(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.