3.3 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.
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.