Half-Life: Source Bugs: Difference between revisions
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Note:As of 2013 SteamPipe update, Half-Life: Source has been updated to
Source 2013 Singleplayer engine branch. This caused the game to suffering from even more bugs.
Many bugs have 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 bugs, see
Source Engine GitHub Issues page.
(Removed "bug" that also happens in Half-Life. Added more bugs) |
(Removed bug about smells because I heard a scientist talk about it. Removed bug about Xen trampolines having a delay. Those appear to work without delay. Added ent template to many entities) |
||
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This is a page for reporting bugs in {{hls|4}}. For bugs specific to deathmatch see [[Half-Life Deathmatch: Source Bugs]] | This is a page for reporting bugs in {{hls|4}}. For bugs specific to deathmatch see [[Half-Life Deathmatch: Source Bugs]] | ||
{{note|As of 2013 [[SteamPipe]] update, Half-Life: Source has been updated to {{src13sp|4.1}} engine branch. This caused the game to suffering from even more bugs.<br> | {{note|As of 2013 [[SteamPipe]] update, Half-Life: Source has been updated to {{src13sp|4.1}} engine branch. This caused the game to suffering from even more bugs.<br> Many bugs have been unofficially fixed by using mods such as {{moddb|mods/half-life-source-fixed|Half-Life: Source Fixed}} and {{moddb|games/half-life-source/downloads/half-life-source-fix-pack-v5|Half-Life: Source Fix Pack v5}}.<br>To report new {{hls|4}} bugs, see {{github|ValveSoftware/Source-1-Games/issues|Source Engine GitHub Issues page.}}}} | ||
==Font== | ==Font== | ||
Line 6: | Line 6: | ||
==Weapons== | ==Weapons== | ||
===Glock=== | ==={{cow|9mm_Pistol_(Half-Life)|Glock|icon=hide}}=== | ||
*When HD content is loaded, the reload sound doesn't play. | *When HD content is loaded, the reload sound doesn't play. | ||
===MP5=== | ==={{cow|Submachine_Gun_(Half-Life)|MP5/M4 carbine|icon=hide}}=== | ||
*When HD content is loaded, the reload sound doesn't play. | *When HD content is loaded, the reload sound doesn't play. | ||
===Shotgun=== | ==={{cow|Shotgun_(Half-Life)|Shotgun|icon=hide}}=== | ||
*When using the secondary fire, the single barrel sound | *When using the secondary fire, the single barrel sound plays instead of double barrel. | ||
===.357=== | ==={{cow|.357_Magnum|.357|icon=hide}}=== | ||
*The zoom function is available when obtaining the weapon through the {{ | *The zoom function is available when obtaining the weapon through the {{command|impulse|alt=impulse 101}} console command. This was only available in {{Half-Life|1}}'s multiplayer. | ||
===Snarks=== | ==={{cow|Snark|Snarks|icon=hide}}=== | ||
*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. | *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== | ||
*The bounding box for many | *The [[bounding box]] for many [[monster]]s is too small for such 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 since the bounding box is cheaper to compute. | ||
===Apache=== | ==={{cow|AH-64_Apache|Apache|icon=hide}}=== | ||
*Some have increased health, so it takes more ammo to kill. (Maybe feature?) | *Some have increased health, so it takes more ammo to kill. (Maybe feature?) | ||
* Can be killed using a | * Can be killed using a Glock. | ||
===Scientist=== | ==={{cow|Black_Mesa_Science_Team|Scientist|icon=hide}}=== | ||
*If damaged, a scientist can get stuck in a loop of trying to run away and playing a frightened animation and may keep making pain sounds indefinitely until he dies. | |||
*If | ==={{cow|Black_Mesa_Security_Force|Security Guard|icon=hide}}=== | ||
=== | |||
*His firerate is increased when HD content is enabled. | *His firerate is increased when HD content is enabled. | ||
*His Kevlar vest doesn't reduce damage. | *His Kevlar vest doesn't reduce damage. | ||
*If he gets damaged, he will keep making pain sounds indefinitely until he dies. | *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. | *He will not start attacking the {{ent|player}} if he sees the {{code|player}} attack a scientist or another Barney. | ||
===Gargantua=== | ==={{cow|Gargantua|icon=hide}}=== | ||
*Its energy ball attack ({{ | *Its energy ball attack ({{ent|garg_stomp_(Half-Life:_Source)|alt=garg_stomp}}) spawns slightly above the ground then falls to the ground instead of spawning on the ground. | ||
===Houndeyes=== | ==={{cow|Houndeye|Houndeyes|icon=hide}}=== | ||
*When they sleep, their eyelids don't shut. | *When they sleep, their eyelids don't shut. | ||
*Sometimes a loud screeching sound can be heard when they attack. | *Sometimes a loud screeching sound with the path of {{code|sound/player/general/sonic_damage.wav}} can be heard when they attack. | ||
===Grunts=== | ==={{cow|Hazardous_Environment_Combat_Unit|Human Grunts|icon=hide}}=== | ||
*Helmets still protect them, but there's no | *Helmets still protect them, but when shot there's no sparks and it leaves a flesh impact decal. | ||
*Decals can be painted on a grunt's weapon. | *Decals can be painted on a human grunt's weapon. | ||
*Dropped | *Dropped weapons don't set their angles properly when spawning. | ||
* | *The {{code|impulse 76}} console command does not work, instead the command attempts to spawn {{ent|npc_human_grunt|alt=NPC_human_grunt}}. This fails, as the human grunt's classname is {{ent|monster_human_grunt_(Half-Life:_Source)|alt=monster_human_grunt}}. | ||
*They | *They don't fear MP5/M4 carbine grenades. | ||
===Nihilanth=== | ==={{cow|Nihilanth|icon=hide}}=== | ||
*Explosives can't break Nihilanth's portal ball projectiles. | *Explosives can't break Nihilanth's portal ball projectiles. Was this intended? | ||
*In the fourth room the portal ball projectiles send you to, jumping to the teleporter in the ceiling may result in the {{code|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. | |||
===Barnacles=== | ==={{cow|Barnacle|Barnacles|icon=hide}}=== | ||
* Tongues don't render correctly. | * Tongues don't render correctly. | ||
*If a | *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. | *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=== | ===Cockroaches=== | ||
Those can overtime break boxes even if the player has not interact with such boxes, although it may take all day long. | *Those can overtime break boxes even if the {{code|player}} has not interact with such boxes, although it may take all day long. | ||
==Sounds== | ==Sounds== | ||
* Footstep, button and door sounds are inconsistent with HL1. They now use | * Footstep, button and door sounds are inconsistent with HL1. They now use {{Half-Life 2|1}} sound effects. | ||
* Music tracks stop playing after level transitions. | * Music tracks stop playing after level transitions. | ||
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*In Anomalous Materials, map {{code|c1a0a}}, the elevator is extremely quiet. | *In Anomalous Materials, map {{code|c1a0a}}, the elevator is extremely quiet. | ||
*In Anomalous Materials, map {{code|c1a0b}}, a scientist floats. | *In Anomalous Materials, map {{code|c1a0b}}, a scientist floats. | ||
*In [[Unforeseen Consequences]], map {{code|c1a1}}, about where the headcrab spawns, the water on the ground that decreases the friction of the player is hardly visible. | *In [[Unforeseen Consequences]], map {{code|c1a1}}, about where the headcrab spawns, the water on the ground that decreases the friction of the {{code|player}} is hardly visible. | ||
*In Unforeseen Consequences, map {{code|c1a1b}}, | *In Unforeseen Consequences, map {{code|c1a1b}}, if the {{code|player}} comes close to the door that spawns the first alien slave in this map, then while being outside the room the monster spawn, uses the flashlight on either of the two north corners of the doorframe for the door, then there will be an invisible part of the door being projected as a shadow. This piece of the door is solid. | ||
*In Unforeseen Consequences, map {{code|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 Unforeseen Consequences, map {{code|c1a1c}}, if the {{code|player}} kills the headcrabs who were in the lower canal but such {{code|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 Unforeseen Consequences, map {{code|c1a1f}}, when the scientist smashes the headcrab with the cabinet, no blood is displayed. | *In Unforeseen Consequences, map {{code|c1a1f}}, when the scientist smashes the headcrab with the cabinet, no blood is displayed. | ||
*In [[Office Complex]], map {{code|c1a2}}, the tongues of the barnacles may get through the ceiling. | *In [[Office Complex]], map {{code|c1a2}}, the tongues of the barnacles may get through the ceiling. | ||
*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 {{code|player}}. Flipping the lever that powers the turret will make the turret disappear instantly. | ||
*In Office Complex, map {{code|c1a2b}}, when the player enters the hallway with the entrance to the elevator shaft at the end that leads to {{code|c1a3}}, the player can turn around to see a corner of a wall is gray concrete instead of yellow bricks while the rest of such wall is yellow bricks. | *In Office Complex, map {{code|c1a2b}}, when the {{code|player}} enters the hallway with the entrance to the elevator shaft at the end that leads to {{code|c1a3}}, the {{code|player}} can turn around to see a corner of a wall is gray concrete instead of yellow bricks while the rest of such wall is yellow bricks. | ||
*In Office Complex, map {{code|c1a2d}}, when Barney moves his hands to open the door, the lever moves with a significant delay. | *In Office Complex, map {{code|c1a2d}}, when Barney moves his hands to open the door, the lever moves with a significant delay. | ||
*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. | ||
*At the start of "We've Got Hostiles", map {{code|c1a3}}, if the player breaks the glass that causes the fire door to close and waits for the door to fully close before touching the trigger that activates the scripted sequence for the scientist who yells, "For god's sake, open the silo door..." then the player touches such trigger, then the scientist will teleport past the door and open it at the same time without the fire alarm sound or lights being activated. | *At the start of "We've Got Hostiles", map {{code|c1a3}}, if the {{code|player}} breaks the glass that causes the fire door to close and waits for the door to fully close before touching the trigger that activates the scripted sequence for the scientist who yells, "For god's sake, open the silo door..." then the {code|player}} touches such trigger, then the scientist will teleport past the door and open it at the same time without the fire alarm sound or lights being activated. | ||
*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 "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 "We've Got Hostiles", map {{code|c1a3d}}, the only | *In "We've Got Hostiles", map {{code|c1a3d}}, the only human grunt 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|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 | *In "We've Got Hostiles", map {{code|c1a3c}}, sometimes when the human grunts get deployed by the helicopter, they get deployed to outside the vent shaft. | ||
*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. | *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 {{code|player}} transitions from {{code|c1a4b}} to {{code|c1a4i}}, the silo door that the {{code|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. | ||
*In Blast Pit, map {{code|c1a4i}}, the Tentacle does not kill Barney, so they attack each other indefinitely. | *In Blast Pit, map {{code|c1a4i}}, the Tentacle does not kill Barney, so they attack each other indefinitely. | ||
*In Blast Pit, map {{code|c1a4i}}, some of the brush geometry is messed up where some outer walls have almost invisible bumps that are a fraction of a [[Unit|hammer unit]] thick. This can kill the player if such player wallstrafes on the outer wall while jumping over the first gap | *In Blast Pit, map {{code|c1a4i}}, some of the brush geometry is messed up where some outer walls have almost invisible bumps that are a fraction of a [[Unit|hammer unit]] thick. This can kill the {{code|player}} if such {{code|player}} wallstrafes on the outer wall while jumping over the first gap. The {{code|player}} must jump over to access the bottom silo door (labeled "POWER FACILITY"). | ||
*In [[Power Up]], map {{code|c2a1b}}, when the bullsquid drags the | *In [[Power Up]], map {{code|c2a1b}}, when the bullsquid drags the human grunt, the bullsquid and human grunt will unexpectedly disappear (assuming the player doesn't kill the bullsquid in time). | ||
*In [[On a Rail]], map {{code|c2a2}}, the tongues of the barnacles get through the elevator as if it doesn't exist. | *In [[On a Rail]], map {{code|c2a2}}, the tongues of the barnacles get through the elevator as if it doesn't exist. | ||
In [[Apprehension]], map {{code|c2a3a}}, the Crossbow is floating in the air by several hammer units. | In [[Apprehension]], map {{code|c2a3a}}, the Crossbow is floating in the air by several hammer units. | ||
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[[File:Hlsourceflashlightbug.jpg|200px|thumbnail|right|The flashlight glitch, causing weird distortions. (map: {{code|c2a4c}}, location: right after the timed pistons near the start)]] | [[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 [[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 [[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 Questionable Ethics, map {{code|c2a4e}}, if the player loads a save to this map, then a tripmine will explode if it didn't explode already. This causes the room with the two alien grunts to have the two lifts go up and allow | *In Questionable Ethics, map {{code|c2a4e}}, if the player loads a save to this map, then a tripmine will explode if it didn't explode already. This causes the room with the two alien grunts to have the two lifts go up and allow the human grunts to quickly go in the room once the {{code|player}} enters the room that the tripmine that exploded was in. | ||
*In [[Surface Tension]], map {{code|c2a5a}}, the RPG spawns high above ground. | *In [[Surface Tension]], map {{code|c2a5a}}, the RPG spawns high above ground. | ||
*In Surface Tension, map {{code|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 [["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. | *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 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.]] | [[File:Hls ladderbug2.jpg|200px|thumbnail|right|After jumping. Notice that the {{code|player}} is higher up than normally due to excessive physics force from the ladder top.]] | ||
*In [[Gonarch's Lair]], maps {{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. | *In [[Gonarch's Lair]], maps {{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. | ||
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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. | ||
*When using the health or suit chargers, the player doesn't get slower. | *When using the health or suit chargers, the {{code|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. Many entities that can move also will sometimes make an unlocked door sound right before or at the same time as those moving. | *There are many entities that don't look like doors at all but if the {{code|player}} collides with those, then it will make a locked door sound. Many entities that can move also will sometimes make an unlocked door sound right before or at the same time as those moving. | ||
===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 | *The thumbnail for the [[Office Complex]] chapter in the New Game dialog is taken from the [[Unforeseen Consequences]] chapter, map {{code|c1a1c}}. | ||
==See also== | ==See also== |
Revision as of 18:09, 8 September 2024
This is a page for reporting bugs in Half-Life: Source. For bugs specific to deathmatch see Half-Life Deathmatch: Source Bugs


Many bugs have been unofficially fixed by using mods such as


To report new


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/M4 carbine
- When HD content is loaded, the reload sound doesn't play.
Shotgun
- When using the secondary fire, the single barrel sound plays instead of double barrel.
.357
- The zoom function is available when obtaining the weapon through the impulse 101 console command. This was only available in Half-Life'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
- The bounding box for many monsters is too small for such 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 since the bounding box is cheaper to compute.
Apache
- Some have increased health, so it takes more ammo to kill. (Maybe feature?)
- Can be killed using a Glock.
Scientist
- If damaged, a scientist can get stuck in a loop of trying to run away and playing a frightened animation and may keep making pain sounds indefinitely until he dies.
Security Guard
- 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
- When they sleep, their eyelids don't shut.
- Sometimes a loud screeching sound with the path of sound/player/general/sonic_damage.wav can be heard when they attack.
Human Grunts
- Helmets still protect them, but when shot there's no sparks and it leaves a flesh impact decal.
- Decals can be painted on a human grunt's weapon.
- Dropped weapons don't set their angles properly when spawning.
- The impulse 76 console command does not work, instead the command attempts to spawn NPC_human_grunt. This fails, as the human grunt's classname is monster_human_grunt.
- They don't fear MP5/M4 carbine grenades.
Nihilanth
- Explosives can't break Nihilanth's portal ball projectiles. Was this intended?
- 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 Half-Life 2 sound effects.
- Music tracks stop playing after level transitions.
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 c1a1, about where the headcrab spawns, the water on the ground that decreases the friction of the player is hardly visible.
- In Unforeseen Consequences, map c1a1b, if the player comes close to the door that spawns the first alien slave in this map, then while being outside the room the monster spawn, uses the flashlight on either of the two north corners of the doorframe for the door, then there will be an invisible part of the door being projected as a shadow. This piece of the door is solid.
- 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 Unforeseen Consequences, map c1a1f, when the scientist smashes the headcrab with the cabinet, no blood is displayed.
- 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 c1a2b, when the player enters the hallway with the entrance to the elevator shaft at the end that leads to c1a3, the player can turn around to see a corner of a wall is gray concrete instead of yellow bricks while the rest of such wall is yellow bricks.
- In Office Complex, map c1a2d, when Barney moves his hands to open the door, the lever moves with a significant delay.
- 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.
- At the start of "We've Got Hostiles", map c1a3, if the player breaks the glass that causes the fire door to close and waits for the door to fully close before touching the trigger that activates the scripted sequence for the scientist who yells, "For god's sake, open the silo door..." then the {code|player}} touches such trigger, then the scientist will teleport past the door and open it at the same time without the fire alarm sound or lights being activated.
- 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 human grunt 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 human grunts get deployed by the helicopter, they get deployed to outside the vent shaft.
- 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.
- In Blast Pit, map c1a4i, the Tentacle does not kill Barney, so they attack each other indefinitely.
- In Blast Pit, map c1a4i, some of the brush geometry is messed up where some outer walls have almost invisible bumps that are a fraction of a hammer unit thick. This can kill the player if such player wallstrafes on the outer wall while jumping over the first gap. The player must jump over to access the bottom silo door (labeled "POWER FACILITY").
- In Power Up, map c2a1b, when the bullsquid drags the human grunt, the bullsquid and human grunt will unexpectedly disappear (assuming the player doesn't kill the bullsquid in time).
- In On a Rail, map c2a2, the tongues of the barnacles get through the elevator as if it doesn't exist.
In Apprehension, map c2a3a, the Crossbow is floating in the air by several hammer units.
- In Apprehension, if holding any weapon in the transition from (map c2a3d) to (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).
- 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 Questionable Ethics, map c2a4e, if the player loads a save to this map, then a tripmine will explode if it didn't explode already. This causes the room with the two alien grunts to have the two lifts go up and allow the human grunts to quickly go in the room once the player enters the room that the tripmine that exploded was in.
- In Surface Tension, map c2a5a, the RPG spawns high above ground.
- 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.
- 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
- When a turret gets attacked, the other turrets don't activate.
- Some enemies do not spawn.
- Difficulty settings appears to be broken, with the game always on "Hard" difficulty by default.
- 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. Many entities that can move also will sometimes make an unlocked door sound right before or at the same time as those moving.
Starting a chapter with "New Game"
- All chapters are unlocked by default.
- The thumbnail for the Office Complex chapter in the New Game dialog is taken from the Unforeseen Consequences chapter, map c1a1c.
See also
Suggestions And Requests
- Inclusion of an FGD and Hammer configuration