
[DEV] Sound Effect Debug
[DEV] Physics Debug Config