Update Half-Life.md
Player Speed issues.
This commit is contained in:
parent
9b18d5bab0
commit
8dc72de3f8
1 changed files with 6 additions and 0 deletions
|
@ -71,6 +71,12 @@ VGUI has plenty of documented memory leaks which especially affect Team Fortress
|
||||||
|
|
||||||
# 2/3 Other pressing issues
|
# 2/3 Other pressing issues
|
||||||
|
|
||||||
|
## GameUI: No check when returning back to Singleplayer from multiplayer
|
||||||
|
|
||||||
|
Multiplayer changes the player speed (and possibly other CVars) that do not get reset when a Singleplayer game is loaded after a Multiplayer game was started.
|
||||||
|
|
||||||
|
This is a check needed in GameUI. This was not something that impacted the disc release of Half-Life as the menu would restart the engine when going between SP and MP. GameUI doesn't restart the engine, so it has no chance to reset all of the CVars.
|
||||||
|
|
||||||
## Engine: Mapcycle woes
|
## Engine: Mapcycle woes
|
||||||
|
|
||||||
Stop sending WHOLE mapcycle.txt in svc_serverinfo message. It easily overflows the buffer and is **not** used on client side. It's fine to send empty string, so it doesn't break protocol.
|
Stop sending WHOLE mapcycle.txt in svc_serverinfo message. It easily overflows the buffer and is **not** used on client side. It's fine to send empty string, so it doesn't break protocol.
|
||||||
|
|
Loading…
Reference in a new issue