Synched gist at Fri Sep 15 16:51:39 PDT 2023
This commit is contained in:
parent
dd28787abc
commit
983615231d
1 changed files with 3 additions and 3 deletions
|
@ -2,14 +2,14 @@
|
||||||
|
|
||||||
Here's a list of things that we'd fix in Half-Life: Source (and Deathmatch), given the opportunity.
|
Here's a list of things that we'd fix in Half-Life: Source (and Deathmatch), given the opportunity.
|
||||||
|
|
||||||
## Entities double spawning in multiplayer
|
## Bug: Entities double spawning in multiplayer
|
||||||
|
|
||||||
All entities double spawn in multiplayer. Supposedly a gamerule class method needs to be stubbed out because it's running spawn code twice? We don't have the source code to HL:S, so we have no idea.
|
All entities double spawn in multiplayer. Supposedly a gamerule class method needs to be stubbed out because it's running spawn code twice? We don't have the source code to HL:S, so we have no idea.
|
||||||
|
|
||||||
## More cubemaps instead of spherical environment maps
|
## 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.
|
One massively missed opportunity was to not use cubemaps for the majority of environment mapping in Half-Life: Source.
|
||||||
|
|
||||||
## The wrong sound, everywhere
|
## 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.
|
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.
|
Loading…
Reference in a new issue