The Half-Life: Source Bug Compendium

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
(Take me with you! I'm the  one man who knows everything!) Half-Life: Source is essentially a tech demo  Valve happened to squeeze into a retail product, one that got unanimously clammy reception  and was later dwarfed by a full-on fan remake. Because of that, Valve hasn't updated it much at  all. With updates to the Source engine outpacing the game, it's gradually filled up with bugs until  stuff like this started happening. Half-Life: Source is pretty low priority for Valve, and I guess I  can't blame them. It's more of a curiosity than anything today, and all the janky bits are a  part of that. Where my last video showcased a mod fixing some of the larger glitches in  the game, I've decided to huddle down with a pile of sodas and go down the rabbit hole of  just how busted Half-Life: Source is to play today, bug by bug, oddity by oddity... and  then I will never play it again. Ever. Except Deathmatch: Source is fun to play with  friends to be funny... and maybe I'll revisit it in a year or so, oh god- Quick note! This video won't cover some  of the super particular or hard to replicate bugs like game crashes. It also contains repeats of  information from my last video and Defenestrum's "Half-Life: Source Bugs" series, combined with new  facts from my own testing and other sources. I'm writing this assuming all you know right now  is the game needs some screws tightened badly. Also, this video won't separate bugs that were in the  game at launch from bugs that have been introduced by SteamPipe, since this is about the experience  of playing the game today. So let's jump right in! Starting on the Hazard Course, the holographic  guide is supposed to disappear after some animations, but instead turns black and stands  there. The guide for the long jump module seems to have her starting position messed up, so she  floats in the air until the jump animation starts. Kind of a general bug, but you see it best here: These objects cast shadows through other objects,   so we're seeing shadows of the ammo where we  should be seeing a shadow of the table or no   shadow at all. This helicopter is now floating  in mid-air instead of preparing for liftoff. The large spidery robot near the end of the  game's intro resets its position in a way   that causes it to float in mid-air after  its animation, which you can see for just   a few moments before it's out of sight. You can  actually survive this fall off the tram platform. In the original Half-Life, you could turn the light  off on these scientists and really mess with them. (Oh my God, what are you doing?) You can do the same thing in Half-Life: Source,  only now you can quickly turn the light off and   on again, confusing the scientist and making  them turn the lights back off on everybody. Oh hey, you also get to see that  weird DirectX 9 shine on stuff here. The security guard blocking you from accidentally  going to the wrong part of Black Mesa   seems to have a misaligned texture, because  that looks like... red teeth and a white mouth. While the rest of the observation room was  fiddling with an anti-mass spectrometer,  this guy went ahead and figured out levitation. You can bring the security guard back to life in  Unforeseen Consequences, but he won't be too happy about it. The starting puzzle at Office Complex  can just be skipped if you have the health for it, where the original Half-Life outright gibbed  you. If you time it right, you can hit this   scientist and make him open the door in a panic,  effectively skipping We Got Hostiles entirely. This marine decides you're a more important  target than the scientist right in front of him,   breaking an otherwise critical cutscene. At the start of Blast Pit, hitting  this button multiple times while   waiting for the elevator will break  it completely and softlock the game. One of the heads of the tentacle alien is  actually unable to harm you or the security guard.  This is a glitch also seen in Surface Tension  and Interloper with their respective tentacles. Even then sometimes the security guard just  runs away from the thing, which isn't a bad idea. This hidden bullsquid in one of Power Up's  rooms disappears shortly after its animation. On this fan section of Power Up, pausing the  game causes you to fly up exponentially higher. Also, these crates can't be destroyed  with explosives for some reason.   At the end of Apprehension, you appear to still  hold the last weapon you had in your inventory  despite losing everything. This  goes away after getting the crowbar. In this specific room of Residue Processing  the lighting messes up in a disorienting and   indescribable manner, so much so that  I can't even get good footage of it. Sorry about that. If you look it up it's really  something. (not for anybody with epilepsy though.) The button in this first room of Questionable Ethics  is spammable which can lead to some interesting results. Going in and out of the central  room of Questionable Ethics will   cause the tripmines in one of the other rooms to self-detonate. This section in Surface Tension has a really  messed up skybox. It's not exactly missing, but it   only works half the time. Due to the Source engine  handling slopes a bit differently, you can now just   jump over this first fence and ignore the larger  half of this map. Also, this section where you have   to destroy the power generator can just be tanked  if you have the health, where it would almost certainly kill you in the original Half-Life. The  teleporter animation seems slower in comparison   to the original Half-Life, which can make timing  in this part of the Lambda Complex more difficult. Finally, the Gonarch fight is broken. Textures are missing, the boss doesn't put up much of a  fight, and explosives are completely ineffective. Now we can get into the weird stuff  that happens across the whole game. This section   is kind of a combination of bugs and iffy design  decisions. First and foremost, you may notice that   you jump higher. This lets you jump on anyone's  head and teleport them if you line it up right.   Also, you get to screw over the Hazard Course and at least two different puzzles, which is neat. The game is actually pretty easy to softlock. If you get in a loading zone and leave while  the door's closing, the game doesn't know   what to do with you, so it either locks  the door or refuses to change the map. This can be seen anywhere with an elevator, or  this door near the end of On A Rail for example. Not exactly a bug, but closed captions are almost   entirely missing from the game  except for some specific sound effects. The SMG now has an exaggerated vertical bob to it when firing, compared to the accuracy of the original.  The diamonds on the HEV suit gloves are   incorrectly colored red when holding the pistol.  When holding any other weapon, they're orange. Also HD weapon models are kind of janky, with a few   of them missing reload sounds  or having sounds out of sync. Barnacles are broken. Their tongues don't render  the right length until you're trapped in them,   Which can make it harder to gauge your safety in  many situations. Snark pickups use the wrong model. Specifically, they use the model of when you're  holding one in your hand, instead of... these things. Something odd with parts of this game  is that sometimes objects will just turn completely black. Like these cans  of soda in the break room, this turret   in Office Complex, these gibs once you get the  Tau Cannon. It's uncommon but still a weird thing. I noticed something strange with parts of  this game, specifically in doors and moving   objects. A lot of locked mechanisms make doorknob  jiggling noises when there's no doorknobs to jiggle.   My only guess is this is a default  value in Hammer or something, since this would happen in the original  Half-Life, but definitely not as often. As a final part of this video, I want  to bring up Half-Life Deathmatch: Source. It's a pretty accurate port of  Half-Life's original multiplayer, but like, Half-Life Source-ified. This  includes its own fare of bugs. For some reason, melee hitting most kinds  of interactable objects like ladders makes a flesh hit sound. Something also seen  in Half-Life 2: Deathmatch after SteamPipe, the only way to change your character  model is now through console commands. Ragdolls don't actually, well, ragdoll, instead  going through some kind of weird rigor mortis. One of the largest and most noticeable bugs  added to the game, many objects and maps have   been duplicated for some reason. That means  ammo is duplicated, weapons are duplicated, and pieces of the map are duplicated.  This breaks a lot of different things. Generally, ammo, armor and health  distribution is pretty much busted, since everything is doubled. And as a  minor side effect, glass takes two hits to break. The other effects of this will  be listed on a map-by-map basis. crossfire's turrets no longer work, already making  the game Absolutely Unplayable. Also these holes   in the roof of the main building are closed off  entirely, rather than just closing during the bomb. The fade-out-of-white effect after the bomb drops  appears to play in reverse now for some reason. There's now a floating metal grate  above every elevator on the map. More a curiosity than a bug, the  secret room in crossfire that   was sealed off in Half-Life 1 is now accessible. lambda_bunker's decorative fan is  also affected by the duplication bug. On the topic of fans, both  fans in snarkpit are broken, making you unable to get to the secret  room above, or trap people in the hallway. The extendable bridge on the way to the  rocket launcher constantly makes a deny sound when standing on it. This bridge  makes you jump a lot higher for some reason. stalkyard is noticeably affected  by the duplication glitch, as seen in its turrets. This also affects the secret  piece of crate hiding the long jump module. When loading up subtransit, all  tripmines in the map self-detonate. Also, object duplication means  there are two train car things now, which is about as stable as you'd expect. undertow is also affected  by the object duplication, causing the top part of the map to be permanently  gated off after pressing the flood button. So there you have it. There is a lot wrong  with Half-Life: Source, and the only cleanup   going on is been by fans. But hey, it's almost  entertaining seeing how much can go wrong, and maybe that's just something the game got right. ...or maybe Valve just needs to do  some upkeep on their older games. Hey, thank you so much for checking this video  out! I want to say first and foremost that I am amazed at the reception on my last video. Thank  you all so much for the support and the input, it's   really inspiring actually! I'm excited to make  more videos for sure. But yeah, this is probably   the last Half-Life:Source thing I'm making for  a while, but there's a lot more Source stuff   and other games I want to cover in the future. So  hey, stay tuned, I'm excited! Thanks for watching.
Info
Channel: patbytes
Views: 322,705
Rating: 4.953485 out of 5
Keywords: half-life, half-life source, valve, steam, half-life bugs, half life source bugs, valve bugs, half-life glitch, half-life deathmatch, half-life deathmatch source
Id: dBn_iLrEt1c
Channel Id: undefined
Length: 16min 20sec (980 seconds)
Published: Mon Feb 15 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.