Source Feature Requests
This page is about things happening in-game. For Hammer bugs and requests, see SDK Bugs.
If you think something is not intended to function like it does, post it in the Bug Reports section.
If you think something is intended to function like it does, but you are still not satisfied with it, post it in the Feature Requests section.
Feature Requests
Teleport
The current trigger_teleport isn't teleporting thrown grenades or weapons, it is even (to my understanding) impossible to set a filter to allow hegrenade_projectile, weapon_hegrenade, or weapon_glock entities, The filter or trigger_teleport ignores these entities.
Physics
There does not seem to be a simple way to adjust internal unit scale and physics in the source code in a similar way to HL1 (hull.txt). Changing the values in vphysics_interface.h do not seem to have a visible effect in game. Without this models adjusted for 0.16 scale will not have accurate physics.
Give us Steam VGUI
It'd be a great advancement in modding if the Steam vgui2 interface was made public as well as overriding the vgui2 dll.
Poison Damage
Getting bitten by a black headcrab isn't dangerous even if you're not wearing a HEV suit. The damage is mysteriously healed anyway. (This is only tested on poison damage, and not on live headcrabs.) I would like it if poison damage is only healed/non-lethal if the player is wearing a HEV suit.
Displacements
Add the ability to use displacements on triangular faces.
Parallax
Adding parallax mapping or relief mapping to the source engine would be nice. Or an explanation why it hasn't been implemented.
Mirrors
The ability to create mirrors in Source would be great. Something similar to the ones used in Doom 3 would suffice.
Sound sample previews
First of all, it would be good if you could preview button sounds instead of choosing them from a list and testing them each in-game.
Second of all, I'd like to be able to play looping sounds using the loop, so that I know which ones are looped and which are not, and how they sound looped. You could add a Stop button to prevent a loop going on forever.
Bug Reports
func_door wont stop looping
If the Loop Moving Sound? keyvalue for a func_door is set for a sample with an already built in loop, the sample will not stop looping. Further attempts to open or close the door will only add another looping sample to the noise. --Andreasen 07:50, 16 Mar 2006 (PST)
func_details are disappearing
Surfaces on thin func_details (about 2 units thick) is disappearing in-game, even at close distances. This can be especially annoying when it comes to signs. --Andreasen 07:50, 16 Mar 2006 (PST)
status command
- Observed: The spacing between the version and the colon for the status string is offset from the other lines:
hostname: Half-Life 2 version : 1.0.1.0/7 2651 insecure map : d3_c17_01 at: -6857 x, -1414 y, 64 z players : 1 (1 max) # userid name uniqueid connected ping loss state adr # 1 "name" UNKNOWN 03:04 71 0 active loopback
npc_snipers and info_snipertargets
- When an npc_sniper is shooting at an info_snipertarget that is parented to something else, the dot will land on target but the bullet fired will always travel backwards at a fixed direction, no matter where the target is. (This direction might change slightly between compiles.) --Andreasen 19:43, 12 Feb 2006 (PST)
- When an npc_sniper is issued the SweepGroupRandomly input, the sniper will continue firing at these targets until an NPC interrupts him. Is it supposed to work like that? --Andreasen 19:43, 12 Feb 2006 (PST)
- If the
info_snipertarget
entity doesn't have its Shoot Me flag set, Source crashes with the "memory could not be 'read'" error when a sniper is told to sweep it and has landed its beam on the target. This bug is reproduceable for me. --Andreasen 00:22, 12 Feb 2006 (PST)
Block LOS not working
The Block LOS tool texture (tools/toolsblock_los) doesn't work anymore for me. In my HL2SP map combine soldiers can see right through a brush with this texture, and this brush also blocks light (but at least it is invisible). --Andreasen 19:49, 10 Feb 2006 (PST)
env_beams
Damage of env_beams is acting really strange when emitted from a solid func_brush. When the Life of the beam is set higher than 1, the starting point and "collision" area of the func_brush is never updated between map compiles. This area doesn't affect the player or item collision, but it does affect the beams area of damage. If the Life is set above zero, then the area of damage becomes even more irregular, and will only hurt the player and prop_physics (and probably other stuff) sometimes. The func_brushs first "collision" area will also interfere with other env_beams. This bug is easily reproducable. --Andreasen 19:37, 5 Feb 2006 (PST)
Materials
On blended materials, it seems that "$basetexturetransform" scale affects both "$basetexture" and "$basetexture2", while "$basetexturetransform2" scale doesn't do anything.

Ragdolls & Door Props
- Expected: prop_door_rotating entities do not interfere with clientside ragdolls collisions.
- Observed: Clientside ragdolls seem to be clipped to the closed position of prop_door_rotating entities. This applies to any position doors are opened to.
- ts2do
Window Docking
- Observed: Windows in Source dock to hidden panels if docking is enabled in SourceScheme.res.
- ts2do
game_text
- Observed: game_text does not show up in-game
- El Capitan
Clip textures
- Observed: Clip textures make metal footsteps sound when walked over!
- El Capitan
HL2MP Mod localization
- Observed: Custom content is not loaded, this includes weapon sounds, startup vids, menu music and resource scripts.
- TAz00