Half-Life: Day One
|Warning! This article has yet to be cleaned up to a higher standard of quality, per our Cleanup Project. It may contain factual errors and nonsense, as well as spelling, grammar and structure issues, or simply structure problems. Reader's discretion is advised until fixing is done.|
You can help clean up this page by correcting spelling and grammar, removing factual errors and rewriting sections to ensure they are clear and concise, and moving some elements when appropriate.
|Half-Life: Day One|
Half-Life: Day One is the initial pre-release demo of Half-Life. It was designed exclusively for OEM partnerships and was often bundled with graphics cards. It was never available to the general public. Half-Life’s proper demo (available free to the general public), is Half-Life: Uplink, which was released several months after the full game.
Day One begins at the same point as the full game, but ends after the player completes the chapter "We've Got Hostiles", at the end of the first day of the game's plot. The levels accessed in this demo are overall identical to those that appear in the full game.
- The console and cheats cannot be activated.
- Direct3D is not supported.
- The files stored in the .pak files have priority over the files placed in the actual folders.
- When the Pistol is picked up for the first time, it contains 17 rounds, and if an other weapon is selected, the pistol becomes unselectable until the player picks up some 9mm ammo.
- Four shells are not kept in reserve when picking up the shotgun.
- The shotgun's pump sound is always heard at the correct time.
- Ammunition for the pistol and the shotgun contains 30 rounds per box instead of 17 or 12.
- Neither the pistol nor the Submachine Gun reload automatically after emptying a magazine.
- HUD sprites found in the Day One files feature an early RPG icon, an unused battery-style armor indicator from E3 1998, less sprites for 320 screen width, and 320x sprites that do not feature the bar near the man showing suit power.
- Personal information of the player (e.g. saved games) are split into profiles, however, as there is no multiplayer settings menu in the demo, profiles cannot be switched.
- Some chapter names are different, although the chapters with different names do not appear in the demo.
- Upward looking is limited, like in Quake.
- Day One, similar to Quake, uses built-in particle effects (small colored squares), instead of sprites for the blood effects.
- Autoaim is enabled by default and cannot be disabled.
- 9mm Pistol
- Laser Trip Mine (placed only, not usable by the player)
- Submachine Gun
- It is not possible to activate the console, however it's possible both to enter console commands and to see console output.
- To enter console commands, "gfx\shell\kb_act.lst" file should be extracted from "valve\pak0.pak", a new line in "command" "any name" should be added to kb_act.lst, kb_act.lst should be added to "gfx\shell" of pak0.pak, and a key should be bound to a new command in the main menu.
- To see console output, the game should be launched with -condebug command line argument. The output will be written into "valve\qconsole.log".
- The Day One DLLs were built on August 31, 1998, and the executable file was built on September 1. Its build number is 676. It is OEM Release Candidate 4, however, the text in top-right corner of the console (cannot be seen in game but can be seen inside engine DLLs) says "Half-Life 1.0 Alpha build 676", possibly a leftover from alpha builds. Executable file version is 126.96.36.199, possibly referring to its Release Candidate number, but version range 4.x was later taken by dedicated server version of Half-Life.
- Continuously crouching while in mid-air makes the player gain height. This can be used to "fly" over obstacles.