Source Feature Requests

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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 enteties, The filter or trigger_teleport ignores these enteties. If this would be fixed it would make the engine approximatly a "fudge" load better.

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 would be a very nice technological advancement for modding if you made the vgui open-source and implemented into the SDK.

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.

Bug Reports

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)
  • This might be a feature, but when an npc_sniper is issued the SweepGroupRandomly input, the targets will be fired upon sequentially instead of randomly, and the sniper will continue firing at these targets until an NPC interrupts him. --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.

Blend Test by X^18

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