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halflife's Issues

[CS] num_edicts

I think, most HL mappers' lifes would be improved a lot if you increased the number of possible solid and point entities in a map. Usually the clients maximum can be increased by the param "num_edicts 2048, ...". If that setting would be standard for all clients and servers, we mappers could both use more solid entities and there would be less crashes, especially combined with many amxmodx plugins on the server.

I think, this is really realizable because you already implemented the param num_edicts.

[CS1.6,CS/CZ]armoury_entity counts are not restored at new round

armoury_entity property that is handled with keyvalue "count" is always restore to 1 at new round, so it is only taken in account at first round (when there are only players in 1 team or when server is empty).
Dunno what is exactly the problem but it is located in CArmoury::Restart

[CS] game_player_equip HE grenade server crash

If a player triggers a game_player_equip and receives a HE grenade, but already has one, you can see a small HE model falling slowly down at the point where the player is standing for about 1 or 2 seconds. If this player now moves away and another one touches this model, the server will crash.

[HL1] Mouse left click not working sometimes

If playing HL1 my left mouse button is randomly not working for seconds. I change the weapon or just stay in front of an enemy and nothing happens.


Processor Information:
Vendor: GenuineIntel
Speed: 2301 Mhz
4 logical processors
2 physical processors
HyperThreading: Supported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Unsupported
SSE41: Supported
SSE42: Supported

Network Information:
Network Speed:

Operating System Version:
Linux (64 bit)
Kernel Name: Linux
Kernel Version: 3.7.3-1-ARCH
X Server vendor: The X.Org Foundation
X Server release: 11301000

Video Card:
Driver: Intel Open Source Technology Center Mesa DRI Intel(R) Sandybridge Mobile x86/MMX/SSE2

Driver Version:  3.0 Mesa 9.0.1
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 59 Hz
VendorID:  0x10de
DeviceID:  0xdf4
Number of Monitors:  2
Number of Logical Video Cards:  2
Primary Display Resolution:  1920 x 1080
Desktop Resolution: 3286 x 1080
Primary Display Size: 20,91" x 11,77"  (23,98" diag)
                                        53,1cm x 29,9cm  (60,9cm diag)
Primary VRAM Not Detected

Sound card:
Audio device: Intel CougarPoint HDMI

Memory:
RAM: 7843 Mb

Miscellaneous:
UI Language: English
LANG: en_US.utf8
Microphone: Not set
Total Hard Disk Space Available: 201822 Mb
Largest Free Hard Disk Block: 61959 Mb

Installed software:

Recent Failure Reports:

[HL/CS1.6] Be able to choose sound output device and backend.

I think it would be really great if you were able to choose the sound output device ingame like in HoN for example:
hon_set1
honset2

This way the users as much more control and visual feedback on what the game is using for sound output/input.

It is really usefull if you are using more than one sound system and/or recording audio for streaming or other needs. Or if you like me have multiple sound systems AND soundcards.

This will also solve the problem of needing to export global SDL flags before you start the game for it to choose the correct sound system.

[HL] netcode & fps bug

Please fix HL Netcode, update vac and remove the Speed diffrence with diffrent FPS
this example will cause a intern and Legal SPEEDHACK in half-life, 125 should be the Max (for smoothness)

developer 1
fps_max 200 - 250 - 333.3333 (much faster weapon shoot + movement, if you only use 199 or 249 fps its like slowmotion)
fps_modem 0

Time of shooting a full MP5 clip (lowline is fast, numbers is FPS & speed)
http://www39.zippyshare.com/v/65613607/file.html

AdrenalineGamer (HLDM for Teams)
There is still a worldwide community for this 15years old game we have 4 leagues and diffrent tournements in 2013
Players from africa, south america, turkyie and russia get steam for AG/HLDM they buy good pcs to be competive with us and with good pcs they buy new valve games
Please give us a update or the tools to make it ourself!

Please only serious comments

Half Life 1: Sliding door floats into another room in Blast Pit

This occurred in the room with the giant fan that blows you to the ceiling so you can crawl through the ducts to get to the fuel room. It occurred after I had already gone through the fuel room, but it may have happened the first time I went though and I didn't notice. When the sliding door opens it floats out into the room with the giant fan. I've attached a screenshot.
hl1_door

Gordon pauses just after level transition in Half-Life

If running just after a map change, Gordon pauses briefly and appears to crouch very briefly.

System information:

Processor Information:
Vendor: AuthenticAMD
Speed: 3500 Mhz
4 logical processors
4 physical processors
HyperThreading: Unsupported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Supported
SSE41: Unsupported
SSE42: Unsupported

Network Information:
Network Speed:

Operating System Version:
Ubuntu 12.10 (64 bit)
Kernel Name: Linux
Kernel Version: 3.5.0-23-generic
X Server vendor: The X.Org Foundation
X Server release: 11204000

Video Card:
Driver: ATI Technologies Inc. ATI Radeon HD 4850

Driver Version:  3.3.11672 Compatibility Profile Context
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 59 Hz
VendorID:  0x1002
DeviceID:  0x9442
Number of Monitors:  1
Number of Logical Video Cards:  1
Primary Display Resolution:  1920 x 1080
Desktop Resolution: 1920 x 1080
Primary Display Size: 16.14" x 10.08"  (19.02" diag)
                                        41.0cm x 25.6cm  (48.3cm diag)
Primary VRAM Not Detected

Sound card:
Audio device:

Memory:
RAM: 32140 Mb

Miscellaneous:
UI Language: English
LANG: en_GB.UTF-8
Microphone: Not set
Total Hard Disk Space Available: 149626 Mb
Largest Free Hard Disk Block: 117212 Mb

Installed software:

Recent Failure Reports:

[CS 1.6] All moveable entities cause players to stuck or death

All entities which is able to move can get players to stuck or kill them.

I am getting so irritated when these entities force players to the death and if any player block it, it results to go back to the way it came from so the entity never gets triggered or trigger the entity it was going to trigger (if it were supposed to trigger). Escpecially if you only can use it once.

For example:
I have a whole room which is rotating (func_rotating entity) which force players to instantly death if they try to jump dodging or just dodging (inside or towards it) and then it goes/spin back from the way it came from to start over again.
And if there is...lets say a ventilation tunnel which require them to crouch into. With a func_rotating within a certain distance, it stop moving.

I have also some vehicles which I want players to crouch into to drive it, like a forklift which have roof cover.
This don't work because the player have to stay up. Pretty tired of speeding/spin it up and go out from it to make it move.

Hope my explaination were clear enough to you to understand what I'm trying to express.
This is for both linux and windows.

I have these maps if you need them for testing purpose.

[CS] trigger_hurt does half damage

I could never figure it out 100%ly, but I guess in CS a player receives the damage which is he is supposed to get (e.g. from a trigger_hurt, func_door with damage, ...) only the first time. If he gets damage from another entity he will only receive half of the damage or a quarter and this behavior is only reset if the player dies. So each player gets a different amount of damage.

[CS] 16bit smoke grenade

If the colors are set to 16bit, one can see through smoke grenades way better than somebody using 32bit. It's like an often used cheat in clanwars, because you cannot prove it.

Counter-Strike: Smallest crosshair still to large for modern monitors and resolutions.

This is a feature request, not a bug and certainly not Linux specific but still worthwhile:

The current smallest possible setting for the crosshair in CS is still extremely large on modern big screen displays and high resolutions, it's not unusable but can be hard to focus on for some (like me). It seems that this is a problem widely recognized in the CS 1.6 community and people resort to a crude workaround to get a smaller corsshair that needs to be applied every time one starts the game. ( http://youtu.be/SkXTOxAjQUo)

If it isn't too much to ask I would love to see one or more of the following features.

  1. Introduce a few smaller presets below the current "small" one in the crosshair options

  2. Implement an optional crosshair dot in the center of the crosshair much like CS:GO ( This would actually guarantee that there is always a central point of focus no matter how big the screen and/or resolution is.)

  3. Give us a configurable scaling factor much like both CS:S and CS:GO have (cl_crosshairscale I think)

I know this is a bit outside the scope of "just bringing CS to Linux and making it work" but if it can be done easily it would really be nice to have.

Flash of black during loading screen.

I reported on a similar problem before but the bug was closed: ValveSoftware/steam-for-linux#872 (comment)
Despite many days and updates since I reported this, the problem still persists, albiet slightly different from when first reported.

Essentially, when loading from one level to another, the screen turns momentarily black.

My specs are as follows:

Processor Information:
Vendor: GenuineIntel
Speed: 2666 Mhz
4 logical processors
4 physical processors
HyperThreading: Unsupported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Unsupported
SSE41: Unsupported
SSE42: Unsupported

Network Information:
Network Speed:

Operating System Version:
Ubuntu 12.04.2 LTS (32 bit)
Kernel Name: Linux
Kernel Version: 3.2.0-37-generic-pae
X Server vendor: The X.Org Foundation
X Server release: 11103000

Video Card:
Driver: NVIDIA Corporation GeForce GT 640/PCIe/SSE2

Driver Version:  4.3.0 NVIDIA 310.14
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 59 Hz
VendorID:  0x10de
DeviceID:  0xfc1
Number of Monitors:  1
Number of Logical Video Cards:  1
Primary Display Resolution:  1680 x 1050
Desktop Resolution: 1680 x 1050
Primary Display Size: 17.09" x 10.63"  (20.12" diag)
                                        43.4cm x 27.0cm  (51.1cm diag)
Primary Bus: PCI Express 16x
Primary VRAM: 2048 MB
Supported MSAA Modes:  2x 4x 8x 16x 

Sound card:
Audio device: Realtek ALC889A

Memory:
RAM: 4026 Mb

Miscellaneous:
UI Language: English
LANG: en_IE.UTF-8
Microphone: Not set
Total Hard Disk Space Available: 750966 Mb
Largest Free Hard Disk Block: 612353 Mb

Installed software:

Recent Failure Reports:

Gaitsequence (player-entity check)

Because Amxmodx is the reason why Counterstrike is still alive, I think you guys should spend more time in making features for scripters, so they can make more awesome stuff.

Then..

If you create a new entity you can put a sequence on it, but uperbody and downbody are different sequences. So you also need gaitsequence, the problem with this is there is a Player-Entity check, so it can only be putted on a player.

Result: You cant let a (non-player) entity, move hes upper- and downbody at same time.

I hope this gets fixes, so more is possible for scripters (For example Kill Cam, ...)

[CS1.6,CS/CZ] Move Money message to CBasePlayer::UpdateClientData

To prevent multiple message from being sent the same frame (most of time at new round), it would be nice to fit hl standarts with Money message and to centralize its calls in CBasePlayer::UpdateClientData
Would imply a new private data to store last money value client has received.

[HL1] Weapon turns black

sk rmdump8

Stand on this lamp an crouch jump while walking towards the wall.
Weapon sometimes turns black.

hlscreenshot353

Processor:
    Leverantör:  GenuineIntel
    Hastighet: 2001 MHz
    8 logiska processorer
    4 fysikprocessorer
    HyperThreading:  Stöds
    FCMOV:  Stöds
    SSE2:  Stöds
    SSE3:  Stöds
    SSSE3:  Stöds
    SSE4a:  Stöds inte
    SSE41:  Stöds
    SSE42:  Stöds

Nätverk:
    Nätverkshastighet:  Mhz

Windows-version:
    "openSUSE 12.2 (x86_64)" (64 bitar)
    Kernelnamn: Linux
    Kernelversion: 3.4.11-2.16-desktop
    X Serverleverantör: The X.Org Foundation
    X Serverversion: 11203000

Grafikkort:
    Drivrutin:  Tungsten Graphics, Inc Mesa DRI Intel(R) Sandybridge Mobile x86/MMX/SSE2

    Version av drivrutin:  3.0 Mesa 8.0.4
    Skrivbordets färgdjup: 24 bitar per pixel
    Skärmens uppdateringshastighet: 60 Hz
    Leverantörs-ID hittades inte
    Enhets-ID hittades inte
    Antal skärmar:  1
    Antal grafikkort hittades inte
    Primär skärmupplösning:  1920 x 1080
    Skrivbordsupplösning: 1920 x 1080
    Primär skärmstorlek: 15,04" x 8,46"  (17,24" diag)
                                      38,2 cm x 21,5 cm  (43,8 cm diag)
    Primär VRAM hittades inte

Ljudkort:
    Ljudenhet: Intel CougarPoint HDMI

Minne:
    Arbetsminne:  7910 MB

Övrigt:
    Gränssnittsspråk:  Svenska
    LANG:  sv_SE.UTF-8
    Mikrofon:  Not set
    Totalt tillgängligt hårddiskutrymme:  234729 MB
    Största lediga hårddiskblock:  40135 MB

Installerad programvara:

Nyligen inträffade felrapporter:
    Fri Jan 25 19:46:29 2013 GMT: file ''/tmp/dumps/assert_20130125204550_1.dmp'', upload yes: ''CrashID=bp-4d7f1035-3c9a-46e7-85fe-b1ce62130125''
    Fri Jan 25 19:50:39 2013 GMT: file ''/tmp/dumps/assert_20130125205005_2.dmp'', upload yes: ''CrashID=bp-56483820-e94d-46e5-8dfb-c9efa2130125''
    Fri Jan 25 21:33:02 2013 GMT: file ''/tmp/dumps/assert_20130125223237_1.dmp'', upload yes: ''CrashID=bp-be033905-12f5-4d3d-a269-c4c882130125''

[HL1] Stuck in Gonarch's Lair

I'm at the point in Gonarch's Lair where you jump onto the little ledge, then down from there, down the tunnel to where you kill Gonarch. The only problem is that Gonarch keeps getting stuck in the tunnel and can't come down.

Console Output

Game update: AppID 70 "Half-Life (Beta)", ProcID 6664, IP 0.0.0.0:27015
Loading decals from c4a2

Loading decals from c4a2b

Loading game from SAVE/c4a2b.HL1...

ERROR: couldn't open.

Loading game from SAVE/c4a2a.HL1...

Loading game from SAVE/c4a1a.HL1...

ERROR: couldn't open.

Loading decals from c4a2a

Loading decals from c4a1a

AppActive: not active
AppActive: active
Dropped Player from server
Reason:  Server shutting down

World module shutdown.

Server module shutdown.

Game removed: AppID 70 "Half-Life (Beta)", ProcID 6664

System Information

Processor Information:
    Vendor:  GenuineIntel
    Speed: 2001 Mhz
    8 logical processors
    4 physical processors
    HyperThreading:  Supported
    FCMOV:  Supported
    SSE2:  Supported
    SSE3:  Supported
    SSSE3:  Supported
    SSE4a:  Unsupported
    SSE41:  Supported
    SSE42:  Supported

Network Information:
    Network Speed:  

Operating System Version:
    Ubuntu 12.10 (64 bit)
    Kernel Name:  Linux
    Kernel Version:  3.5.0-23-generic
    X Server vendor:  The X.Org Foundation
    X Server release:  11300000

Video Card:
    Driver:  Intel Open Source Technology Center Mesa DRI Intel(R) Sandybridge Mobile x86/MMX/SSE2

    Driver Version:  3.0 Mesa 9.0
    Desktop Color Depth: 24 bits per pixel
    Monitor Refresh Rate: 60 Hz
    VendorID:  0x10de
    DeviceID:  0xdcd
    Number of Monitors:  1
    Number of Logical Video Cards:  2
    Primary Display Resolution:  1600 x 900
    Desktop Resolution: 1600 x 900
    Primary Display Size: 15.04" x 8.46"  (17.24" diag)
                                            38.2cm x 21.5cm  (43.8cm diag)
    Primary VRAM Not Detected

Sound card:
    Audio device: 

Memory:
    RAM:  3848 Mb

Miscellaneous:
    UI Language:  English
    LANG:  en_AU.UTF-8
    Microphone:  Not set
    Total Hard Disk Space Available:  46953 Mb
    Largest Free Hard Disk Block:  24218 Mb

Installed software:

Recent Failure Reports:

[CS 1.6] mouse cursor sometimes just gone in menus

Let me try my best at describing this...

First of all, I play in windowed mode, not sure if that's related.

Sometimes in some menus, the mouse cursor disappears. One example is messages like "you've been disconnected from the server", and there's no mouse cursor so of course I can't close it. The way I fix this is by alt tabbing out of CS and then clicking the thing.

This consistently happens if I press H to e.g. change teams. The mouse cursor works, but it's not visible so I don't know where it is, making the menu very hard to navigate without alt + tabbing to make it visible again (which closes the H menu)

System information:

Processor Information:
Vendor: GenuineIntel
Speed: 1701 Mhz
4 logical processors
2 physical processors
HyperThreading: Supported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Unsupported
SSE41: Supported
SSE42: Supported

Network Information:
Network Speed:

Operating System Version:
Linux Mint 14 Nadia (64 bit)
Kernel Name: Linux
Kernel Version: 3.5.0-17-generic
X Server vendor: The X.Org Foundation
X Server release: 11300000

Video Card:
Driver: Intel Open Source Technology Center Mesa DRI Intel(R) Ivybridge Mobile x86/MMX/SSE2

Driver Version:  3.0 Mesa 9.0
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 59 Hz
VendorID:  0x8086
DeviceID:  0x166
Number of Monitors:  1
Number of Logical Video Cards:  1
Primary Display Resolution:  1600 x 900
Desktop Resolution: 1600 x 900
Primary Display Size: 12.17" x 6.85"  (13.94" diag)
                                        30.9cm x 17.4cm  (35.4cm diag)
Primary VRAM Not Detected

Sound card:
Audio device: Intel PantherPoint HDMI

Memory:
RAM: 3655 Mb

Miscellaneous:
UI Language: English
LANG: en_US.UTF-8
Microphone: Not set
Total Hard Disk Space Available: 236630 Mb
Largest Free Hard Disk Block: 168795 Mb

Installed software:

Recent Failure Reports:
Thu Jan 31 17:28:34 2013 GMT: file ''/tmp/dumps/crash_20130131182830_1.dmp'', upload yes: ''CrashID=bp-75c27957-e7b7-4ce5-8728-e67fe2130131''
Sun Feb 3 07:33:57 2013 GMT: file ''/tmp/dumps/assert_20130203083357_1.dmp'', upload no: ''Couldn't resolve host name''
Sun Feb 3 12:45:00 2013 GMT: file ''/tmp/dumps/assert_20130203134456_2.dmp'', upload yes: ''CrashID=bp-d7905e1f-9383-4c4a-9490-22e6f2130203''
Sun Feb 3 12:50:07 2013 GMT: file ''/tmp/dumps/crash_20130203135004_1.dmp'', upload yes: ''CrashID=bp-f78bd157-94e2-401d-9c74-314b72130203''
Sun Feb 3 13:29:17 2013 GMT: file ''/tmp/dumps/crash_20130203142915_1.dmp'', upload yes: ''CrashID=bp-2124f876-eac0-484b-834f-d668f2130203''
Sun Feb 3 16:51:13 2013 GMT: file ''/tmp/dumps/crash_20130203175110_1.dmp'', upload yes: ''CrashID=bp-3a80be20-efc0-4ddb-b2f0-c97ea2130203''
Sun Feb 3 17:03:55 2013 GMT: file ''/tmp/dumps/crash_20130203180352_1.dmp'', upload yes: ''CrashID=bp-3be6b329-edac-4c2d-b2f5-837952130203''
Mon Feb 4 13:35:03 2013 GMT: file ''/tmp/dumps/assert_20130204143503_1.dmp'', upload no: ''Couldn't resolve host name''
Mon Feb 4 20:28:50 2013 GMT: file ''/tmp/dumps/crash_20130204212847_1.dmp'', upload yes: ''CrashID=bp-0ed6db7e-ebf7-4825-b044-2054f2130204''
Mon Feb 4 21:33:59 2013 GMT: file ''/tmp/dumps/crash_20130204223356

keyboard input randomly dropped or never registering

AS an example I keep the forward key pressed but Gordon will randomly stop, and start again. Sometimes he would never start again, I would have to release the key and press it again. What can also happen is I start pressing the key and the input is never registered, Gordon never moving. This is pretty consistent as the input bug happens in a matter of seconds (I don't think I had a stable input for more than 3 to 4 seconds.)

This happens since the last two patches or so and may be related to how the inputs were changed to accomodate for other layouts.

As far as I know this happen with every key on the keyboard, ctrl alt shift space included.

I'm using the french alternative layout on Ubuntu 12.04. Computer is Asus Eee 901. Possibly related to ValveSoftware/steam-for-linux#1023.

HL1: Scripted scientist deaths not working properly

I haven't played Half-Life in years, so my memory could be a bit foggy.

I think there are at least two places where scientists are pulled into a ventilation shaft and their gibs are shot back out. The first time is a single scientist, the other is two. Neither plays properly. With the first, the scientist was hanging from the vent, and actually said "I appear to be injured" as I came near. Shortly after he said that, the gibs started shooting out while the scientist remained outside the vent. I didn't see if he faded away upon his "death" or not. Later, I saw the one with the two scientists (one halfway in the vent, the other trying to pull him out). The gibs started shooting, and the scientists both faded away.

When the scientist in the control room in Blast Core is attacked by the monster and pulled through the window, his body is floating a couple feet away from the monster's appendage.

And I think the scientist on top of the power generator shortly afterward is supposed to be killed when you power it up, but he was left unharmed.

Processor Information:
Vendor: GenuineIntel
Speed: 2801 Mhz
4 logical processors
4 physical processors
HyperThreading: Unsupported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Unsupported
SSE41: Supported
SSE42: Supported

Network Information:
Network Speed:

Operating System Version:
Ubuntu 12.04.1 LTS (64 bit)
Kernel Name: Linux
Kernel Version: 3.2.0-36-generic
X Server vendor: The X.Org Foundation
X Server release: 11103000

Video Card:
Driver: NVIDIA Corporation GeForce GT 240/PCIe/SSE2

Driver Version:  3.3.0 NVIDIA 310.14
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 60 Hz
VendorID:  0x10de
DeviceID:  0xca3
Number of Monitors:  1
Number of Logical Video Cards:  1
Primary Display Resolution:  1280 x 1024
Desktop Resolution: 1280 x 1024
Primary Display Size: 14.80" x 11.85"  (18.94" diag)
                                        37.6cm x 30.1cm  (48.1cm diag)
Primary Bus: PCI Express 16x
Primary VRAM: 1024 MB
Supported MSAA Modes:  2x 4x 8x 16x 

Sound card:
Audio device: Realtek ALC888

Memory:
RAM: 5927 Mb

Miscellaneous:
UI Language: English
LANG: en_US.UTF-8
Microphone: Not set
Total Hard Disk Space Available: 187359 Mb
Largest Free Hard Disk Block: 107023 Mb

Installed software:

Recent Failure Reports:
Fri Jan 18 05:26:12 2013 GMT: file ''/tmp/dumps/assert_20130118002559_1.dmp'', upload yes: ''CrashID=bp-b20ecb2a-04c7-4f28-8167-a79aa2130117''
Fri Jan 18 23:49:08 2013 GMT: file ''/tmp/dumps/assert_20130118184858_1.dmp'', upload yes: ''CrashID=bp-3435baa7-42fc-4d8d-8a1b-627722130118''
Fri Jan 18 23:49:37 2013 GMT: file ''/tmp/dumps/assert_20130118184927_2.dmp'', upload yes: ''CrashID=bp-e68ffbdb-adc7-447b-b663-343482130118''
Fri Jan 18 23:49:46 2013 GMT: file ''/tmp/dumps/assert_20130118184937_3.dmp'', upload yes: ''CrashID=bp-65a271f3-982e-45cb-9f2f-b531f2130118''
Tue Jan 22 07:41:17 2013 GMT: file ''/tmp/dumps/assert_20130122024111_1.dmp'', upload yes: ''CrashID=bp-c1dadfef-1acd-4642-a72d-d46302130121''
Tue Jan 22 07:41:53 2013 GMT: file ''/tmp/dumps/assert_20130122024144_2.dmp'', upload yes: ''CrashID=bp-20e46035-8afc-46aa-ba3e-e230b2130121''
Tue Jan 22 07:42:50 2013 GMT: file ''/tmp/dumps/assert_20130122024241_1.dmp'', upload yes: ''CrashID=bp-c1e12300-ce4c-4e2b-87d7-040a02130121''
Tue Jan 22 08:25:59 2013 GMT: file ''/tmp/dumps/assert_20130122032546_1.dmp'', upload yes: ''CrashID=bp-52e5440d-2184-45b7-ae0c-2a5e92130122''
Tue Jan 22 08:26:09 2013 GMT: file ''/tmp/dumps/assert_20130122032559_2.dmp'', upload yes: ''CrashID=bp-cfc01882-e6d9-4fbc-be0f-819872130122''
Tue Jan 22 08:26:19 2013 GMT: file ''/tmp/dumps/assert_20130122032609_3.dmp'', upload yes: ''CrashID=bp-471ea055-e594-43b4-86be-5df902130122''
Tue Jan 22 08:28:16 2013 GMT: file ''/tmp/dumps/assert_20130122032805_1.dmp'', upload yes: ''CrashID=bp-e1f56af7-4a68-4b50-b49f-d5df62130122''
Tue Jan 22 08:28:28 2013 GMT: file ''/tmp/dumps/assert_20130122032816_2.dmp'', upload yes: ''CrashID=bp-681d9da9-f7ee-417f-9857-aaceb2130122''
Tue Jan 22 08:28:37 2013 GMT: file ''/tmp/dumps/assert_20130122032828_3.dmp'', upload yes: ''CrashID=bp-782ecffc-9cd5-4538-9341-006e22130122''
Tue Jan 22 08:29:19 2013 GMT: file ''/tmp/dumps/assert_20130122032910_1.dmp'', upload yes: ''CrashID=bp-5eabe21f-f954-4354-960e-fd21c2130122''
Tue Jan 22 08:40:05 2013 GMT: file ''/tmp/dumps/assert_20130122033953_1.dmp'', upload yes: ''CrashID=bp-fbed189a-dd53-40e7-bb03-14a172130122''
Tue Jan 22 08:40:23 2013 GMT: file ''/tmp/dumps/assert_20130122034013_2.dmp'', upload yes: ''CrashID=bp-feea1c1a-a995-473b-8a37-455d22130122''
Tue Jan 22 08:40:38 2013 GMT: file ''/tmp/dumps/assert_20130122034023_3.dmp'', upload yes: ''CrashID=bp-9967a680-3cb8-4167-9453-17d0a2130122''

[(HL1)CS1.6,CS/CZ] no slowdown cvar, and bhop cvar, feature request

A cvar that would allow to remove jump slowdown, the one working with pmove->fuser2 in PM_Jump
Another one that would allow to gain maxspeed as in old cs version, with this cvar set to 1, PM_PreventMegaBunnyJumping() wouldn't be called in PM_Jump()

Or a unique cvar that would take care of both features like :
( Because if PM_PreventMegaBunnyJumping is not called, there is no point adding some slowdown )

mp_bunnyhop :
0 : default, actual game behavior
1 : no slowdown
2 : allow high speed

Some maps require those settings, would be nice to play them without any addons.

I think this one is an easy one

Regards.

[HL1] No controller/joystick support

The cvars and commands are there, but the GoldSrc games (Half-Life and Counter-Strike) don't detect any connected controllers.

Not sure if this is a "bug" or "not implemented feature", but controller supports is perfect in the Windows version, so parity would mean that it works under Linux, too.

Request additional firing method.

I have hypermobility, in my hands this causes shaking and usually it is hard for me to control exactly how often i can press the mouse button to fire a shot precisely.

If you could add an option to fire a single shot per key press this would help greatly, the current way "+attack;wait;-attack" is not legal in league settings for using "wait", is blocked in some pubs for using "wait".

Thanks for reading.

Fake servers in Counter-Strike

This is not a bug, but rather a feature request to fix an annoying thing in Counter-Strike. The server list is plagued with redirect and fake servers. It's really hard to find a regular server, most of the servers redirect to a specific one.

In order to spot a fake server I have to right click it and check "show server info". On fake servers everyone has played the exactly same amount of time.
2013-01-29-094656_413x437_scrot

It's really annoying, I guess it shouldn't be too hard to do something to them. Most of these servers also rebind your z, x, c keys to spam a specific spam message. Some of these servers also change my Gamemenu.res so I can join their servers from the main menu. They also bind some keys to join their servers. Ridiculous!

Most of these servers are also still Protocol 47 (with some kind of a compatability patch for 48 clients).

I hope you could do something about this. I want to play CS the way it's supposed to be played. This affects all OSes.

[CS1.6,CS/CZ] Send ScoreInfo message each time frags or deaths are changed

I see 2 situations where frags are changed without a ScoreInfo message is sent :

  • Player defused the bomb and receives 3 bonus frags
  • Bomb explode and 3 bonus frags are added to planter.

Random player entering the server would receive the correct score of all players via InitHUD, but the global message would only be sent at new round, when players spawn.

This is a minor issue, but would be nice if it could be fixed, may be instead of directly change pev->frags you could send AddPoints, or make sure Scoreinfo is sent.
I don't think using UpdateClientData for this is the right way because it is used rather to update client's hud with MSG_ONE messages and not MSG_ALL as ScoreInfo.

Also, would be nice if you could check there are no other situations like this.

NPC voices sound like chipmunks

I use Alsa/kmix and when running Steam with:

SDL_AUDIODRIVER=alsa
AUDIODEV=hw:0,0

When running Half-Life the NPC voices sound sped up and i can't make out what they are saying.

[CS] game_player_equip and sv_restart

If a player has a weapon, the round is restarted and there is a game_player_equip in the map, he will keep his weapons and be able to pick one more primary, so he has 2.

[cs] Additional sv_alltalk feature.

Add ability to have alltalk on per team basis, allow dead/alive to talk to eachother as ventrillo/mumble etc would.
Also chat team for dead players to communicate with alive team.
sv_team_alltalk

power light not working, and getting stuck allot, sound bit, Half life

When I switch on the track power ( cart the red light does not come on.
( besides this all works fine, as soon as do so the Alien comes after me and gets electrocuted.

The light in the control room does work. (were you have a switch to turn the cart 90 degrees)

I get stuck allot on different places. I was wondering if I am the only one, and if this is also on the windows version of Half life. ( its been a while but I remember the getting stuck when you take the elevator down, also happened to me on windows. ( the elevator that goes down under an angle)

The only solution is to load a saved game.

About the sound, when people speak it does not sound very well.
Its a bit distorted. I can understand them however, its not that bad.

Opensuse 12.2 64bit Catalyst 13

Processor Information:
Vendor: AuthenticAMD
Speed: 3200 Mhz
4 logical processors
4 physical processors
HyperThreading: Unsupported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Supported
SSE41: Unsupported
SSE42: Unsupported

Network Information:
Network Speed:

Operating System Version:
"openSUSE 12.2 (x86_64)" (64 bit)
Kernel Name: Linux
Kernel Version: 3.4.11-2.16-desktop
X Server vendor: The X.Org Foundation
X Server release: 11203000

Video Card:
Driver: ATI Technologies Inc. ATI Radeon HD 5700 Series

Driver Version:  4.2.12002 Compatibility Profile Context 9.012
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 59 Hz
VendorID Not Detected
DeviceID Not Detected
Number of Monitors:  1
Number of Video Cards Not Detected
Primary Display Resolution:  1680 x 1050
Desktop Resolution: 1680 x 1050
Primary Display Size: 17,05" x 10,67"  (20,08" diag)
                                        43,3cm x 27,1cm  (51,0cm diag)
Primary VRAM Not Detected

Sound card:
Audio device: Realtek ALC892

Memory:
RAM: 3959 Mb

Miscellaneous:
UI Language: English
LANG: nl_NL.UTF-8
Microphone: Not set
Total Hard Disk Space Available: 302381 Mb
Largest Free Hard Disk Block: 264640 Mb

Installed software:

Recent Failure Reports: ( these are prob TF2 not Half life )
Wed Jan 16 19:49:18 2013 GMT: file ''/tmp/dumps/crash_20130116204916_1.dmp'', upload yes: ''CrashID=bp-0fb6aba7-b2bc-4555-b024-d3c462130116''
Mon Jan 21 22:04:35 2013 GMT: file ''/tmp/dumps/crash_20130121230429_1.dmp'', upload yes: ''CrashID=bp-c4e98aa3-7510-4123-ba97-92c412130121''
Tue Jan 22 02:28:57 2013 GMT: file ''/tmp/dumps/crash_20130122032853_1.dmp'', upload yes: ''CrashID=bp-a692dbff-c925-47ca-b542-c80d62130121''
Wed Jan 23 00:35:12 2013 GMT: file ''/tmp/dumps/assert_20130123013429_1.dmp'', upload yes: ''CrashID=bp-22c49ab5-7059-4531-a371-abbf82130122''
Wed Jan 23 17:29:13 2013 GMT: file ''/tmp/dumps/assert_20130123182910_1.dmp'', upload yes: ''CrashID=bp-49f94db0-d766-4b90-a69c-e930c2130123''
Wed Jan 23 22:10:25 2013 GMT: file ''/tmp/dumps/assert_20130123231019_1.dmp'', upload yes: ''CrashID=bp-0f9f294a-9810-435a-8fd8-51a832130123''

[HL1] Credits fail to end

Just finished Half‐Life, woot.
A few pages of Valve members appear and then nothing but the music and the GUI, and then… only the sound of myself hopping when I press space. Don’t recall it ending this way, though it has been a while.

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