Half-Life: Source Bugs: Difference between revisions

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(→‎Barnacles: Added bug about animations)
(Added the chapter of each map on the map bug bullets and used put the maps in <code></code>. Changed the wording of some bugs. Added bug about the player's speed and charging)
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==Weapons==
==Weapons==
===.357===
===.357===
* The zoom function is active. This was only active in HL1's multiplayer.
*The zoom function is available when obtaining the weapon through the {{code|impulse 101}} command. This was only active in HL1's multiplayer.
===Snarks===
===Snarks===
*The snark pickup uses the wrong model. It uses <code>models/w_squeak.mdl</code> instead of <code>models/w_sqknest.mdl</code>. The model is in the game files and should be used instead.
*The snark pickup uses the wrong model. It uses {{code|models/w_squeak.mdl}} instead of {{code|models/w_sqknest.mdl}}. The model is in the game files and should be used instead.


==Monsters / NPCs==
==Monsters / NPCs==
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===Nihilanth===
===Nihilanth===
*Nihilanth's portal ball projectiles are now indestructible as of my latest playthrough. Intended?
*Explosives can't break Nihilanth's portal ball projectiles. Is this intended?
*Some trampolines have a 'delay'. When walked over, they bounce after you're off them.
*Some trampolines have a 'delay'. When walked over, they bounce after you're off them.
*In the fourth room the portal ball projectiles send you to, jumping to the teleporter in the ceiling may result in the player being teleported back into the same room instead of the Nihilanth pit. Sometimes repeatedly.
*In the fourth room the portal ball projectiles send you to, jumping to the teleporter in the ceiling may result in the player being teleported back into the same room instead of the Nihilanth pit. Sometimes repeatedly.
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==Maps==
==Maps==
* In c0a0b, the helicopter floats.
*In [[Black Mesa Inbound]], map {{code|c0a0b}}, the helicopter floats.
* In c0a0d, the robot walking into the radioactive materials resets its position into the air.
*In Black Mesa Inbound, map {{code|c0a0d}}, the robot walking into the radioactive materials gets flung up into the air, although it's barely visible by then.
* In c1a0b, a scientist floats.
*In [[Anomalous Materials]], map {{code|c1a0b}}, a scientist floats.
*The thumbnail for the [[Office Complex]] chapter in the New Game dialog is taken from a map in the [[Unforeseen Consequences]] chapter.
*In [[Unforeseen Consequences]], map {{code|c1a1f}}, when the scientist smashes the headcrab with the cabinet, no blood is displayed.
* At the start of "We've Got Hostiles"(c1a3d), the first soldier you see targets you instead of the scientist who had run down the stairs.
*At the start of [[Weve_Got_Hostiles|"We've Got Hostiles"]], map {{code|c1a3}}, if you hurt the scientist who yells "For god's sake, open the silo door..." while standing in front of him, but before he starts running away to the tripmine's laser, instead of running past you and through the tripmine, if it's done right, he'll run to the security office door and it'll open, allowing you to skip the rest of the "We've Got Hostiles" chapter if you desire.
* At the start of "We've Got Hostiles"(c1a3d), if you hurt the scientist who screams "For god's sake, open the silo door..." while standing in front of him, instead of running past you and through the tripmine, he will run to the security office door and it will open, allowing you to bypass the entirety of the "We've Got Hostiles" chapter if you desire.  
*In "We've Got Hostiles", map {{code|c1a3d}}, the only soldier you see will take a long time to to start firing at you or the scientist.
* In c1a1f, when the scientist smashes the headcrab with the cabinet, no blood is displayed.
*In [[Blast Pit]], map {{code|c1a4i}}, Barney is invincible from the Tentacles.
* In background_007, the scientist is invincible, and in the respective "Blast Pit" map(c1a4i), he has a chance to do the same, or not go and attack the Tentacles.
*If holding any weapon in the transition from [[Apprehension]] (map {{code|c2a3d}}) to [[Residue Processing]] (map {{code|c2a3e}}), it will appear the weapon is still on your hands but you can't shoot it or interact with it in any way and it will disappear when obtaining the Crowbar.
* If holding a revolver in the transition from c2a3d to c2a3e, you will not spawn empty handed.
*In Residue Processing, map {{code|c2a4c}}, Sometimes the flashlight glitches due to a really messed up shader which pretty much makes it unplayable, causing severe graphical artifacts. This is likely due to the water since setting the <code>mat_drawwater</code> [[console variable]] to 0 will fix the bug but water wouldn't be drawn.
* In c2a4c, a really messed up shader pretty much makes it unplayable, causing severe graphical artifacts. Setting the <code>mat_drawwater</code> [[console variable]] to 0 will fix the bug but water wouldn't be drawn.
[[File:Hlsourceflashlightbug.jpg|200px|thumbnail|right|The flashlight glitch, causing weird distortions. (map: {{code|c2a4c}}, location: right after the timed pistons near the start)]]
* In c2a4d, the button to start the experiment can be pressed more than once, causing the experiment to go off more than once.
*In [[Questionable Ethics]], map {{code|c2a4d}}, the button to start the experiment can be pressed more than once during the experiment, causing the experiment to go off more than once.
* In c2a5c, the skybox smears. This is likely caused by the [[leak]] the map has.
*In [[Surface Tension]], map {{code|c2a5c}}, the skybox smears. This is likely caused by the [[leak]] the map has.
* In c4a2 to c4a2vb, the gonarch will not attack you, will not spawn baby headcrabs(or spawn very few), and when a projectile from it hits the ground, it creates a black box.
*In [["Forget About Freeman!"]], map {{code|c3a1b}}, when climbing to the top of the ladder on the tank and jump, you will be flung up in the air.
[[File:Hls ladderbug1.jpg|200px|thumbnail|right|Before jumping on the tank's ladder in {{code|c3a1b}}.]]
[[File:Hls ladderbug2.jpg|200px|thumbnail|right|After jumping. Notice that the player is higher up than normally due to excessive physics force from the ladder top.]]
*In [[Gonarch's Lair]], {{code|c4a2}} to {{code|c4a2b}}, the gonarch may not attack you, may not spawn baby headcrabs(or spawn very few), and when a projectile from it hits the ground, it creates a black box.


===Background maps===
===Background maps===
* In background07.bsp, the Tentacle does not kill the Barney, so they attack each other forever.
*In {{code|background07}}, the Tentacle does not kill Barney, so they attack each other indefinitely.


===General===
===General===
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*Corpses are static. They should have been ragdolls instead.
*Corpses are static. They should have been ragdolls instead.
*Materials are set to reflect a pre-made cubemap. This is not only unrealistic, but it also prevents level designers to use HDR if any reflecting Half-Life: Source material is used.
*Materials are set to reflect a pre-made cubemap. This is not only unrealistic, but it also prevents level designers to use HDR if any reflecting Half-Life: Source material is used.
*Sometimes the flashlight glitches in the conveyor belt maze in chapter 10.
*When using the health or suit chargers, the player doesn't get slower.
[[File:Hlsourceflashlightbug.jpg|200px|thumbnail|none|The flashlight glitch, causing weird distortions. (map: c2a4c, location: right after the timed pistons near the start)]]
*When climbing to the top of the ladder on the tank in chapter 13 ("Forget About Freeman!") and jump, you will be flung up in the air.
[[File:Hls ladderbug1.jpg|200px|thumbnail|none|Before jumping.]]
[[File:Hls ladderbug2.jpg|200px|thumbnail|none|After jumping. Notice that the player is higher up than normally due to excessive physics force from the ladder top.]]
 
===Starting a chapter with "New Game"===
===Starting a chapter with "New Game"===
*All chapters are unlocked by default.
*All chapters are unlocked by default.
 
*The thumbnail for the [[Office Complex]] chapter in the New Game dialog is taken from a map in the [[Unforeseen Consequences]] chapter.
==See also==
==See also==
* [[Configuring Hammer for Half-Life: Source]]
* [[Configuring Hammer for Half-Life: Source]]

Revision as of 11:06, 4 September 2024

This is a page for reporting bugs in Half-Life: Source Half-Life: Source. For bugs specific to deathmatch see Half-Life Deathmatch: Source Bugs

Note.pngNote:As of 2013 SteamPipe update, Half-Life: Source has been updated to Source 2013 Singleplayer Source 2013 Singleplayer engine branch. This caused the game to suffering from even more bugs.
Most of the bugs has been unofficially fixed by using mods such as Half-Life: Source Fixed and Half-Life: Source Fix Pack v5.
To report new Half-Life: Source Half-Life: Source bugs, see Source Engine GitHub Issues page.

Font

  • Umlauts like "ä,ö & ü" do not exist in the German Version of Half-Life Source.

Weapons

.357

  • The zoom function is available when obtaining the weapon through the impulse 101 command. This was only active in HL1's multiplayer.

Snarks

  • The snark pickup uses the wrong model. It uses models/w_squeak.mdl instead of models/w_sqknest.mdl. The model is in the game files and should be used instead.

Monsters / NPCs

Scientist

  • They no longer comment on smells.
  • If afraid, a scientist can get stuck in a loop of trying to run away and playing a frightened animation.

Barney

  • Firerate is increased.
  • His Kevlar vest doesn't reduce damage.

Houndeyes

  • Hitboxes are offset.
  • When they sleep, their eyelids don't shut.
  • Sometimes a loud screeching sound can be heard when they attack.

Grunts

  • Helmets still protect them, but there's no sprite and leaves a flesh impact decal.
  • Decals can be painted on a grunt's weapon.
  • Dropped ammo and weapons aren't set to the angle of their absolute origin.
  • Impulse 76 does not work, instead the command attempts to spawn NPC_human_grunt. This fails, as the grunt is called monster_human_grunt.
  • They do not fear MP5 grenades.

Apache

  • Some have increased health, so it takes more ammo to kill. (Maybe feature?)

Nihilanth

  • Explosives can't break Nihilanth's portal ball projectiles. Is this intended?
  • Some trampolines have a 'delay'. When walked over, they bounce after you're off them.
  • In the fourth room the portal ball projectiles send you to, jumping to the teleporter in the ceiling may result in the player being teleported back into the same room instead of the Nihilanth pit. Sometimes repeatedly.

Barnacles

  • Tongues don't render correctly.
  • If a monster gets caught by a barnacle and the barnacle dies while the monster is caught, then the animation of such monster being pulled or eaten will continue until the monster walks or does another task.

Sounds

  • Footstep, button and door sounds are inconsistent with HL1. They now use Source sound effects.
  • Music tracks stop playing after level transitions.
  • Crowbar hit sound is always same as if you hit metal. (except NPCs)

Maps

  • In Black Mesa Inbound, map c0a0b, the helicopter floats.
  • In Black Mesa Inbound, map c0a0d, the robot walking into the radioactive materials gets flung up into the air, although it's barely visible by then.
  • In Anomalous Materials, map c1a0b, a scientist floats.
  • In Unforeseen Consequences, map c1a1f, when the scientist smashes the headcrab with the cabinet, no blood is displayed.
  • At the start of "We've Got Hostiles", map c1a3, if you hurt the scientist who yells "For god's sake, open the silo door..." while standing in front of him, but before he starts running away to the tripmine's laser, instead of running past you and through the tripmine, if it's done right, he'll run to the security office door and it'll open, allowing you to skip the rest of the "We've Got Hostiles" chapter if you desire.
  • In "We've Got Hostiles", map c1a3d, the only soldier you see will take a long time to to start firing at you or the scientist.
  • In Blast Pit, map c1a4i, Barney is invincible from the Tentacles.
  • If holding any weapon in the transition from Apprehension (map c2a3d) to Residue Processing (map c2a3e), it will appear the weapon is still on your hands but you can't shoot it or interact with it in any way and it will disappear when obtaining the Crowbar.
  • In Residue Processing, map c2a4c, Sometimes the flashlight glitches due to a really messed up shader which pretty much makes it unplayable, causing severe graphical artifacts. This is likely due to the water since setting the mat_drawwater console variable to 0 will fix the bug but water wouldn't be drawn.
The flashlight glitch, causing weird distortions. (map: c2a4c, location: right after the timed pistons near the start)
  • In Questionable Ethics, map c2a4d, the button to start the experiment can be pressed more than once during the experiment, causing the experiment to go off more than once.
  • In Surface Tension, map c2a5c, the skybox smears. This is likely caused by the leak the map has.
  • In "Forget About Freeman!", map c3a1b, when climbing to the top of the ladder on the tank and jump, you will be flung up in the air.
Before jumping on the tank's ladder in c3a1b.
After jumping. Notice that the player is higher up than normally due to excessive physics force from the ladder top.
  • In Gonarch's Lair, c4a2 to c4a2b, the gonarch may not attack you, may not spawn baby headcrabs(or spawn very few), and when a projectile from it hits the ground, it creates a black box.

Background maps

  • In background07, the Tentacle does not kill Barney, so they attack each other indefinitely.

General

  • Some enemies do not spawn.
  • Corpses are static. They should have been ragdolls instead.
  • Materials are set to reflect a pre-made cubemap. This is not only unrealistic, but it also prevents level designers to use HDR if any reflecting Half-Life: Source material is used.
  • When using the health or suit chargers, the player doesn't get slower.

Starting a chapter with "New Game"

See also

Suggestions And Requests

  • Inclusion of an FGD and Hammer configuration