Half-Life: Source Bugs

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Half-Life: Source

This is a page for reporting bugs in Half-Life: Source. For bugs specific to deathmatch see Half-Life Deathmatch: Source Bugs


  • Umlauts like "ä,ö & ü" do not exist in the German Version of Half-Life Source. [[1]Here is a fix for that. It makes "ä=ae, ö=oe & ü=ue"]



  • Magazine capacity is 18 rounds, when it should be 17 --MattyDienhoff «talk» 00:11, 13 February 2009 (UTC)
  • The triangles on Gordon's gloves are red when the pistol is equipped.

.357 Magnum

  • The chrome effect is absent --MattyDienhoff «talk» 00:11, 13 February 2009 (UTC)
  • Secondary fire zooms in, when it should only do that in Multiplayer.


  • The chrome effect is absent --MattyDienhoff «talk» 00:11, 13 February 2009 (UTC)
  • The pump sound is played too early when the secondary attack is fired.


  • 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


  • 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.


  • Firerate is increased.
  • His Kevlar vest doesn't reduce damage.


  • Hitboxes are offset.
  • When they sleep, their eyelids don't shut.
  • Sometimes a loud screeching sound can be heard when they attack.


  • Helmets still protect them, but there's no sprite and leaves a flesh impact decal.
  • Decals can be painted on a grunt's weapon.
  • Grunts with commander and grenadier bodygroups are still protected by helmets.
  • 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 a invalid NPC.
  • They do not fear MP5 grenades.


  • Nihilanth's portal ball projectiles are now indestructible as of my latest playthrough. 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.


  • Their tongues don't render correctly.


  • Some sounds are wrong. I've encountered several examples, but the most jarring one so far was in the Lambda Complex, after the fight with the black ops, but before being let in to the elevator by the scientist (the one who drew straws). When you move up to the blast door an Alien Grunt opens it from the other side, and in the original game the door opened (quite appropriately) with a heavy rumbling sound. In HL:S it opens with a squeaky hinged door sound. --MattyDienhoff «talk» 00:11, 13 February 2009 (UTC)
  • This is not a bug. Most door and button sounds are enhanced with Half-Life 2 sounds.
  • Some world sounds are not played in Half-Life: Source. This is easy to notice in some Xen levels.
  • Music tracks stop playing after transitioning to another level.
  • When falling to death, a missing sound error is displayed in the console. This was fixed in Half-Life Deathmatch: Source, but not Half-Life: Source.
  • Hitting with the crowbar on object only plays the metal sound.


  • At the start of "We've Got Hostiles"(c1a3d), the first soldier you see targets you instead of the scientist who had run down the stairs.
  • In c0a0b, the helicopter floats.
  • In c0a0d, the robot walking into the radioactive materials resets its position into the air.
  • In c1a0b, a scientist floats.
  • In c1a1f, when the scientist smashes the headcrab with the cabinet, no blood is displayed.
  • In background_007, the scientist is invincible, and in the respective "Blast Pit" map(c1a4i), he has a chance to do the same, or not go and attack the Tentacles.
  • If holding a revolver in the transition from c2a3d to c2a3e, you will not spawn empty handed.
  • In c2a4c, a really f***ed up shader pretty much makes it unplayable, causing severe graphical artifacts.
  • In c2a5c, the skybox smears.
  • In c4a2 to c4a2vb, the gonarch will not attack you, will not spawn baby headcrabs(or spawn very few), and when a projectile from it hits the ground, it creates a black box.


  • 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.
  • Sometimes the flashlight glitches in the conveyor belt maze in chapter 10.
The flashlight glitch, causing weird distortions. (map: c2a4c, location: right after the timed pistons near the start)
  • When climbing to the top of the ladder on the tank in chapter 13 ("Forget About Freeman!") and jump, you will be flung up in the air.
Before jumping.
After jumping. Notice that the player is higher up than normally due to excessive physics force from the ladder top.

Starting a chapter with "New Game"

  • All chapters are unlocked by default.
  • Starting chapter 10 gives the player a bunch of equipment. Only a crowbar should be given.
  • Chapter 3 starts in c1a0c, but the player is set in c1a1 instead.
  • The player doesn't get a long jump module when starting chapter 16 and chapter 18.

Suggestions And Requests

  • Full SDK support for Half-Life: Source, including hammer configurations, dedicated server support and even the source code for modders.
  • A major update taking every advantage of the newest build of Source. Half-Life: Source lacks of effects such as HDR and bumpmaps. UPDATE: In Progress.
  • Half-Life: Source as Xbox 360 DLC for The Orange Box.
  • Subtitles!