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Synched gist at Fri Sep 15 21:49:35 PDT 2023

This commit is contained in:
Marco Cawthorne 2023-09-15 21:49:35 -07:00
parent 2a1660365e
commit 0ccc4b79a7
Signed by: eukara
GPG key ID: CE2032F0A2882A22

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@ -21,7 +21,7 @@ The only solution is to open the console and to issue `quit`.
## Linux: Weird SDL input behaviour
Scroll wheel is really flaky and sometimes doesn't work. Using system version of SDL fixes it.
Scroll wheel is really flaky and sometimes doesn't work. Using system version of SDL fixes it. Everything just feels really rough and messy.
## Proton: Filesystem issues
@ -32,6 +32,22 @@ Switching between Proton and Native in general is very finnicky and the user has
Will have to be fixed outside the engine obviously.
## Fluff: Gluon: There's supposed to be a sprite that hits the wall.
FreeHL has it. Go copy that.
## Fluff: Gauss: Doesn't use the dedicated decals.
They're in the decals.wad.
## Accessibility: Better Controller support
The menu is hard to use with a controller. It should really be a lot better for playing on Steam Deck.
## Accessibility: Don't do the Crouch+Jump timing thing for Longjump
Make it hold down crouch + tap space. Makes it easier for controller users to use and less of a worry for carpal tunnel syndrome.
## SDK: Outdated code
The code at https://github.com/ValveSoftware/halflife seems to be outdated.
@ -62,10 +78,6 @@ We need this really bad. Anyone with 4K screens is having a hard time reading an
Like with Half-Life 2, HUD aspect ratio would be well desired to have. Of course some screen effects need to keep taking up the whole screen.
## Quality of Life: Better Controller support
The menu is hard to use with a controller. It should really be a lot better for playing on Steam Deck.
## Quality of Life: Different fov calculation modes
The standard fov mode which highly detests widescreen resolutions. People have made entire modelpacks to fix viewmodels to look right in widescreen. This is silly and should be replaced by a calculation that is based around a 4:3 horizontal axis projection with padding. You'll find those in custom Quake engines like QuakeSpasm and FTEQW (cvar: scr_fov_mode)
@ -128,3 +140,6 @@ OpenAL has the EFX extension set, which is compatible with this. This would enab
Counter-Strike has a much nicer scoreboard than Half-Life does. We'd basically port that over.
## Fluff: Visual artifacts
One example: Go into a multiplayer match, pick up the .357 Revolver. Then use the Quick-Switch key to switch between the 9mm Handgun and back to the Revolver. You'll be able to see the cut Silenced Glock for a split second. Tthe animation gets swapped before the model gets exchanged and the bodygroup swapped.