From 68b3fc947bb7d4658bb4fa088f1d558ba85d9955 Mon Sep 17 00:00:00 2001 From: Marco Cawthorne Date: Fri, 15 Sep 2023 23:32:35 -0700 Subject: [PATCH] Synched gist at Fri Sep 15 23:32:35 PDT 2023 --- Half-Life Source.md | 26 ++++++++++++++++---------- 1 file changed, 16 insertions(+), 10 deletions(-) diff --git a/Half-Life Source.md b/Half-Life Source.md index 97e94ea..9525653 100644 --- a/Half-Life Source.md +++ b/Half-Life Source.md @@ -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. \ No newline at end of file