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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

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@ -18,18 +18,15 @@ See title.
It's a big green/red thing. Not a single snark. 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. ## Bug: You cannot turn off footsteps.
The multiplayer Create Server menu has the option to disable footsteps. That's completely ignored. Unacceptable. 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. ## 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. 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. 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.