Synched gist at Fri Sep 15 23:32:35 PDT 2023
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@ -18,18 +18,15 @@ See title.
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It's a big green/red thing. Not a single snark.
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It's a big green/red thing. Not a single snark.
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## Fluff: More cubemaps instead of spherical environment maps
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One massively missed opportunity was to not use cubemaps for the majority of environment mapping in Half-Life: Source.
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## Fluff: The wrong sound, everywhere
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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.
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## Bug: You cannot turn off footsteps.
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## Bug: You cannot turn off footsteps.
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The multiplayer Create Server menu has the option to disable footsteps. That's completely ignored. Unacceptable.
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The multiplayer Create Server menu has the option to disable footsteps. That's completely ignored. Unacceptable.
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## Bug: Credits button on rapidcore.bsp does not work
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Assuming that is a mistake. The button is still there, but the author credits no longer show up.
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## Inconsistency: `drop` command does not exist in multiplayer.
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## Inconsistency: `drop` command does not exist in multiplayer.
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In Half-Life, you could issue `drop` in console (or bind it) to drop the currently held weapon. This is missing here.
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In Half-Life, you could issue `drop` in console (or bind it) to drop the currently held weapon. This is missing here.
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@ -39,6 +36,15 @@ In Half-Life, you could issue `drop` in console (or bind it) to drop the current
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Whenever a server gets started, the Create Server menu has empty defaults.
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Whenever a server gets started, the Create Server menu has empty defaults.
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## Bug: Credits button on rapidcore.bsp does not work
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## Fluff: The wrong sound, everywhere
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Assuming that is a mistake. The button is still there, but the author credits no longer show up.
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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.
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## Fluff: More cubemaps instead of spherical environment maps
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One massively missed opportunity was to not use cubemaps for the majority of environment mapping in Half-Life: Source.
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## Fluff: The chrome effect is not accurate at all
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FreeHL has a .glsl that mimics the effect accurately. That'd have to be converted into a Source Engine shader.
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