Half-Life: Source Bugs: Difference between revisions

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(Added some glitches)
(Added a few glitches)
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*In Office Complex, map {{code|c1a2}}, during the sequence of the zombie breaking the door, the glass breaks too early. When the zombie places blood on the wall, an unrelated door unlock sound plays.
*In Office Complex, map {{code|c1a2}}, during the sequence of the zombie breaking the door, the glass breaks too early. When the zombie places blood on the wall, an unrelated door unlock sound plays.
*In Office Complex, map {{code|c1a2a}}, the ceiling turret is black and is already seen extended down but quickly contracts up then extends down again when it detects the player. Flipping the lever that powers the turret will make the turret disappear instantly.
*In Office Complex, map {{code|c1a2a}}, the ceiling turret is black and is already seen extended down but quickly contracts up then extends down again when it detects the player. Flipping the lever that powers the turret will make the turret disappear instantly.
*In Office Complex, map {{code|c1a2d}}, when Barney moves his hands to open the door, the lever moves with a significant delay (much higher than {{Half-Life|1}}).
*In Office Complex, map {{code|c1a2d}}, when Barney moves his hands to open the door, the lever moves with a significant delay (much longer than {{Half-Life|1}}).
*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 [[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.
*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 "We've Got Hostiles", map {{code|c1a3a}}, when transitioning to the next level, {{code|c1a3b}}, the player could clearly see a large concrete wall that gets removed when {{code|c1a3b}} gets loaded.
*In [[Blast Pit]], map {{code|c1a4i}}, Barney is invincible from the Tentacles.
*In "We've Got Hostiles", map {{code|c1a3d}}, the only soldier you see in this map will take a long time to to start firing at you or the scientist.
*In "We've Got Hostiles", map {{code|c1a3d}}, when transitioning to the next level, {{code|c1a3a}}, the player could clearly see a large concrete wall that gets removed when {{code|c1a3a}} gets loaded.
*In "We've Got Hostiles", map {{code|c1a3c}}, sometimes when the soldiers get deployed by the helicopter, they get deployed to outside the vent shaft.
*In [[Blast Pit]], map {{code|c1a4i}}, the Tentacle does not kill Barney, so they attack each other indefinitely.
*In Blast Pit, map {{code|c1a4b}}, the two of the three silo doors on the outside of the blast silo "building" will always be open. When a player transitions from {{code|c1a4b}} to {{code|c1a4i}}, the silo door that the player went through to go between levels will close but if there is another previously closed outer silo door, then it will be open due to the transition of {{code|c1a4i}} to {{code|c1a4b}}. This causes the silo doors to appear to instantly open when transitioning from {{code|c1a4i}} to {{code|c1a4b}} through another silo door.
*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 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.
*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 glitch happens on {{dx9}}. This is likely due to the water since setting the {{code|mat_drawwater}} [[console variable]] to {{code|0}} will fix the bug but water wouldn't be drawn. Another solution is to either set the {{code|-dxlevel}} [[Command_line_options#Source_games|launch parameter]] to {{code|80}} or {{code|81}} or to disable multicore rendering (having the {{code|mat_queue_mode}} console variable set to {{code|0}}).
*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 glitch happens on {{dx9}}. This is likely due to the water since setting the {{code|mat_drawwater}} [[console variable]] to {{code|0}} will fix the bug but water wouldn't be drawn. Another solution is to either set the {{code|-dxlevel}} [[Command_line_options#Source_games|launch parameter]] to {{code|80}} or {{code|81}} or to disable multicore rendering (having the {{code|mat_queue_mode}} console variable set to {{code|0}}).

Revision as of 21:07, 7 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

Glock

  • When HD content is loaded, the reload sound doesn't play.

MP5

  • When HD content is loaded, the reload sound doesn't play.

Shotgun

  • When using the secondary fire, the single barrel sound players instead of double barrel.

.357

  • The zoom function is available when obtaining the weapon through the impulse 101 command. This was only available 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

Apache

  • The bounding box is far too small for this monster. This causes some hitboxes to be outside the bounding box. The game considers if the bullet or projectile hits the bounding box before the hitboxes.

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.
  • If he gets damaged, he will keep making pain sounds indefinitely until he dies.

Barney

  • His firerate is increased when HD content is enabled.
  • His Kevlar vest doesn't reduce damage.
  • If he gets damaged, he will keep making pain sounds indefinitely until he dies.
  • He will not start attacking the player if he sees the player attack a scientist or another Barney.

Gargantua

  • Its energy ball attack (garg_stomp) spawns slightly above the ground then falls to the ground instead of spawning on the ground.

Houndeyes

  • The bounding box is far too small for this monster. This causes some hitboxes to be partly outside the bounding box. The game considers if the bullet or projectile hits the bounding box before the hitboxes.
  • When they sleep, their eyelids don't shut.
  • Sometimes a loud screeching sound can be heard when they attack.

Grunts

  • The bounding box is slightly too small for this monster. This causes some hitboxes to be outside the bounding box. The game considers if the bullet or projectile hits the bounding box before the hitboxes.
  • 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.
  • If a monster gets caught by a barnacle and such monster dies while being pulled to the barnacle (didn't take damage from it yet) then the barnacle's eating animation will continue until the barnacle dies or it successfully pulls a monster to the top of it.

Cockroaches

Those can overtime break boxes even if the player has not interact with such boxes, although it may take all day long.

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 the Hazard Course, maps t0a0 and t0a0a, the hologram becomes completely black instead of disappearing or becoming invisible.
  • In the Hazard Course, map t0a0d, the scientist and Barneys talk as if the Black Mesa Incident already started.
  • 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 c1a0, the scientist with the G-Man usually don't play their animations properly.
  • In Anomalous Materials, map c1a0a, the elevator is extremely quiet.
  • 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.
  • In Unforeseen Consequences, map c1a1c, if the player kills the headcrabs who were in the lower canal but such player didn't go up or down the ladder to get to the lower canal safely then decides to go up or down such ladder, then the headcrabs will respawn.
  • In Office Complex, map c1a2, the tongues of the barnacles may get through the ceiling.
  • In Office Complex, map c1a2, during the sequence of the zombie breaking the door, the glass breaks too early. When the zombie places blood on the wall, an unrelated door unlock sound plays.
  • In Office Complex, map c1a2a, the ceiling turret is black and is already seen extended down but quickly contracts up then extends down again when it detects the player. Flipping the lever that powers the turret will make the turret disappear instantly.
  • In Office Complex, map c1a2d, when Barney moves his hands to open the door, the lever moves with a significant delay (much longer than Half-Life).
  • 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 c1a3a, when transitioning to the next level, c1a3b, the player could clearly see a large concrete wall that gets removed when c1a3b gets loaded.
  • In "We've Got Hostiles", map c1a3d, the only soldier you see in this map will take a long time to to start firing at you or the scientist.
  • In "We've Got Hostiles", map c1a3d, when transitioning to the next level, c1a3a, the player could clearly see a large concrete wall that gets removed when c1a3a gets loaded.
  • In "We've Got Hostiles", map c1a3c, sometimes when the soldiers get deployed by the helicopter, they get deployed to outside the vent shaft.
  • In Blast Pit, map c1a4i, the Tentacle does not kill Barney, so they attack each other indefinitely.
  • In Blast Pit, map c1a4b, the two of the three silo doors on the outside of the blast silo "building" will always be open. When a player transitions from c1a4b to c1a4i, the silo door that the player went through to go between levels will close but if there is another previously closed outer silo door, then it will be open due to the transition of c1a4i to c1a4b. This causes the silo doors to appear to instantly open when transitioning from c1a4i to c1a4b through another silo door.
  • 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 glitch happens on (DX9 SM2). 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. Another solution is to either set the -dxlevel launch parameter to 80 or 81 or to disable multicore rendering (having the mat_queue_mode console variable set to 0).
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, maps 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.
  • There are many entities that don't look like doors at all but if the player collides with those, then it will make a locked door sound.

Starting a chapter with "New Game"

See also

Suggestions And Requests

  • Inclusion of an FGD and Hammer configuration