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Synched gist at Fri Sep 15 23:32:35 PDT 2023

This commit is contained in:
Marco Cawthorne 2023-09-15 23:32:35 -07:00
parent 42cfd43f1e
commit 68b3fc947b
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
1 changed files with 16 additions and 10 deletions

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@ -18,18 +18,15 @@ See title.
It's a big green/red thing. Not a single snark.
## Fluff: More cubemaps instead of spherical environment maps
One massively missed opportunity was to not use cubemaps for the majority of environment mapping in Half-Life: Source.
## Fluff: The wrong sound, everywhere
Sounds from Half-Life 2 clash with Half-Life. Doors during the train ride should not sound like a door handle is being pulled. The footsteps are all from Half-Life 2 as well and clash with the lower sampling rate sounds from Half-Life.
## Bug: You cannot turn off footsteps.
The multiplayer Create Server menu has the option to disable footsteps. That's completely ignored. Unacceptable.
## Bug: Credits button on rapidcore.bsp does not work
Assuming that is a mistake. The button is still there, but the author credits no longer show up.
## Inconsistency: `drop` command does not exist in multiplayer.
In Half-Life, you could issue `drop` in console (or bind it) to drop the currently held weapon. This is missing here.
@ -39,6 +36,15 @@ In Half-Life, you could issue `drop` in console (or bind it) to drop the current
Whenever a server gets started, the Create Server menu has empty defaults.
## Bug: Credits button on rapidcore.bsp does not work
## Fluff: The wrong sound, everywhere
Assuming that is a mistake. The button is still there, but the author credits no longer show up.
Sounds from Half-Life 2 clash with Half-Life. Doors during the train ride should not sound like a door handle is being pulled. The footsteps are all from Half-Life 2 as well and clash with the lower sampling rate sounds from Half-Life.
## Fluff: More cubemaps instead of spherical environment maps
One massively missed opportunity was to not use cubemaps for the majority of environment mapping in Half-Life: Source.
## Fluff: The chrome effect is not accurate at all
FreeHL has a .glsl that mimics the effect accurately. That'd have to be converted into a Source Engine shader.