75 lines
No EOL
2.8 KiB
Markdown
75 lines
No EOL
2.8 KiB
Markdown
# Half-Life: Source - Issues
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Here's a list of things that we'd fix in Half-Life: Source (and Deathmatch), given the opportunity.
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## Bug: Entities double spawning in multiplayer
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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.
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## Bug: Some weapons have no muzzleflash in third person.
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Only the MP5/9mmAR has a muzzleflash!
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## Bug: RPG does not use firing animation in third person.
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See title.
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## Bug: The Snark pickup model is wrong.
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It's a big green/red thing. Not a single snark.
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## Bug: You cannot turn off footsteps.
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The multiplayer Create Server menu has the option to disable footsteps. That's completely ignored. Unacceptable.
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## Bug: Wrong hit sounds.
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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?
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## Bug: HUD colors are wrong for ammo
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Weapon selection ammo colors are wrong. Compare it to Half-Life.
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## Bug: Credits button on rapidcore.bsp does not work
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Assuming that is a mistake. The button is still there, but the author credits no longer show up.
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## Bug: Buttons don't light up at all in multiplayer
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Buttons are supposed to change texture.
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## Inconsistency: `drop` command does not exist in multiplayer.
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In Half-Life, you could issue `drop` in console (or bind it) to drop the currently held weapon. This is missing here.
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## Quality of Life: Server password is not saved?
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Whenever a server gets started, the Create Server menu has defaults set - no setting is ever saved.
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## Fluff: The wrong sound, everywhere
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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.
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## Fluff: More cubemaps instead of spherical environment maps
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One massively missed opportunity was to not use cubemaps for the majority of environment mapping in Half-Life: Source.
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## Fluff: The chrome effect is not accurate at all
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FreeHL has a .glsl that mimics the effect accurately. That'd have to be converted into a Source Engine shader.
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## Fluff: Feedback on the map conversions
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Boot_Camp: What's with all the added crates? And the barricaded door? This wouldn't pass Wolpaw's Crate Test.
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Bounce: Is fine.
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Crossfire: Is fine.
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Datacore: Is good.
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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.
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Lambda_Bunker: Is good.
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Rapidcore: The lighting is atrocious.
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Snark_Pit: Is good.
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Stalkyard: Is good.
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Subtransit: Is fine.
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Undertow: Is fine. |