3
0
Fork 0

Synched gist at Sat Sep 16 00:22:40 PDT 2023

This commit is contained in:
Marco Cawthorne 2023-09-16 00:22:40 -07:00
parent 0b4fe1458e
commit 6cfe2f3677
Signed by: eukara
GPG key ID: CE2032F0A2882A22

View file

@ -18,6 +18,10 @@ Do this in multiplayer: Take up a Satchel Bag and place them all until you're at
VGUI has plenty of documented memory leaks which especially affect Team Fortress Classic as well. [The issue tracker on ValveSoftware/halflife has plenty of examples.](https://github.com/ValveSoftware/halflife/issues?q=is%3Aissue+is%3Aopen+leak)
## Bug: Player firing animation for shotgun is missing
It exists in the player animations, but is never used.
## Linux: Underscores look like white space
In the console, all underscores look like whitespace. This makes choosing maps or using the auto-completion system in console rather annoying. The font needs to be closer to MS Sans Serif anyway.
@ -44,16 +48,6 @@ Switching between Proton and Native in general is very finnicky and the user has
Will have to be fixed outside the engine obviously.
## Fluff: Gluon: There's supposed to be a sprite that hits the wall.
It never shows up - except when you're watching another player use it on a func_wall type surface - it's that broken.
FreeHL has it. Go copy that.
## Fluff: Gauss: Doesn't use the dedicated decals.
They're in the decals.wad.
## Accessibility: Better Controller support
The menu is hard to use with a controller. It should really be a lot better for playing on Steam Deck.
@ -62,6 +56,10 @@ The menu is hard to use with a controller. It should really be a lot better for
Make it hold down crouch + tap space. Makes it easier for controller users to use and less of a worry for carpal tunnel syndrome.
## Accessibility cl_autojump 0/1
Accessibility feature, a way to jump repeatedly automatically. Supported by various third-party Quake engines as well.
## SDK: Outdated code
The code at https://github.com/ValveSoftware/halflife seems to be outdated.
@ -78,22 +76,6 @@ The 'Use high quality models' options under the multiplayer menu is never checke
The whole model based approach isn't very good. Nobody enjoys this. At the very least employ a VGUI interface to let users choose the teams before spawning.
## Bug: Player firing animation for shotgun is missing
It exists in the player animations, but is never used.
## Quality of Life: cl_autojump 0/1
Accessibility feature, a way to jump repeatedly automatically. Supported by various third-party Quake engines as well.
## Quality of Life: Mods Win32 DLL loading
Valve ships Proton. Make it so the native Linux version can load Win32 dlls. It's something we've talked about before and some people have successfully tested - it'd be interesting to pursue but kind of a pipe dream.
## Improvement: Support old backgrounds
Old mods ship with backgrounds for the original MFC version of the Half-Life menu. Check if a splash.bmp is in the current game dir depth and not one of the VGUI menu based .tga files. The video card requirements on Steam + Half-Life was raised high enough that no GPU that can only load 256px textures into video memory can run the engine anyway. Might as well store a non-power-of-two image like that in as a fallback if no VGUI menu files exist.
## Quality of Life: add `find` console command from Source
Or maybe just make the console nicer to use in general.
@ -144,6 +126,15 @@ Valve has created some high quality artwork for Half-Life's Steam Community thin
Use Opus over CELT/SPEEX.
## Fluff: Gluon: There's supposed to be a sprite that hits the wall.
It never shows up - except when you're watching another player use it on a func_wall type surface - it's that broken.
FreeHL has it. Go copy that.
## Fluff: Gauss: Doesn't use the dedicated decals.
They're in the decals.wad.
## Fluff: Bring back the GLQuake shadows
Some mods like to use them. [They also were used in advertising for the game](https://combineoverwiki.net/images/a/ac/Houndeye_video.png) so it would be appreciated to bring them back.
@ -170,6 +161,15 @@ OpenAL has the EFX extension set, which is compatible with this. This would enab
Counter-Strike has a much nicer scoreboard than Half-Life does. We'd basically port that over.
## Fluff: Support old backgrounds
Old mods ship with backgrounds for the original MFC version of the Half-Life menu. Check if a splash.bmp is in the current game dir depth and not one of the VGUI menu based .tga files. The video card requirements on Steam + Half-Life was raised high enough that no GPU that can only load 256px textures into video memory can run the engine anyway. Might as well store a non-power-of-two image like that in as a fallback if no VGUI menu files exist.
## Fluff: Visual artifacts
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.
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.
## Fluff: Mods Win32 DLL loading
Valve ships Proton. Make it so the native Linux version can load Win32 dlls. It's something we've talked about before and some people have successfully tested - it'd be interesting to pursue but kind of a pipe dream.