It's easy if you jump from the stairs onto the boxes then over the rail. I'm assuming you're talking about the room full of explosives. I don't remember level names.
@@thevisitor1032 about the same as in the video. The big issue I know about is that saving and loading will invalidate the skip. You have to come from the elevator transition.
@@GoldKnightProduction You can just go to the scientist and spam "e" until he talks to you than navigate him towards the door. It's slower but easiest skip to do in Half-Life.
For a company that still updates games like Portal 2 and Half-Life 2, you would think at least one employee at Valve would be bored enough to fix these lmao
@@sedme0 I'm still able to do it, but it's hard if you don't angle it correctly and if you don't immediately shift when going through the trigger causing the train.
You missed the fact the Barneys have pistols capable of extreme, endless rapid-fire now, and are consequently more terrifying than anything the alien menace could ever bring to bear. They just flatten everything.
I feel bad for the people who only played this game and not the original half half and are like “well these old games are buggy” when really the og game is way better
Yeah same I downloaded it first last year (for free) as part of the HL: Alyx promo period, and honestly there were no game-breaking bugs I noticed, just small little things I attributed it to being an old game
other way around for me, i prefer the source version because the original version is really buggy, had a lot of game breaking glitches and the npcs would just start screaming and just stand still when they were being attacked. The source version i barely had any issue, i've replayed it many times and encountered very few.
i know the 360 orange box has its fair share of bugs at one point in route kanal you can completely negate a chase sequence by going out of bounds with nothing more than a barrel. obviously you lose the boat but eh.
5:31 I think that's because the water negates explosion damage, like when you hide from the explosive barrels underwater early in half life 2. The crates are considered "underwater" so they take no damage.
6:53 I remember decompiling that map just to see what was going wrong. Turns out on the right side before you encounter the Barney on the floor, there's a trigger that leaks out of bounds through a wall. I think it's to trigger some music if I recall, but for reasons I'm not sure of, the boundary of it unnecessarily extends way through the wall to the other side of the little stairway passage you go through. A quick move back in bounds and the sky is fixed. For anyone who doesn't know, Source games need to have their maps "blocked in" so to speak. You make the confines of the space you play in, and everything has to fit within that space. If entities (bits of game logic - triggers, lights, etc) are outside of this space, the engine can't properly work out where the play area really is and treats out of bounds as somewhere you can go. This breaks everything from water reflections to lighting and the 3D Skybox as seen in the video. This could've been an interesting port if they'd done, well, *anything* to patch it up. Great video!
I actually just completed HL1 (GoldSrc version) for the first time in over 15 years after not playing it since PS2... and I had this bug, for a second, on one of my reloaded lives. I had just gotten killed by the mines on the left (fucking around) and it popped up when I reloaded. It was only for a second and went away when I looked at the building and didn't return. Definitely not as prominent a bug... makes me think that Source amplified any potential bugs tenfold.
3:25 That "weird DX9 sheen" is called "environment map". Instead of calculating reflections in real time (which is kinda slow) you use a 360° texture that looks similar to your environment and pull your reflections from that. It's never going to look quiet right, because the reflection's perspective doesn't change as it should, but it can still look good when done subtly. Valve just took a generic blurry texture that doesn't fit the environment and turned the effect up to 100. That's why it sticks out so horribly. It's as low effort as pretty much everything else in this game.
9:46 Fun fact: The HD models in HLS weren't gearbox's original models just ported over. They were *STOLEN* from a gamebanana mod, which is why the sleeves are different, why the G-Man model is completely different, and why one of the textures has the original signature of the author on it.
This is definitively not "everything". Here's some of them: 1. Radioactive pit (leading to Blast Pit chapter) has a place where water is missing and the player is not being damaged there. 2. Music is stopped after change level. 3. Texture randomization doesnt work like in GoldSrc.
Thank you for letting me know, I didn't catch that in my playtesting and now can confirm it: in the map c1a4k, there are sections of the radiation that can be stood on like a solid surface and do not hurt the player.
The music unfortunately stops after loading in a new level in the half-life goldsrc steam version too as far as I'm concerned the only versions that keeps the music going during loading is the actual CDs or the retail versions and I've played the og sierra online version and the updated hl version that was released along the expansions and counterstrike in 2001.
Started out a tech demo to see if it was possible to easily convert GoldSource mods to Source (for some reason???), was later turned into an actual game to show off the new engine.
@@rvc7468 in my opinion it should have stayed as a developer project to test gold-source porting and it should have never been released, But if they wanted to release it anyways, I think it should have been bundled for free with the original Half life.
@@nailotsot Yeah. I think if they had just made it free or cheaper than the original, people would have THIS as their first (and only) experience with Half Life, which would be a crime against humanity. That was probably their thinking at the time.
I un ironically loved Half-Life source with all that I had. Played it nonstop because I just preferred source over the goldsource engine. I never remembered it being this broken; I suppose that’s what long term neglect can do to a game. You’ve done a fantastic job in bringing these bugs to light!
the original release of HL source was pretty decent. updates were what broke it along the way, especially the steampipe one. now it's become our favourite punchbag.
It’s worth it IMO. I can’t seem to find any other GoldSrc content in Gmod (especially opposing force), so just having HL1 Deathmatch Source from orange box allows me to play Gmod with walking, talking Barney’s and Scientists :)
@@itwontcomeout5678 there used to be an add on called half-life: rennaisance, idk what happened to it, I think it’s gone, but it was hl source/opfor/bs models and weapons, including beta things like the panthereye
10:32 This issue happens to varying extents in pretty much every Source game - I believe it's caused by Valve's approach to handling ambient lighting. Basically, there are "ambient cube samples" placed at various points across the map, and whichever one an entity's lighting origin is close to is what's used. Occasionally you'll find some unfortunate circumstances where an object in a brightly-lit area is *technically* closer to an ambient cube sample from a pitch-black area than one that better fits its location - hence the turning dark.
Just wanna point out how underrated your vids are, king. Your script is easy to follow and your narration is direct without being dry. Plus, the technical skill on display in the video and audio editing is more than serviceable. There are TH-camrs a lot bigger than you who haven't figured out how to avoid those issues, so I hope you keep at it and go far someday. Step 1 to success is avoiding the common mistakes, and you're killing it!
I remember being disappointed with half-life source back in 04 when I got it in the Half-Life 2 collectors edition. I thought it would be a remake that would be Half-Life 1 done with Half-like 2 graphics, kind of like what Black Mesa ended up being. Instead it was just a more glitchy version of Half-Life.
I didn't think it would be HL2 graphics in HL1, but I did think the changes would be more.... substantial somehow, even though Valve didn't promise anything more than HL1 using the Source engine. The novelty of ragdoll corpses and fancy-looking water wears off pretty quickly.
Same, I remember being quite disappointed with HL-source, to the point that I felt it would ruin my memories of it - esp. in contrast to the HL2 graphics - and never really played it again. Until over a decade later Black Mesa came along.
Half-Life: Source at launch actually functioned properly and could replace the original, Freeman's Mind used Half-Life: Source. Updates to the source engine over time and the lack of maintenance from Valve made it into the product it is today.
There's also the fact that because of the way that source works, the armored parts of alien grunts aren't armored like they are in the original Half-Life, which makes them *way* easier to take down
Fun Fact about that one broken skybox in Surface Tension, the playable area of the map is also considered part of the skybox, and gets projected along with it. See that grey box structure in the background at 7:12 ? That's the part of the map you're in. The weirdest part is, you can even noclip over there and see the giant projection in-person. This game is just ridiculous.
The HD models included in Half-Life Source since the SteamPipe update are supposedly a fan made portation rather than the original Gearbox HD models. (9:47)
Nah its actually just as easy,infact i did it 3 times in a row once. You need to save before going thru the elevator doors on the map before otherwise it won't work for some reason
@@Damian-cilr2 I was meaning, less on how to interrupt the script, and more on the part that the scientist prefers to run to corners rather than open the door.
7:58 I believe that is a bug shared with Half Life 2 where if something is on top of a npc’s head, their scripting forces them to teleport to their destination to avoid the obstacle because being blocked by the object could cause a game breaking bug such as a softlock. You can see the bug being used in HL2 speed runs when dealing with friendly npcs such as Barney or Alyx to speed up the scenes. The reason why the bug is present in both games is because Half Life Source was actually released a couple months before Half Life 2. It was harder to notice in Half Life Source because there was no physic objects that you could pick up and put on the NPCs head, which is how you do it in Half Life 2. This resulted in it not being patched out of Half Life 2 before release because most people didn’t notice it in Half Life Source. Now granted someone should have noticed such a simple thing in play testing for Half Life 2 as it could probably be found by just people trying to mess around with the npcs or make them look funny by placing things on top of their heads, but I guess it didn’t thus leading to it still being present in Half Life 2. (Btw for those wondering why they don’t patch it out nowadays in hl2 in a video on ign where some of the developers watched a speed run they said they don’t patch out glitches those kind of glitches because they don’t want to mess with the speed run meta and make the speedrunning community of HL2 mad)
This is indeed a trick used in Source speedrunning for sure! However, I noticed that Gordon's increased jump height compared to the original HL made it very easy to just jump onto someone's head, whereas other Source games have a more realistic height boost.
valve: removes prop jumping and replaces bunnyhops with abhs (I think) also valve: fixes fps pushables also also valve: no we don't want to mess with speedruns
9:46 The shell casting from the pistol is in the wrong placement, this can also be found in the original Half Life HD Model Pack. This due to the game still following the original model animation. You should also know that some of these bugs can also be found in the original Half Life. They just happened differently
That door handle _is_ the default hammer sound, but valve are lazy sometimes and don't change it, so a big metal bunker just now sounds like a little wood door
Back in the day I found out on crossfire you could throw a satchel into the button and keep it from closing and you could drop the nuke as many times as you wanted
Some more deathmatch related bugs: 1. The Gauss is totally off. It randomly has fire delays and kills yourself on many more surfaces than in HL 1 2. The explosive Crossbow bolts use a big explosion effect instead of a small one (and zoomed shots have projectile time) 3. Several weapon pickups are extremly tiny. For example: The world model of the SMG is about as tiny as it's SMG Nades and ammo pickups. This also effects RPG and others. 4. The movement is laggy and buggy.
I remember that the Source Version broken the Allies becoming hostile when hurting a Scientist right in front of him system, now you can kill Scientist in his faces.
The shadows with the ammo and pickups were in the original 1998 version, this would also have NPCs casting shadows. Although these shadows were removed from the 2001 version of Half-Life.
Some bugs I've discovered myself, probably due to the source engine updating even more. In power up, in the vents right before the switches to turn on the fuel and oxygen, the wooden boards don't spawn anymore. 5:24 you don't need to pause the game anymore to gain extreme heights. 5:40 doesn't happen anymore 5:56 now only happens when you turn on your flashlight 10:07 also happens with the standard shotgun In apprehension, if you continue to open and close the door to the freezer, bass string short will play again.... and again In the map at 6:53, electric guitar ambience doesn't play anymore The tau cannon doesn't damage the helicopter anymore At the very end of office complex where one of the scientists does a sick roll out of a window, the scientist will always run directly into the zombies. These are just a few bugs I discovered myself when playing HL:Source for the first time today. Some of these bugs may be impossible to recreate, and I haven't tested them, just things I have noticed on my first playthrough.
4:12 That's also worked in the original game. You don't even need to shout him, you can just talk with him to follow and then "pushing into the door". Also many of the bugs described here are 'missing' from the linux port, however the linux port has a more game breaking bug: The riffle and the glock has no sound at all, probably some weapon introduced later in the game also quiet.
Keep in mind that I’m a newbie to Hammer, but I think the skybox on Surface Tension stopped working properly was because of the differences in how Source and Goldsrc handles skyboxes. Most of the time the skybox smearing effect is because of a leak in the skybox (when the map isn’t sealed, Source can’t tell what is inside and outside the map, meaning that the skybox doesn’t render properly). Interestingly enough I’ve encountered the smearing effect before in the Goldsrc engine, I recall it being in residue processing or the part with the assassins when looking at a steel girder in some way. Anyway, great video!
8:34 I'd assume that the trigger that's inside the elevator triggers only once. So when you press the closing button and leave, it will trigger the trigger_changelevel (I think that's the trigger name) only once and never triggers again. It might explain why it doesn't change level on second attempt.
4:01 I actually managed to skip this puzzle in the original Half Life the same way on my first playthrough (I thought it was what you were supposed to do lol), although it only happened once and I couldn't replicate it. It did overwrite both my autosaves on the wrong side though, which softlocked me :
Interesting video! This was how I first played HL1 unfortunately but I didn't know any better so I still loved it haha. One bug I didn't see in this is NPC's constantly yelling like they're being hurt when standing around. This mostly happens with guards after a fight. Very annoying lol
The lighting messing up in the conveyor chapter is not the lighting, but the water texture from the barrels near the conveyors which gets messed up when shining light in their general direction.
I dont remember if its a source or og bug but i remember npcs moving their mouths when they were interacting with buttons, when the button sound played, they would move their mouths as if they were making the sound.
In the half life restored version I found a way to skip we got hostiles. The restored version uses gold source, just brings back a few cut animations, and enemies back.
I'm asking the same thing. I've been mapping for 7 years and you can't do that unless it's manually done. I'm not convinced this is an unintentional bug.
This seems like such an interesting video! (I haven't watched through yet, but I'm already invested at a minute or so in.) I wanted to comment now and say thank you for including captions, they make this video so much easier to understand :) (not that the video's hard to understand - I just rely on captions a lot, and their accuracy in this video is very much appreciated!) can't wait to see what's in store!
the bug about objects going black was a common directx bug back in the day , it to do with normals and how they were baked before collisions , when get collisions the objects goes ever so slightly below the environment mesh , thus classing it as a void from the light so it doesn't get light rendered
This was a fun watch but I'd love to see HL2 covered. I bet there's a lot of weird little issues introduced by updates over the years. Hell, Valve broke NPCs being able to blink about 5 years ago and only recently fixed it. c:
One bug that I'm surprised wasn't brought up is that, in one of the default deathmatch maps (I don't know the name but it's the one with the small rooms made of damaging water), there's a silo room thing where the gravity is lower (which is also where the Tau Cannon can be found); if you die while in there, you keep the floaty gravity until you either go back in there, or go into one of the aforementioned water room things. (Please note I've only played it in Deathmatch Source, so this might be in the original as well)
Fun fact on hl1 deathmatch source is that the duplication glitch is not because of porting the maps. I found this out when copying the map files from hl1 source and putting them inside of hl1 deathmatch and it duplicated everything even though i didint make any modifications to the bsp
Fun fact: The MP5 in HL:S has a higher per-bullet damage output, for both you and the HECU Grunts. Also, the M16A1 (The MP5's "HD" Counterpart) looks cooler in HL:S in my opinion with it's darker hue.
Tip for the shine: Use the command mat_dxlevel 80 It tells HL:S to use DirectX 8.0 instead of whatever most recent supported version your computer has.
I REALLY like the rigor mortis compared to rag doll. It’s funny in a different way and I would love seeing something like that in a modern game just for giggles
this was sadly the version I first chose to buy cus I thought it was better when I was in 6th grade and I didn't find out about until my sophomore year of high school. Still became one of my favorites even in source which I guess just proves how good half life is.
I can't help to point out that a bunch of the skips/sequence breaks in source are also possible in the original. eg the fence hop by the power generator, the scientist in Hostiles, you can even hop on the box (8:24) in the explosive rigged room close to the elevator by using the tripmine on the box as a platform. Great vid tho 👍 I had no idea HL Source was this busted
Indeed, a few of these issues aren't original, but are made much easier due to how the engine has changed. Thank you for the insight! On that topic, HL:S makes tripmines non-solid, which actually fixes some exploits from the original HL as far as platforming off of them (the Power Up skip being a major example.)
After SteamPipe, Valve began updating games using sweeping engine-wide updates without fully testing how these updates affected games. With the last real HL:S update being in 2013, this has led to a lot of unchecked changes.
The elevator soft locking in blast pit from hitting the button multiple times is also in the original Half Life, I had it happen to me today when I was replaying it.
Actually, the security guard isn't the only one with that problem. Especially noticeable with the tram Barney, ALL security guards in the first chapter have swapped mouth textures. As a retrospective, HL:S isn't the worst thing ever. If I'm honest, apart from obvious bugs like the floating scientist or the surface tension skybox, a lot of things here you'd have to go out of your way to recreate or just naturally mess up like pressing a button more than once. The only real game breaking problem I had with source was being unable to kill the nihalanth for no reason I can explain.
I’m not sure about this specific area but I’ve recently been playing through half life for the first time (the original, not source) and I have found a lot of bugs like this. I have seen at least 2-3 examples of this but the only one I can think of is that in on a rail at that part of the map outside of where you launch the rocket from the geometry is broken a bit on one part of the cliff and something exactly the same to this happens in that one part of that cliff from a certain angle (the angle isn’t very specific, it’s just that it doesn’t work from all angles)
Thanks for the video. I wish someone could explain all these bugs though, I am curious as to what is causing them as some such as the character model animation also occur in Sven Coop.
Great vid! I ran into hit detection issues with Nihilanth, rendering it unbeatable in my copy. Specifically I would shoot it after destroying the crystals but the little orange orbs would disappear
the hazard course skip thing works in normal hl too. and the jump from the start of the game also works in normal hl. and the time you can make the scientist open the door to skip a part of the game kinda works in normal hl too.
I clicked on this video as it was in my recommendations and I like Half Life stuff, and I found this video quite interesting since I always heard people talk about HL Source but never knew why it was bad, now I know! Also, I'm surprised this channel has so few subscribers, based on the quality of the video I assumed this would be like some massive Half Life/Valve related channel or something. Hope you earn lots more subscribers, you deserve them!
I got HL Source without researching what each version of HL was, thinking that "Source" was the original version, so I never really noticed any bugs as being bugs (except the floating scientists, but that was just kinda funny) until I enountered 6:53 , which made me so disoriented while playing it took me 4 days to finish that one level. Needless to say my frantic googling of a possible fix for this lead me to figure out I got the wrong version, lmao
I knew HL: Source was buggy but DAMN I didn't know it was this broken
😳
DO YOU KNOW NOW
@@blob5907 yeah I reckon he does
Always was broken.
It wasn't at first... I remember playing a perfect version back in the day, it was in the hl2 dvd I had
The 'we've got hostiles' skip works in the original, it's just harder to trigger.
It's easy if you jump from the stairs onto the boxes then over the rail.
I'm assuming you're talking about the room full of explosives. I don't remember level names.
@@PIKL_Creep No, I mean getting the scientist to open the security room door. That way you can go straight through the silo doors.
Yo how.
@@thevisitor1032 about the same as in the video. The big issue I know about is that saving and loading will invalidate the skip. You have to come from the elevator transition.
@@GoldKnightProduction You can just go to the scientist and spam "e" until he talks to you than navigate him towards the door. It's slower but easiest skip to do in Half-Life.
For a company that still updates games like Portal 2 and Half-Life 2, you would think at least one employee at Valve would be bored enough to fix these lmao
@MASLIN BRUNER that sounds about right
@@sedme0 I remember being able to outpace the train
@@sedme0 I think it's still possible on the Orange Box release for the 360. It's been a few years since I last played it though, so I could be wrong.
@@sedme0 I'm still able to do it, but it's hard if you don't angle it correctly and if you don't immediately shift when going through the trigger causing the train.
I feel like I shouldn't even have to bring up Team Fortress 2
You missed the fact the Barneys have pistols capable of extreme, endless rapid-fire now, and are consequently more terrifying than anything the alien menace could ever bring to bear. They just flatten everything.
I feel bad for the people who only played this game and not the original half half and are like “well these old games are buggy” when really the og game is way better
I played HL Source because of widescreen support and I never encountered any bugs or glitches. Guess I was lucky.
Yeah same I downloaded it first last year (for free) as part of the HL: Alyx promo period, and honestly there were no game-breaking bugs I noticed, just small little things I attributed it to being an old game
other way around for me, i prefer the source version because the original version is really buggy, had a lot of game breaking glitches and the npcs would just start screaming and just stand still when they were being attacked. The source version i barely had any issue, i've replayed it many times and encountered very few.
i know the 360 orange box has its fair share of bugs
at one point in route kanal you can completely negate a chase sequence by going out of bounds with nothing more than a barrel. obviously you lose the boat but eh.
@@Hugo-qe3ur You don't need source for that thought...
3:54 NOOO! THE VOID WAS SO PEACEFUL, WHY HAVE YOU BROUGHT ME BACK TO THIS CHAOTIC HELLSCAPE!?
again with da void
@@penoiseballs563 Void? Is that a mossbag reference?
@@WheatVein think he meant the void of eternal oblivion where after death its just nothing, or maybe something else
You're going to wish you didn't do that.
@@WheatVein Well, his comment is a Sopranos reference. A character named Johnny Sac says: "again with the money?!"
5:31 I think that's because the water negates explosion damage, like when you hide from the explosive barrels underwater early in half life 2. The crates are considered "underwater" so they take no damage.
I wanted to make minecraft joke about tnt not breaking under water
@@rekreator12e71 yeah, it's like that
more like the explosives are underwater in my opinion, as most explosives in half life are fairly small
Which is the exact opposite of real life, where explosives are more deadly underwater.
@@ninjacat230 holy shit are you ninjacat from sunrust gmod?
6:53 I remember decompiling that map just to see what was going wrong. Turns out on the right side before you encounter the Barney on the floor, there's a trigger that leaks out of bounds through a wall. I think it's to trigger some music if I recall, but for reasons I'm not sure of, the boundary of it unnecessarily extends way through the wall to the other side of the little stairway passage you go through. A quick move back in bounds and the sky is fixed.
For anyone who doesn't know, Source games need to have their maps "blocked in" so to speak. You make the confines of the space you play in, and everything has to fit within that space. If entities (bits of game logic - triggers, lights, etc) are outside of this space, the engine can't properly work out where the play area really is and treats out of bounds as somewhere you can go. This breaks everything from water reflections to lighting and the 3D Skybox as seen in the video.
This could've been an interesting port if they'd done, well, *anything* to patch it up. Great video!
Amazing and insightful comment, thank you so much!!
I actually just completed HL1 (GoldSrc version) for the first time in over 15 years after not playing it since PS2... and I had this bug, for a second, on one of my reloaded lives. I had just gotten killed by the mines on the left (fucking around) and it popped up when I reloaded. It was only for a second and went away when I looked at the building and didn't return. Definitely not as prominent a bug... makes me think that Source amplified any potential bugs tenfold.
Yep. Just like in Doom 3.
Baked lighting, raycasts for reflections can't enter that void, fascinating stuff.
The most easy way to fix a leak is to create a giant cube with nodraw texture which will fit the map in itself
I think that's the first time I've ever heard the phrase "respective tentacles"
Consentacles?
3:25 That "weird DX9 sheen" is called "environment map".
Instead of calculating reflections in real time (which is kinda slow) you use a 360° texture that looks similar to your environment and pull your reflections from that. It's never going to look quiet right, because the reflection's perspective doesn't change as it should, but it can still look good when done subtly.
Valve just took a generic blurry texture that doesn't fit the environment and turned the effect up to 100. That's why it sticks out so horribly. It's as low effort as pretty much everything else in this game.
Pretty sure it appeared after one of the updates as a bug and not as anything intentional. The game didn't have that sheen in 2005.
@@varvarvarvarvarvar you are correct.
I know HL:S is bad but some of these comments are just exaggerated.
The most amazing thing about HLS is that Ross Scott managed to make the entirely of Freeman's Mind with it without having a mental breakdown.
"without having a mental breakdown"
Have you seen him?
9:46 Fun fact: The HD models in HLS weren't gearbox's original models just ported over.
They were *STOLEN* from a gamebanana mod, which is why the sleeves are different, why the G-Man model is completely different, and why one of the textures has the original signature of the author on it.
I thought the HD models came from the PS2 port, but I could be wrong.
How do you know?
@@JustCallMeHeavy tcrf
@@commscan314 Well... those were made by gearbox. So...
@@_plg ?
This is definitively not "everything". Here's some of them:
1. Radioactive pit (leading to Blast Pit chapter) has a place where water is missing and the player is not being damaged there.
2. Music is stopped after change level.
3. Texture randomization doesnt work like in GoldSrc.
Thank you for letting me know, I didn't catch that in my playtesting and now can confirm it: in the map c1a4k, there are sections of the radiation that can be stood on like a solid surface and do not hurt the player.
The music unfortunately stops after loading in a new level in the half-life goldsrc steam version too as far as I'm concerned the only versions that keeps the music going during loading is the actual CDs or the retail versions and I've played the og sierra online version and the updated hl version that was released along the expansions and counterstrike in 2001.
@@patbytes and good to see you! 😄
@@zyriuz2 It doesnt in the latest Steam version in the main game (it still stops with mods though)
@@lukkkasz323 maybe i haven't updated in a while I'm not sure, better go verify those files and see what happens :)
Wait so you're telling me this wasn't a tech demo valve accidentally released on steam?
Started out a tech demo to see if it was possible to easily convert GoldSource mods to Source (for some reason???), was later turned into an actual game to show off the new engine.
Should’ve made it *really* cheap, considering the state of the game
@@rvc7468 in my opinion it should have stayed as a developer project to test gold-source porting and it should have never been released,
But if they wanted to release it anyways, I think it should have been bundled for free with the original Half life.
@@nailotsot Yeah. I think if they had just made it free or cheaper than the original, people would have THIS as their first (and only) experience with Half Life, which would be a crime against humanity. That was probably their thinking at the time.
To play devil’s advocate, this was probably really high quality back then, and what made Valve get noticed.
When a half life rabbithole leads you to a great channel.
I un ironically loved Half-Life source with all that I had. Played it nonstop because I just preferred source over the goldsource engine. I never remembered it being this broken; I suppose that’s what long term neglect can do to a game. You’ve done a fantastic job in bringing these bugs to light!
Same. I loved HL:S (I used to have it cracked and it was not as broken)
The steampipe update added many more bugs, the game wasn't perfect at launch but the update definitely didn't help
@@shny_scott I remember that update! Didn’t make a great impression on me
the original release of HL source was pretty decent. updates were what broke it along the way, especially the steampipe one. now it's become our favourite punchbag.
HL Source is weird in general. Overall, seeing ragdolls instead of animated death sequences is super off putting.
@@kakophonien6514 pretty funny though
Gunna be honest I only bought Half Life: Source so I could fool around in Garry's mod/play the original half life with all my wacky add-ons
Same here
It’s worth it IMO. I can’t seem to find any other GoldSrc content in Gmod (especially opposing force), so just having HL1 Deathmatch Source from orange box allows me to play Gmod with walking, talking Barney’s and Scientists :)
@@itwontcomeout5678 there used to be an add on called half-life: rennaisance, idk what happened to it, I think it’s gone, but it was hl source/opfor/bs models and weapons, including beta things like the panthereye
@@sabotabo7476 its still there
Yep
10:32 This issue happens to varying extents in pretty much every Source game - I believe it's caused by Valve's approach to handling ambient lighting. Basically, there are "ambient cube samples" placed at various points across the map, and whichever one an entity's lighting origin is close to is what's used. Occasionally you'll find some unfortunate circumstances where an object in a brightly-lit area is *technically* closer to an ambient cube sample from a pitch-black area than one that better fits its location - hence the turning dark.
Just wanna point out how underrated your vids are, king. Your script is easy to follow and your narration is direct without being dry. Plus, the technical skill on display in the video and audio editing is more than serviceable.
There are TH-camrs a lot bigger than you who haven't figured out how to avoid those issues, so I hope you keep at it and go far someday. Step 1 to success is avoiding the common mistakes, and you're killing it!
This is an exceptionally thoughtful reply, thank you so much for the encouragement!!
I remember being disappointed with half-life source back in 04 when I got it in the Half-Life 2 collectors edition. I thought it would be a remake that would be Half-Life 1 done with Half-like 2 graphics, kind of like what Black Mesa ended up being. Instead it was just a more glitchy version of Half-Life.
I didn't think it would be HL2 graphics in HL1, but I did think the changes would be more.... substantial somehow, even though Valve didn't promise anything more than HL1 using the Source engine. The novelty of ragdoll corpses and fancy-looking water wears off pretty quickly.
Same, I remember being quite disappointed with HL-source, to the point that I felt it would ruin my memories of it - esp. in contrast to the HL2 graphics - and never really played it again. Until over a decade later Black Mesa came along.
Older versions of half life source were still better, as Half life source got fucked with the updates for some reason.
It actually wasn't glitchy at all except for the door sounds. Everything was functional, I have that pre-steampipe version.
Half-Life: Source at launch actually functioned properly and could replace the original, Freeman's Mind used Half-Life: Source. Updates to the source engine over time and the lack of maintenance from Valve made it into the product it is today.
the We Got Hostiles skip is used in speedruns of the original Half-Life
There's also the fact that because of the way that source works, the armored parts of alien grunts aren't armored like they are in the original Half-Life, which makes them *way* easier to take down
That isn't really Source's fault. Someone just didn't properly port over the agrunt NPC's code.
Fun Fact about that one broken skybox in Surface Tension, the playable area of the map is also considered part of the skybox, and gets projected along with it.
See that grey box structure in the background at 7:12 ?
That's the part of the map you're in.
The weirdest part is, you can even noclip over there and see the giant projection in-person.
This game is just ridiculous.
The HD models included in Half-Life Source since the SteamPipe update are supposedly a fan made portation rather than the original Gearbox HD models. (9:47)
oh shit so thats why the one security guard shooting the tentacle in hlvrai wasnt dying
The "We've Got Hostiles!" skip is also present in the original... but it's not as easy to execute, to be fair.
Nah its actually just as easy,infact i did it 3 times in a row once.
You need to save before going thru the elevator doors on the map before otherwise it won't work for some reason
@@Damian-cilr2 I was meaning, less on how to interrupt the script, and more on the part that the scientist prefers to run to corners rather than open the door.
"Who is responsible for this mess?"
The soap: advertised to kill 99.9% bacteria
Black mesa scientists: 6:16
Great work man. I knew HL:S was busted, but this is a next-level breakdown.
wow its that guy
7:58 I believe that is a bug shared with Half Life 2 where if something is on top of a npc’s head, their scripting forces them to teleport to their destination to avoid the obstacle because being blocked by the object could cause a game breaking bug such as a softlock. You can see the bug being used in HL2 speed runs when dealing with friendly npcs such as Barney or Alyx to speed up the scenes. The reason why the bug is present in both games is because Half Life Source was actually released a couple months before Half Life 2. It was harder to notice in Half Life Source because there was no physic objects that you could pick up and put on the NPCs head, which is how you do it in Half Life 2. This resulted in it not being patched out of Half Life 2 before release because most people didn’t notice it in Half Life Source. Now granted someone should have noticed such a simple thing in play testing for Half Life 2 as it could probably be found by just people trying to mess around with the npcs or make them look funny by placing things on top of their heads, but I guess it didn’t thus leading to it still being present in Half Life 2.
(Btw for those wondering why they don’t patch it out nowadays in hl2 in a video on ign where some of the developers watched a speed run they said they don’t patch out glitches those kind of glitches because they don’t want to mess with the speed run meta and make the speedrunning community of HL2 mad)
This is indeed a trick used in Source speedrunning for sure! However, I noticed that Gordon's increased jump height compared to the original HL made it very easy to just jump onto someone's head, whereas other Source games have a more realistic height boost.
valve: removes prop jumping and replaces bunnyhops with abhs (I think)
also valve: fixes fps pushables
also also valve: no we don't want to mess with speedruns
9:46 The shell casting from the pistol is in the wrong placement, this can also be found in the original Half Life HD Model Pack. This due to the game still following the original model animation.
You should also know that some of these bugs can also be found in the original Half Life. They just happened differently
That door handle _is_ the default hammer sound, but valve are lazy sometimes and don't change it, so a big metal bunker just now sounds like a little wood door
I remember a lot of the bugs in multiplayer, but at the time I just passed it off as intended game mechanics
Back in the day I found out on crossfire you could throw a satchel into the button and keep it from closing and you could drop the nuke as many times as you wanted
wake up honey new patbytes video just dropped
dude, this is just expanded lore about the Resonance Cascade tearing apart the fabric of reality - Random comment I stole
6:45 "What was that?! I dont like hearing explosions if I'm not the one making them..."
that guard was like:
Ouch! DID YOU JUST SHOOT ME DUDE? I was dead, and now my arm hurts c'mon!
Some more deathmatch related bugs:
1. The Gauss is totally off. It randomly has fire delays and kills yourself on many more surfaces than in HL 1
2. The explosive Crossbow bolts use a big explosion effect instead of a small one (and zoomed shots have projectile time)
3. Several weapon pickups are extremly tiny. For example: The world model of the SMG is about as tiny as it's SMG Nades and ammo pickups. This also effects RPG and others.
4. The movement is laggy and buggy.
I remember that the Source Version broken the Allies becoming hostile when hurting a Scientist right in front of him system, now you can kill Scientist in his faces.
@Gorbo I know I'm about to wooshed, but they're guards
The Allies, getting upset if you're damaging a scientist working on what are essentially bioweapons? What is this, Operation Paperclip?
The shadows with the ammo and pickups were in the original 1998 version, this would also have NPCs casting shadows. Although these shadows were removed from the 2001 version of Half-Life.
At 7:03, you can actually make the jump in the non source version too, just with a little bit more skill
4:44 i managed to softlock that elevator too in the original game
Some bugs I've discovered myself, probably due to the source engine updating even more.
In power up, in the vents right before the switches to turn on the fuel and oxygen, the wooden boards don't spawn anymore.
5:24 you don't need to pause the game anymore to gain extreme heights.
5:40 doesn't happen anymore
5:56 now only happens when you turn on your flashlight
10:07 also happens with the standard shotgun
In apprehension, if you continue to open and close the door to the freezer, bass string short will play again.... and again
In the map at 6:53, electric guitar ambience doesn't play anymore
The tau cannon doesn't damage the helicopter anymore
At the very end of office complex where one of the scientists does a sick roll out of a window, the scientist will always run directly into the zombies.
These are just a few bugs I discovered myself when playing HL:Source for the first time today. Some of these bugs may be impossible to recreate, and I haven't tested them, just things I have noticed on my first playthrough.
4:12 That's also worked in the original game. You don't even need to shout him, you can just talk with him to follow and then "pushing into the door". Also many of the bugs described here are 'missing' from the linux port, however the linux port has a more game breaking bug: The riffle and the glock has no sound at all, probably some weapon introduced later in the game also quiet.
Your really underrated, great job.
Give him time, I’m sure he’ll be popular!
Yeah man seriously, great job of being so underrated, it's a tough task to pull off when you make such good content
He was recommended to me
Youre
@@mythsqueuemusic this really tickles your funny bone, dont it?
Keep in mind that I’m a newbie to Hammer, but I think the skybox on Surface Tension stopped working properly was because of the differences in how Source and Goldsrc handles skyboxes.
Most of the time the skybox smearing effect is because of a leak in the skybox
(when the map isn’t sealed, Source can’t tell what is inside and outside the map, meaning that the skybox doesn’t render properly).
Interestingly enough I’ve encountered the smearing effect before in the Goldsrc engine, I recall it being in residue processing or the part with the assassins when looking at a steel girder in some way. Anyway, great video!
8:34 I'd assume that the trigger that's inside the elevator triggers only once. So when you press the closing button and leave, it will trigger the trigger_changelevel (I think that's the trigger name) only once and never triggers again. It might explain why it doesn't change level on second attempt.
Wow this managed to have 1/16 of the amount of bugs in cyber punk. Truly an amazing feat of game design
if you’ve made a game almost as buggy as cyberpunk, you’ve known you’ve done something incredibly wrong
4:01 I actually managed to skip this puzzle in the original Half Life the same way on my first playthrough (I thought it was what you were supposed to do lol), although it only happened once and I couldn't replicate it. It did overwrite both my autosaves on the wrong side though, which softlocked me :
Interesting video! This was how I first played HL1 unfortunately but I didn't know any better so I still loved it haha. One bug I didn't see in this is NPC's constantly yelling like they're being hurt when standing around. This mostly happens with guards after a fight. Very annoying lol
The lighting messing up in the conveyor chapter is not the lighting, but the water texture from the barrels near the conveyors which gets messed up when shining light in their general direction.
I own half life source Deathmatch, and bloody hell, on servers with other players its a pain playing them with the bugs.
3:01 You can do this in goldsrc too just wait for the scientist to get near the light then you're able to turn it back on
I dont remember if its a source or og bug but i remember npcs moving their mouths when they were interacting with buttons, when the button sound played, they would move their mouths as if they were making the sound.
og stank
In the half life restored version I found a way to skip we got hostiles. The restored version uses gold source, just brings back a few cut animations, and enemies back.
2:44 there's nothing out there
There's a world outside of black mesa gordon.
AND I WANT IN.
LOOK GORDON! ROPES!
@@llynxfyremusic Not these awful memes again...
@@sonicdash9652HELLO, GORDON!
Broken ragdolls in HLDMS are because they just set the wrong time that the ragdoll should freeze at)
I'm seriously questioning how they managed to dupe so many entities, especially with how much it breaks Deathmatch
I'm asking the same thing. I've been mapping for 7 years and you can't do that unless it's manually done. I'm not convinced this is an unintentional bug.
This seems like such an interesting video! (I haven't watched through yet, but I'm already invested at a minute or so in.) I wanted to comment now and say thank you for including captions, they make this video so much easier to understand :) (not that the video's hard to understand - I just rely on captions a lot, and their accuracy in this video is very much appreciated!) can't wait to see what's in store!
I'm very glad the captions are helpful, thank you so much for reaching out!!
the bug about objects going black was a common directx bug back in the day , it to do with normals and how they were baked before collisions , when get collisions the objects goes ever so slightly below the environment mesh , thus classing it as a void from the light so it doesn't get light rendered
Thank you so much for this extra info!
The Freeman’s Mind intros reawakened memories of watching that show I didn’t even know I had forgotten. Really stellar content bro, subscribed
This was a fun watch but I'd love to see HL2 covered. I bet there's a lot of weird little issues introduced by updates over the years. Hell, Valve broke NPCs being able to blink about 5 years ago and only recently fixed it. c:
5:04 "Oh fuck that, you deal with it"
One bug that I'm surprised wasn't brought up is that, in one of the default deathmatch maps (I don't know the name but it's the one with the small rooms made of damaging water), there's a silo room thing where the gravity is lower (which is also where the Tau Cannon can be found); if you die while in there, you keep the floaty gravity until you either go back in there, or go into one of the aforementioned water room things.
(Please note I've only played it in Deathmatch Source, so this might be in the original as well)
I remember playing through the game and running into that skybox thing. I wish I knew that it was because the source version was so bugged
Also notice that the animations are also slightly broken in source deathmatch.
I was just looking for a video like this one last week! You covered everything nicely, and your presentation style is great too
Fun fact on hl1 deathmatch source is that the duplication glitch is not because of porting the maps. I found this out when copying the map files from hl1 source and putting them inside of hl1 deathmatch and it duplicated everything even though i didint make any modifications to the bsp
Fun fact: The MP5 in HL:S has a higher per-bullet damage output, for both you and the HECU Grunts. Also, the M16A1 (The MP5's "HD" Counterpart) looks cooler in HL:S in my opinion with it's darker hue.
This is original TH-cam high quality content. Awesome.
3:32, thats not a misaligned texture, its that the teeth texture and mouth textures are absent, the red part in his mouth are from the lips.
4:50 oh huh, THAT explains why there was that one invincible guard in HLVRAI. Really funny to come across a reason why it works.
Tip for the shine:
Use the command
mat_dxlevel 80
It tells HL:S to use DirectX 8.0 instead of whatever most recent supported version your computer has.
The skip of "'We've Got Hostiles" is actually present in the original goldsrc Half-Life, its just a bit harder to pull off.
I REALLY like the rigor mortis compared to rag doll. It’s funny in a different way and I would love seeing something like that in a modern game just for giggles
Skipping We Got Hostiles works in HL1 as well... The Gonarch is also broken there, though in a totally different way.
this was sadly the version I first chose to buy cus I thought it was better when I was in 6th grade and I didn't find out about until my sophomore year of high school. Still became one of my favorites even in source which I guess just proves how good half life is.
Ah, I love playing HL DM Source. I was pissed about the turrets not working too
I can't help to point out that a bunch of the skips/sequence breaks in source are also possible in the original. eg the fence hop by the power generator, the scientist in Hostiles, you can even hop on the box (8:24) in the explosive rigged room close to the elevator by using the tripmine on the box as a platform. Great vid tho 👍 I had no idea HL Source was this busted
Indeed, a few of these issues aren't original, but are made much easier due to how the engine has changed. Thank you for the insight!
On that topic, HL:S makes tripmines non-solid, which actually fixes some exploits from the original HL as far as platforming off of them (the Power Up skip being a major example.)
cried when i got to game break bugs on getting this on my bday
@@amongitopremium same
Godzilla had a stroke and fucking died trying to read this
There was an old 2004 build where everything worked fine, I don't know why Valve messed it up
After SteamPipe, Valve began updating games using sweeping engine-wide updates without fully testing how these updates affected games. With the last real HL:S update being in 2013, this has led to a lot of unchecked changes.
They didn't, most of these problems are on the windows side
@@pennyisdreadful it does happen in linux tho, look at the 5:57 part, the FPS used a different font for this screenshot.
The bug at 4:14 can happen in the regular HL except its a-lot harder (imo) than the one in HLS, The glitch is also used in speedruns of HL too.
3:42 Lowry from Mystery of the Druids became a scientist! Cool!
The elevator soft locking in blast pit from hitting the button multiple times is also in the original Half Life, I had it happen to me today when I was replaying it.
Actually, the security guard isn't the only one with that problem. Especially noticeable with the tram Barney, ALL security guards in the first chapter have swapped mouth textures.
As a retrospective, HL:S isn't the worst thing ever. If I'm honest, apart from obvious bugs like the floating scientist or the surface tension skybox, a lot of things here you'd have to go out of your way to recreate or just naturally mess up like pressing a button more than once. The only real game breaking problem I had with source was being unable to kill the nihalanth for no reason I can explain.
I’m not sure about this specific area but I’ve recently been playing through half life for the first time (the original, not source) and I have found a lot of bugs like this. I have seen at least 2-3 examples of this but the only one I can think of is that in on a rail at that part of the map outside of where you launch the rocket from the geometry is broken a bit on one part of the cliff and something exactly the same to this happens in that one part of that cliff from a certain angle (the angle isn’t very specific, it’s just that it doesn’t work from all angles)
I really enjoyed this video! Great content!
0:03 they had a conversation in the falling elevator, the one who said that isn't a normal person
Thanks for the video. I wish someone could explain all these bugs though, I am curious as to what is causing them as some such as the character model animation also occur in Sven Coop.
The part with the mines and the sniper, you can noclip out to find an oddity that resembles a huge version of the map... Or the map before
Great vid! I ran into hit detection issues with Nihilanth, rendering it unbeatable in my copy. Specifically I would shoot it after destroying the crystals but the little orange orbs would disappear
to answer your question at 11:00 , yes, that would be the default "locked" sound in Hammer Editor. I assume they just didnt put in the effort haha
Great video, well narrated and easy to follow. Vital to something as niche as HLS glitches!
the hazard course skip thing works in normal hl too.
and the jump from the start of the game also works in normal hl.
and the time you can make the scientist open the door to skip a part of the game kinda works in normal hl too.
I clicked on this video as it was in my recommendations and I like Half Life stuff, and I found this video quite interesting since I always heard people talk about HL Source but never knew why it was bad, now I know! Also, I'm surprised this channel has so few subscribers, based on the quality of the video I assumed this would be like some massive Half Life/Valve related channel or something. Hope you earn lots more subscribers, you deserve them!
I got HL Source without researching what each version of HL was, thinking that "Source" was the original version, so I never really noticed any bugs as being bugs (except the floating scientists, but that was just kinda funny) until I enountered 6:53 , which made me so disoriented while playing it took me 4 days to finish that one level. Needless to say my frantic googling of a possible fix for this lead me to figure out I got the wrong version, lmao
damn, this is a really good video
genuinely surprised it only has a couple hundred thousand views
hopefully you'll get more attention sometime soon
That HLDMS room that makes you jump higher is just because your character really doesnt wanna touch the goo :)