3 KiB
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.