Half-Life 2: Episode One Bugs

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For newer bug reports, and to reports bugs related to Half-Life 2: Episode One Half-Life 2: Episode One, please instead visit the official Valve's GitHub page instead. Then select the Half-Life 2: Episode One label.

Gameplay

  • THE ABANDONED INN:
After the force field booby trap fight scene, sometimes Alyx gets stuck on this little wall and will not continue on to open the gate to allow you to shut off the power. She won't follow if you get in the car, or try to force her to take cover from a danger. (grenades or explosive items around her)
  • IN THE CITADEL, NEAR THE VORTEX BRIDGE:
Alyx pushes you off the vortex bridge if you stand in her scripted path. --Amckern 07:28, 6 Jun 2006 (PDT)
Shouldn't you be past the bridge when she's running on that path? --Alph Tech STUART 13:49, 6 Jun 2006 (PDT)
I like to test my limits on scripted enviroments. However it was just a bad hair day for Alyx I spose, "Get out of my way, or I'll push you off!"
  • WHEN GUIDING GROUPS OF CITIZENS AT THE TRAINSTATION:
Sometimes a Combine soldier would go through the door to where Barney is, and start punching/shooting him. Barney does not take damage and does not reply. It would be better to just prevent Combine from going through that door completely. —Matveims 16:31, 5 Jun 2006 (PDT)
  • IT IS POSSIBLE TO JUMP OFF THE TRAIN AT THE END
Doing a crouch jump lets you go over the railing of the train in the ending sequence. It would be best to put a clip brush there.--Gman003 14:26, 16 Aug 2006 (PDT)
Seems fixed now. --Gman003 08:36, 21 May 2007 (PDT)
  • AT THE FIRST RAISING BRIDGE SEEN IN URBAN FLIGHT
After the citizen runs across the bridge and starts it raising he will sometimes run back onto it. The bridge passes through him and he falls to the ground. One way to replicate this is to shoot at the citizen just as he is turning around. (Screenshot)

--DBN 22:09, 28 Dec 2006 (PST)

  • THE HOPMINE CAN ATTACHITSELF TO AIR
Put a hopmine on your head, make sure it's bottom down, if you wait a while (without it being held by gravgun) it will attach itself to your head, now move away a bit, it'll be suspended in thin air. Then pull it with the gravgun, right before it detaches itself let it go, it'll be hanging in the air attached to one point, if you jump on it it will act like a tiny trampoline(Screenshot).--spliter 13:35, 20 Jun 2007 (GMT)
  • ALYX DISAPPEARS WHEN YOU RUN INTO HER
Right in the beggining of chapter "Low Life" when Alyx leans against the wall(Screenshot) try to run into her. When you're close enough she'll disappear Screenshot, and right after that she'll push you away. --spliter 13:35, 20 Jun 2007 (GMT)

Graphics

In ep1_c17_00: Reflection corrupted on the ceiling of the first zombie-infested parking lot. Running on XFX GeForce 7900GT, fresh drivers. —Matveims 16:31, 1 Jun 2006 (PDT)
In ep1_c17_00: If you turn around after entering the second level of the first vent in this map, you can see that the level designer made the internal vent opening a few units too tall, so that it stretched over the opening, allowing the player to see through the nodraw and dev textured side.--Fitzroy doll 08:28, 2 Jun 2006 (PDT)
In ep1_c17_05: The volumetric light columns are abnormally lit up with a flashlight. The effect is very unnatural. —Matveims 16:34, 2 Jun 2006 (PDT)


In ep1_citadel_04: The Rollermines' Zap attack has it's origin in random places on the map. Using NVIDIA GeForce 6600 GT —spliter 13:45, 20 Jun 2007 (PDT)


UI

  • Chapter names should be in all caps if memory serves. --Alph Tech STUART 12:07, 1 Jun 2006 (PDT)
I think this is to signify the less milataristic leadership of the vortigaunts (in comparison to the gman) --fuseinabowl 14.22, 6 June 08 (PDT)
  • Suit power doesn't disappear when you die from falling. --Alph Tech STUART 15:46, 1 Jun 2006 (PDT)
  • One of the autosaves in Urban Flight creates a savegame with strange (apparently unintended) title: #episodic_Chapter4_title. —Matveims 21:20, 1 Jun 2006 (PDT) I've seen this happen with other chapters too --Alph Tech STUART 16:03, 2 Jun 2006 (PDT)


Episode 2 Trailer

  • The episode 2 trailer sometimes causes a crash. 3 out of 5 times tested, it crashed source. --Steamfraiser 07:52, 2 Jun 2006 (PDT)
    • Here it doesn't crash but for some reason it closes HL2EP1 (I see Windows again) and then the game is restarted and the trailer is shown? --dutchmega 09:03, 2 Jun 2006 (PDT)
      • I'm getting a restart to a completely black HL2 screen. Nothing happens. --Alph Tech STUART 16:21, 2 Jun 2006 (PDT)
      • Mine actually physically crashes, I get a "HL2.exe has encountered a problem and needs to close" then nothing opens back up. It's okay though, because the trailer was extracted to my PC and I watched it there :D --Steamfraiser 14:03, 2 Jun 2006 (PDT)
  • Maybe something linked to this?
  • The trailer pixelates, and chops in res under 1280, such as 1024, and 800.
    • The trailer causes windows to start up and the trailer to play, it glitches (lag) when Eli starts to talk, the same happens when I play the actual file in C:\(user name)\half-life 2 episode one\episodic\media. Maybe the file got corrupted upon download, a common problem with video files.--Deadity 06:37, 6 Jun 2006 (PDT)
  • Always locks my system (P4 2.4, 1GB, ATI X850 Pro), the only way I can view the Episode 2 vid is to play it from the media folder. Noticed the other videos are all 1280x720 but Ep2_Teaser.wmv is 1280x960. Even from a fresh boot with all other apps shutdown my sys stops responding when that video level fails to load. --wisemx 05:57, 7 Jun 2006 (PDT)

Alternate route: steam://run/916

Console Errors

Backgrounds

  • In ep1_background01. (Matveims 12:46, 1 Jun 2006 (PDT))
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
   - Material       : maps/ep1_background01/concrete/blendconcreterock001a_-8608_6016_35
   - Surface center : -8989 6072 -16
Warning: using WorldTwoTextureBlend on a non-displacement surface (material:
maps/ep1_background01/concrete/blendconcreterock001a_-8608_6016_35). Support for this will go away soon.
  • In ep1_background01a. (Matveims 16:33, 1 Jun 2006 (PDT))
Empty ambient_generic (ambient_generic) at 2255.00, 1107.60, 195.60

Undue Alarm

  • Happens all the time: (Matveims 12:47, 1 Jun 2006 (PDT))
CGameServer::BroadcastSound: Recipient Filter for sound (reliable: no, init: no) with bogus client index (1) in list of 1 clients

Direct Intervention

  • WHEN ENCOUNTERING THE POD AFTER SEEING THE RECORDING: (Matveims 12:58, 1 Jun 2006 (PDT))
Entity func_brush(brush_podclamp_1b) has bad parent move_podrail_2b
  • WHEN GETTING THE GRAVITY GUN UPGRADE: (Matveims 13:14, 1 Jun 2006 (PDT))
CSceneEntity lcs_al_citadel_01_gravcharge_02 unable to find actor named "global_newgame_spawner_physcannon"
  • IN THE NEXT HALL AFTER GETTING AN UPGRADED GRAVITY GUN: When falling into the void: (Matveims 13:14, 1 Jun 2006 (PDT))
AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin
Changing collision rules within a callback is likely to cause crashes!
  • IN THE ELEVATOR WITH FALLING DEBRIS: (Matveims 15:38, 1 Jun 2006 (PDT))
CSceneEntity alyx_elevator_stopped_vcd_2 unable to find actor named "Alyx"
  • DURING THE TRANSMISSION FROM Dr.MOSSMAN !!: (Matveims 16:16, 1 Jun 2006 (PDT))
Mossman2: unknown scripted sequence "idle1"
Failed to load sound "npc\ministrider\ministrider_alert4.wav", file probably missing from disk/repository
Failed to load sound "npc\ministrider\ministrider_alert1.wav", file probably missing from disk/repository
  • WHEN REPROGRAMMING ROLLERS NEAR THE TRAIN: (Matveims 16:17, 1 Jun 2006 (PDT))
Dynamic prop door_rollertraining: no sequence named:idle_close

Lowlife

  • BEFORE & DURING RIDING THE ELEVATOR UP: (Matveims 19:35, 1 Jun 2006 (PDT))
FuncTrackTrain 'elevator_garage' has no target.
Can't find a nearby track !!!

Urban Flight

  • WHILE FIGHTING THE ANTLION (ep1_c17_02): (Matveims 00:41, 4 Jun 2006 (PDT))
ERROR: Guard antlion_guard cannot find charge position '(null)'
Make sure you've specifed the parameters as [target start]!
  • SOON AFTER ENTERING THE BUILDING WITH TRIPMINES & BARELLS (ep1_c17_02): (Matveims 00:41, 4 Jun 2006 (PDT))
CSceneEntity lcs_al_c17_00_lockeddoor_2 unable to find actor named "mark_al_darkDoor_2"
CSceneEntity lcs_al_c17_00_lockeddoor_2 unable to find actor named "darkdoor_2_doortarget"
  • IMMEDIATELY AFTER ENTERING THE HOSPITAL (not long after meeting Barney): (Matveims 21:41, 1 Jun 2006 (PDT))
Precache of sprites/light_glow02_add_noz ambigious (no extension specified)

Exit 17

  • BEGINNING OF THE CHAPTER: (Matveims 14:24, 6 Jun 2006 (PDT))
custom hdr cubemap "materials/environment maps/borealis_003.hdr.vtf": can't be found on disk.
This really should have an HDR version but I will tryfalling back to the non-hdr one.
material "sprites/flamefromabove" not found
  • WHEN COMING BACK FOR THE SECOND CITIZEN SQUAD, in front of the train station: (Matveims 16:52, 2 Jun 2006 (PDT))
ERROR: Squad 'squad_combine' has enemies in it!
manhack_parkinglot doesn't like scanner_bomber_1
ERROR: Squad 'squad_combine' has enemies in it!
manhack_parkinglot doesn't like scanner_bomber_2

Fixed Bugs

  • Commentary Track: No subtitles were available for several commentary nodes. Bug has been fixed by Valve with this update on 9 Jun 2006. See this page as of 10 Jun 2006 for details on this ex-bug. --Matveims 01:23, 11 Jun 2006 (PDT)
  • When using Steam's "Create Desktop Shortcut" command, the shortcut had a black Steam-16px.gif "Steam" icon, instead of the Hl2px16.gif Half-Life 2 icon. —Matveims 13:14, 1 Jun 2006 (PDT)

See also