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issues/Half-Life Source.md

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# Half-Life: Source - Issues
Here's a list of things that we'd fix in Half-Life: Source (and Deathmatch), given the opportunity.
The game is in a messy state. The potential for rebasing Half-Life on top of Source is incredible - but this attempt is sadly not good enough.
# 1/2 BIG IMPROVEMENTS TO THE GAME
## 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.
## Inconsistency: 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.
## Bug: Apache hitbox.
The Apache's hitbox doesn't detect any of the unique hitboxes in the model. To boot, the hitbox is now a tiny square in the center of the Apache.
# 2/2 EVERYTHING ELSE. STILL IMPORTANT THOUGH!
## 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: There's no concept of p_models.
Half-Life 1 used both w_models and p_models for the weapons in the enviroment. w_models were intended for laying around in the world and p_models were intended to be held by the players. Source uses w_models for both of these, which results in an inconsistency with Half-Life 1.
This is the most noticable with the Snark. The world is supposed to have a Snark Nest and the player is supposed to hold a Snark. In the 2013 Update, the Snark Nest was just replaced with the Snark. Prior to the 2013 update the Snark Nest would use the player model's skeleton.
This would require an edit of BaseCombatWeapon. Scripts would also need to be updated to include the field "worldmodel" and the "playermodel" field would need to be updated to use the p_model version of the weapons. Both model resources would need to be ported back to Half-Life: Source.
## Quality of Life/Bug: Player Models are hardcoded.
In Half-Life 1, you could install new player models at will. In Half-Life Deathmatch: Source, there's a hardcoded list of players allowed to be selected.
GameUI appears to be okay with new player models being added, so this is a check with-in game logic.
## Inconsistency: Recon player model is missing.
The Recon player model was not provided with Half-Life Deathmatch: Source.
## Bug: You cannot turn off footsteps.
The multiplayer Create Server menu has the option to disable footsteps. That's completely ignored. Unacceptable.
## Bug: You drop a weapon like HL2DM and not a weapon box like in HL1.
In HLDMS, you drop weapons like in HL2DM instead of a weapon box. Half-Life 1 drops a weapon box.
## 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 in HLDMS
Weapon selection ammo colors are wrong in Half-Life Deathmatch: Source. HLDMS uses ClientScheme from Counter-Strike: Source instead of Half-Life: Source. This results in various colors being incorrect. Select colors will need to be ported over for Deathmatch related colors.
## 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. Probably related to the double spawning of entities?
## 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: 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/Nuclide](https://code.idtech.space/vera/nuclide/src/branch/master/platform/base_glsl.pk3dir/glsl/defaultskin.glsl) use a .glsl that mimics the effect accurately. That'd have to be converted into a Source Engine shader. (HLSL?)
## Fluff: Steam Artwork is non-existant
For both Half-Life: Source and Half-Life Deathmatch: Source.
## 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.](http://www.oldmanmurray.com/features/39.html)
- 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.
Where is gasworks? This map was available with Half-Life 1.
Port over the Further Data content? Dario made some really great maps for HL post-release. Where are they???
## Fluff: GoldSrc compatibility layer
Make HL:S load GoldSrc game-logic through a shim. Give the client the ability to intercept the packets that the Source Engine doesn't natively implement. Perhaps unfeasible. Source would also need to support the GoldSrc file formats for this. Probably will never happen, but would make everyones dreams come true.