Not really. The lighting in Half Life 2 was based on static lightmaps. They were very fancy lightmaps, which enabled them to use techniques such as normal mapping or specular reflections, which are normally incompatible with lightmaps, but they were static lightmaps nonetheless.
It has some dynamic lighting effects, the same way Quake did them (modifying the lightmaps). It could also do projected shadows and self-shadowed objects using shadow maps, but not on world geometry.
I believe that the current source engine has some kind of dynamic lights. Either that, or Portal 2 did a fantastic job of faking them.
Still, that was 2011. Doom 3 came out in 2004, and exclusively used dynamic lighting, without a static lightmap in sight.
It has some dynamic lighting effects, the same way Quake did them (modifying the lightmaps). It could also do projected shadows and self-shadowed objects using shadow maps, but not on world geometry.
I believe that the current source engine has some kind of dynamic lights. Either that, or Portal 2 did a fantastic job of faking them.
Still, that was 2011. Doom 3 came out in 2004, and exclusively used dynamic lighting, without a static lightmap in sight.