Samo je pitanje vremena kada ce neko odraditi non-VR mod/patch.
Ne verujem da cemo to videti u skorije vreme, ako i ikad, u nekom upotrebljivom stanju.
Many of the interactions in this game aren't simple state changes that can be mapped to button presses. Like to open a door, you don't just walk up to it and press the "open door" button and it opens. Rather, the vast majority of the interactions in HL:A are physics driven. Doors work because the physics make it so you can't just phase through them, but your body and hands have physical properties. To open a door, you touch the handle and pull it downward -- because your hands can do that and move the handle physically -- then grip the handle to pull and swing the door open. There is no single "open door" mechanic, instead you physically pull it out of your way.
Many of these interactions only work because of the way VR controls work, i.e. 1 to 1 positional tracking with full prioproception of limbs. Trying to do things like catching ammo out of the air would be nearly impossible without VR. This is a game built from the ground up for VR. Play it for a few hours and it'll become pretty clear why a non-VR version just won't happen, not without it being a massively different game. Like, trying to make Super Mario 64 on the SNES without using polygons. Even moment to moment gameplay scenarios are built around these expectations. Like, for example, there are large crates at points which you can't move with one hand. To move them requires you use both arms to move out of the way. And sometimes they are placed in front of exits during a shoot out with enemies. That plays into the tension and interaction of the fight. Do you try and clear a path and run away? Because to do so, you need to occupy both hands, which means you can't be fighting back. Other moments that are similar are times when you're trying to heal during a fight, which requires your hand be placed still in a machine. So your body is physically moving, straining to jump around while keeping your other hand on the machine, dodging and ducking behind objects for cover.
These things just are impossible to map to a mouse and keyboard and retain their intent in the gameplay loop.