3
0
Fork 0
issues/Opposing Force.md

52 lines
2.8 KiB
Markdown
Raw Normal View History

# Half-Life: Opposing Force - Issues
Here's a list of things that we'd fix in Half-Life: Opposing Force, given the opportunity.
Same issues as with [Half-Life](Half-Life.md) mostly apply.
**Note:** This is so busted it may very well have to do with undefined behaviour. Run Valgrind all over this codebase man.
## Unreliable item notifications
Observed in multiplayer, some pickups don't trigger a notification at all.
## func_friction is completely broken
Start a multiplayer game on the map `op4ctf_hairball`. It's a very small map - choose any team and walk onto the slippery ice in the middle. You will never stop sliding around. This is a bug introduced within the past decade of game updates.
## CTF powerups are very broken
- Sometimes the yellow ammo powerup never gives any ammo, when it should.
- The longjump powerup never gives you the longjump ability, when it should.
- ...
## You can not save your CTF stats from the VGUI menu when on Linux (and maybe macOS?)
There is an ifdef for Win32 in the function that makes it so only Windows compiles can save stats. The function would need to be edited to work across all supported platforms.
## Shock Trooper animation "limpingwalk" lacks loop flag on model.
This makes the limp walk not complete in-game.
2023-09-24 23:25:08 +00:00
## MP5 uses an unused/unfinished animation when firing.
Due to the animation enum still matching up with HL, the MP5 expects an identical animation list to HL. But Gearbox seemingly intended to introduce a holster animation to the MP5 and made a duplicate of the deploy animation based upon longidle. This animation appears in the animation list right before the shooting animations. As a result, the game proceeds to use "deploy, shoot, shoot" instead of "shoot, shoot, shoot"
2023-09-24 23:27:30 +00:00
Adjusting the enum could allow for this to be fixed, but the HD pack does not have this animation. It might be wise to edit the model to remove the extra "deploy" animation.
2023-09-24 23:25:08 +00:00
This also affects Blue Shift.
2023-09-23 01:15:37 +00:00
## Fluff: SAW reload doesn't keep track of bullet bodygroups.
When you shoot the SAW in OP4, it changes the bodygroup to reflect the bullets available in the clip. When you reload the SAW it ALWAYS assumes that you're loading a full clip. This, however, is not always the case.
## Missing official maps
Sierra's website provided official ports of a few HL maps to OP4. These were never provided with the Steam release of Half-Life: Opposing Force.
Said maps are:
- [op4_crossfire.bsp](https://www.frag-net.com/dl/addons/halflife/gearbox/op4_crossfire.bsp)
- [op4_frenzy.bsp](https://www.frag-net.com/dl/addons/halflife/gearbox/op4_frenzy.bsp)
- [op4_undertow.bsp](https://www.frag-net.com/dl/addons/halflife/gearbox/op4_undertow.bsp)
- [op4_bounce.bsp](https://www.frag-net.com/dl/addons/halflife/gearbox/op4_bounce.bsp)
- [op4_subtransit.bsp](https://www.frag-net.com/dl/addons/halflife/gearbox/op4_subtransit.bsp)