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Half-Life.md
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Half-Life.md
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@ -21,7 +21,7 @@ The only solution is to open the console and to issue `quit`.
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## Linux: Weird SDL input behaviour
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## Linux: Weird SDL input behaviour
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Scroll wheel is really flaky and sometimes doesn't work. Using system version of SDL fixes it.
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Scroll wheel is really flaky and sometimes doesn't work. Using system version of SDL fixes it. Everything just feels really rough and messy.
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## Proton: Filesystem issues
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## Proton: Filesystem issues
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@ -32,6 +32,22 @@ Switching between Proton and Native in general is very finnicky and the user has
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Will have to be fixed outside the engine obviously.
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Will have to be fixed outside the engine obviously.
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## Fluff: Gluon: There's supposed to be a sprite that hits the wall.
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FreeHL has it. Go copy that.
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## Fluff: Gauss: Doesn't use the dedicated decals.
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They're in the decals.wad.
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## Accessibility: Better Controller support
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The menu is hard to use with a controller. It should really be a lot better for playing on Steam Deck.
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## Accessibility: Don't do the Crouch+Jump timing thing for Longjump
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Make it hold down crouch + tap space. Makes it easier for controller users to use and less of a worry for carpal tunnel syndrome.
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## SDK: Outdated code
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## SDK: Outdated code
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The code at https://github.com/ValveSoftware/halflife seems to be outdated.
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The code at https://github.com/ValveSoftware/halflife seems to be outdated.
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@ -62,10 +78,6 @@ We need this really bad. Anyone with 4K screens is having a hard time reading an
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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.
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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.
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## Quality of Life: Better Controller support
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The menu is hard to use with a controller. It should really be a lot better for playing on Steam Deck.
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## Quality of Life: Different fov calculation modes
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## Quality of Life: Different fov calculation modes
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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)
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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)
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@ -128,3 +140,6 @@ OpenAL has the EFX extension set, which is compatible with this. This would enab
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Counter-Strike has a much nicer scoreboard than Half-Life does. We'd basically port that over.
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Counter-Strike has a much nicer scoreboard than Half-Life does. We'd basically port that over.
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## Fluff: Visual artifacts
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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.
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