# Half-Life: Source - Issues Here's a list of things that we'd fix in Half-Life: Source (and Deathmatch), given the opportunity. ## 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. ## Bug: Some weapons have no muzzleflash in third person. Only the MP5/9mmAR has a muzzleflash! ## Bug: RPG does not use firing animation in third person. See title. ## Bug: The Snark pickup model is wrong. It's a big green/red thing. Not a single snark. ## Bug: You cannot turn off footsteps. The multiplayer Create Server menu has the option to disable footsteps. That's completely ignored. Unacceptable. ## Bug: Wrong hit sounds. Go into rapidcore.bsp and hit the metal pillar in the middle of the room with the glass floor and MP5/9mmAR pickup. It makes flesh impact sounds, but only to the local player. Is the material type networked properly? ## Bug: HUD colors are wrong for ammo Weapon selection ammo colors are wrong. Compare it to Half-Life. ## 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. ## Bug: Buttons don't light up at all in multiplayer Buttons are supposed to change texture. ## Bug: Doors can close on snarks ... and get stuck. They will eventually die. ## Bug: Gauss impacts Shooting wood materials with the Gauss will produce incorrectly rendered blue particles. ## 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. ## Quality of Life: Server password is not saved? Whenever a server gets started, the Create Server menu has defaults set - no setting is ever saved. ## 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. ## 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. ## Fluff: Feedback on the map conversions Boot_Camp: What's with all the added crates? And the barricaded door? This wouldn't pass Wolpaw's Crate Test. Bounce: Is fine. Crossfire: Is fine. Datacore: Is good. Frenzy: Has an exploit. You can jump up with the Gauss Rifle onto a penetrable ceiling metal grate type surface on which they can shoot everyone with an advantage. Lambda_Bunker: Is good. Rapidcore: The lighting is atrocious. Snark_Pit: Is good. Stalkyard: Is good. Subtransit: Is fine. Undertow: Is fine.