Half-Life Vanilla Map Fixes Changelog


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Version 1.2:

t0a0a
- Fixed small Z-Fighting issue on the spinning bridge

t0a0b1/t0a0b2
- Fixed some tutorial messages being hardcoded so a couple of messages had to be added to titles.txt

c1a0e
- Moved an Islave teleport trigger upwards to prevent it from getting stuck on the cart

c1a2b
- Fixed Barney getting stuck due to a headcrab being unreachable
(the headcrab is now pushed off the vent if Barney is nearby)

c1a3
- Fixed Texture alignment for a crate

c1a4i
- Made the dying Scientist Scripted_Sequence uninterruptible
- Fixed Barney getting himself killed by the Tentacle before the Scripted_Sequence starts

c1a4f
- Fixed the Bullsquid in the pit dying due to the func_hurt not being restricted to players
- Fixed Scientist Scripted_Sentences not playing immediately

c2a4b
- Fixed Water Wave gaps
- Made the underwater fan inflict damage when blocked
- Fixed trigger texture being used on some faces

c2a4e
- Fixed the door to the surgery room being openable from the opposite side

c2a5e
- Fixed the Agrunts dying upon destroying the gate with the mortar gun

c2a5f
- Fixed the map crashing the game when playing in Software Mode
- Fixed a Hgrunt Scripted_Sequence playing even if he is killed
- Despawned the Agrunt on the roof when the player finds Barney to prevent him from getting stuck

c2a5g
- Fixed the lightmaps on the ceiling leading to c3a1

c3a1
- Redid the fix for the ceiling lightmaps as it was incorrect before

c4a1
- Fixed Islave Scripted_Sequences not playing properly

c4a2
- Fixed Nihilanth sound playing again if the map is loaded from a save

c4a1c
- Fixed Nihilanth sound playing again if the map is loaded from a save

hldemo2
- Fixed Z-Fighting on various objects
- Fixed Hgrunt Scripted_Sequence playing even if he is killed

hldemo3
- Fixed tiny Z-Fighting face
- Made the dying Scientist Scripted_Sequence uninterruptible
- Fixed issues with the Hgrunt and Barnacle events


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Version 1.1:
c0a0a
- Fixed texture mapping on the hanging pipe

c1a1b
- Made the Scientist vent pull Scripted_Sequence uninterruptible
(changing it to an "aiscripted_sequence" seemed to do the job)

c2a1b
- Fixed a dead Scientist not showing up in the area with the grenades and bullsquid
- Reverted the changes to the Scientist that falls down the elevator shaft
(the initial changes proved too unreliable and led to other problems, I might try this again with more testing later)

c2a5e
- Fixed the position of the muzzle flash on the mortar gun

c2a5f
- Fixed texture mapping on one of the sides of the Bradley

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Version 1.0:

t0a0a
- Fixed Z-Fighting on an open door
- Fixed Z-Fighting on a handrail

t0a0b2
- Fixed Lighting on one of the numbers at the target range

t0a0c
- Fixed Z-Fighting on a handrail
- Fixed Z-Fighting on a truss

t0a0d
- fixed a mini turret not being in the correct position when entering the map
- Fixed Z-Fighting on a vending machine
- Fixed Z-Fighting on the train

c0a0b/c0a0c
- Fixed Z-Fighting on moving rails

c0a0e
- Fixed Z-Fighting on blast door wheels

c1a0
- Fixed Z-Fighting on blast door wheels
- Fixed geometry on the corner computer

c1a0a
- Fixed the glass on elevator doors not matching the movement of the rest of the door
- Fixed Z-Fighting on elevator shaft lights
- Fixed a wall light being a Func_Button instead of a Func_Wall
- Removed dark lighting splotch on the ground
- Fixed Z-Fighting on some open doors

c1a0b
- Fixed the glass on a couple of doors in the control room not matching the movement of the rest of the door
- Fixed Z-Fighting on an open door

c1a0e
- Fixed Z-Fighting on an open door
- Fixed Z-Fighting on the sample door and fence
- Fixed some explosions not going off during the disaster

c1a0c
- Fixed a Scripted_Sentence calling the wrong Sentence Name

c1a1
- Fixed Z-Fighting on a pipe and open door
- Fixed a pipe being a Func_Door instead of Func_Wall
- Fixed some missing faces on the elevator door

c1a1a
- Fixed Z-Fighting on a vending machine
- Corrected the position of Gordon's locker door

c1a1f
- Fixed a hole in the level geometry at the fallen rubble
(the fix isn't perfect but it's good enough)
- Fixed geometry on the corner computer
- Fixed one of the blast doors disappearing when opening the airlock
- Made the Scientist falling Scripted_Sequence uninterruptible
- Made the Scientist falling Scripted_Sequence kill the Scientist once finished to prevent the player from seeing him fade away
- Changed the name of an Ambient_Generic to prevent blood decals in another Scripted_Sequences being drawn prematurely
- Fixed a missing headcrab sound when the vent breaks
- Fixed Z-Fighting/Lighting on the fallen Vent
- Fixed the lightmap on the back of a flickering monitor
- Fixed the walls for one of the filing cabinets linking to the wrong one when breaking

c1a1b
- Made Barney play his death animation if the player didn't trigger it from the previous map
(the whole thing is still a little janky but better than Barney just standing there lol)
- Adjusted the position that Gman moves to for despawning as the player could see him at a certain angle
- Fixed Z-Fighting on vent fans

c1a1c
- Fixed Z-Fighting on ceiling lights and a caution sign

c1a2
- Fixed Lighting/Z-Fighting on the breakable ceiling tiles
- Fixed ceiling lights disappearing when turning off the power
- Fixed some lights occasionally not turning off when turning off the power

c1a2d
- Fixed Z-Fighting on the door lock

c1a2a
- Fixed a Scientist getting stuck in a Scripted_Sequence
- Fixed some filing cabinets linking to the wrong one when breaking
- Fixed Z-Fighting on a vending machine

c1a2b
- Fixed Z-Fighting and lighting on the breakable wall and ceiling tiles
- Fixed Z-Fighting on office door once opened (might revise this one)
- Added an Env_sound before the elevator shaft so the echo doesn't remain if the player turns back
- Fixed the Scientist falling Scripted_Sequence not playing if he got damaged
- Added gibs for when the Scientist falls down the elevator shaft
(part of me feels this is a bit silly or unnecessary but it looks better than the scientist disappearing so I dunno)

c1a2c
- Fixed Z-Fighting on the freezer door

c1a3
- Fixed Z-Fighting on some vending machines
- Fixed a vent cover being openable when it shouldn't be
- Fixed Z-Fighting on the freezer door when it's open along with giving it sound
- Fixed Z-Fighting on barriers

c1a3d
- Fixed Z-Fighting on elevator doors

c1a3a
- Fixed Z-Fighting on elevator doors
- Fixed Scientist Scripted_Sentences not playing immediately

c1a4
- Fixed Z-Fighting on barriers and elevator doors
- Fixed Z-Fighting on the train

c1a4b
- Fixed Z-Fighting on some pipes
- Fixed Z-Fighting on open doors

c1a4i
- Fixed Z-Fighting on open doors
- Fixed Scripted_Sequence for the Tentacle and Scientist being out of sync
(though this was already fixed in the 25th Anniversary Update)

c1a4d/c1a4e
- Fixed Z-Fighting on open doors and wood planks

c1a4g
- Fixed the best I could the moving pipe piece not being part of the Momentary_door entity
(the brush piece is now invisible so collision still occurs but isn't too noticeable)

c1a4j
-Fixed 2 ceiling light textures being misaligned

c2a1
- Fixed Z-Fighting on ceiling lights and wooden planks

c2a2
- Fixed a Barney Scripted_Sequence not playing when entering the map through a map change
- Corrected texture alignment on some rails at the start of the map

c2a2a
- Increased the max view distance to stop players from seeing the void
- Fixed Z-Fighting on a rotating track switcher

c2a2b2
- Fixed Z-Fighting on open doors

c2a2b1
- Fixed Hgrunt elevator's position
- Fixed a Vis bug on the floor next to the mountable gun
- Fixed a Vis bug preventing breakable books from appearing on the next map
- Fixed Lighting/Z-Fighting on filing cabinets

c2a2c
- Fixed Lighting/Z-Fighting on filing cabinets

c2a2d
- Corrected some textures on the green vending machine
- Fixed vending machine buttons dispensing drinks on both machines
- Corrected the ceiling texture in the vending machine room along with Z-Fighting/Lighting fixes
- Fixed turret laser traps not fully reaching the walls
- Fixed some missing faces on the spray can

c2a2e
- Fixed a Vis bug on a floor corner
- Corrected texture alignment on some rails

c2a2f
- Fixed turret laser traps not fully reaching the wall
- Fixed instances where some of the moving crates would overlap each other due to starting on the same path_corner
(One solution would be to start the crate on another path_corner although I opted to delete one of the crates to keep the gameplay consistent)
- Fixed some ceiling light textures being misaligned

c2a2g
- Fixed turret laser trap not fully reaching the wall
- Added a Light_Environment to fix a bug that occurs when loading from a map that has one
- Fixed Z-Fighting on the giant doors/rail

c2a2h
- Fixed some Vis bugs on the cliffside
- Fixed up the texture mapping for the rocket
- Fixed TNT laser traps not fully reaching the walls
- Added sound to a door
- Fixed Z-Fighting on the control room windows
- Extended the bottom of some computers so that they aren't floating
- Added a Light_Environment to fix a bug that occurs when loading from a map that has one

c2a3a
- Set the Scientist Scripted_Sentence's listener to the player
- Fixed part of the cage being a charger along with Z-Fighting/Lighting
- Fixed Z-Fighting on open doors

c2a3b
- Fixed Z-Fighting on open doors
- Increased the max view distance to stop the player from seeing the void underwater
- Made it so shooting Gman no longer stops him from walking away
- Removed the health charger on the ceiling at the end of the map

c2a3c
- Made the Scientist play a button push animation to open the door instead of doing nothing
- Set the Scientist Scripted_Sentence's listener to the player
- Fixed the button inside the freezer moving when pressed

c2a3e
- Adjusted the position of the Info_Landmark to prevent the player from getting stuck after the cutscene
- Fixed the trash compactor walls being controllable (although this was pretty funny)

c2a4
- Fixed Z-Fighting on the water tower level indicator

c2a4a
- Fixed Music not playing at the start of the map
- Fixed Lighting/Z-Fighting on a breakable pipe

c2a4b
- Shifted the position of a table so it wasn't clipping through a wall
- Fixed Z-Fighting on a shelf
- Fixed Z-Fighting on open doors

c2a4d
- Fixed Z-Fighting on a ladder
- Made some of the breakables on the tank trigger only
- Fixed Z-Fighting on the button glass cover
- Fixed the steriliser door glass not moving along with Z-Fighting
- Made the steriliser window visible

c2a4e
- Fixed Z-Fighting on the steriliser door
- Made the steriliser window visible
- Fixed Z-Fighting on some lights
- Added a Light_Environment to fix a bug that occurs when loading from a map that has one

c2a4f
- Fixed Z-Fighting on the glass covering some pipes
- Semi-fixed a weird bug where NPCs would disappear upon reentering the previous map if they were located in certain areas
(for example, Barney would disappear if you left him in front of the locked surgery room)

c2a4g
- Allocated an environment map to Worldspawn so the correct sky texture is always used
- Added a Light_Environment to fix a bug that occurs when loading from a map that has one

c2a5
- Fixed explosive barrels not flying high enough
(though this was already fixed in the 25th Anniversary Update)
- Made the Mortor explosions repeatable since Trigger_Multiples are what fire them
- Fixed A bunch of crates not spawning due to them sharing global names with other crates
- Fixed Z-Fighting on a sign
- Adjusted pipe entrance geometry

c2a5w
- Adjusted pipe exit geometry
- Fixed (albeit in a hacky way) items from c2a5x being unloaded if entering and leaving that map

c2a5x
- Fixed (albeit in a hacky way) items from c2a5w being unloaded if entering and leaving that map

c2a5c
- Fixed Z-Fighting for signs

c2a5d
- Fixed a floating crate
- Increased the size of the trigger that allows the elevator button to be pushed
(Before you had to be directly adjacent to it)
- Fixed the elevator button moving when pressed
- Fixed Vis bugs on the rockets
- Fixed Missing faces on the rockets
(this one was a pain and very hacky... if the tools I need to revise this fix become available I'll redo it)

c2a5e
- Fixed A bunch of explosive barrels not spawning at the fuel room due to them sharing global names with other barrels
- Fixed a Scripted_Sequence that caused Barney to play the button push animation inside the room after opening the door

c2a5f
- Fixed Lighting/Z-Fighting in the ambush vent
- Fixed the ambush vent so it doesn't already have bullet holes on the inside before the scene occurs
- Fixed a Func_Push not disappearing after an explosion if the player hasn't touched it yet
- Fixed Z-Fighting on the hanger door once it's been destroyed
- Fixed Lighting/Z-Fighting on the breakable wall where a Hgrunt is thrown through
- Fixed Z-Fighting on the outside wall steel beams
- Fixed Z-Fighting on the exit of the pipe where the Hgrunt throws a satchel charge
(I want to further fix the geometry at some point)
- Fixed Vis bugs at the 2nd pipe entrance

c2a5g
- Fixed Z-Fighting for the large breakable door and the radio tower
- Fixed a Scripted_Sequence for the Gargantua not playing
- Corrected lighting for some of the breakable ceilings

c3a1
- Fixed Lighting/Z-Fighting for the ceiling in the cave-in room
- Fixed a keyboard moving when pressed
- Moved the no smoking sign back so it touches the wall
(Again this was kind of hacky)
- Fixed Z-Fighting on a vent fan
- Fixed Z-Fighting on a ladder end

c3a1b
- Fixed tiny Z-Fighting for toxic waste
- Fixed the Render Mode for one of the toxic waste entities
- Fixed Lighting/Z-Fighting on the collapsing wall
- Made the lights part of the falling arch
(before they just floated)
- Removed the End Sprite for the Env_Laser turret
(it was using an incorrect sprite)

c3a2e
- Fixed Z-Fighting under the truck

c3a2
- Fixed possible soft-lock if the player interacts with the scientist while he's walking to the retinal scanner
- Fixed the game reloading before the game-over message is fully shown when killing the scientist before he opens the door
- Fixed Z-Fighting on some open doors

c3a2a
- Fixed Z-Fighting on the water/tunnel to the core

c3a2b
- Fixed Z-Fighting on the water/tunnel in the core
- Fixed possible soft-lock if the player turns both valves before the water has finished rising

c3a2c
- Moved the health charger near Barney back against the wall
- Adjusted the position of one of the Headcrab spawners so it doesn't get stuck

c3a2d
- Fixed HEV suits spawning out-of-bounds
- Made the airlock sound/lights trigger for NPCs as well as the player
- Fixed up the lighting for the teleporter "Petals"

c4a2
- Fixed Nihilanth sound not playing at the start of the map
- Fixed some floating models

c4a2a
- Fixed Z-Fighting on one of the cave-in brushes

c4a1c
- Changed instances of beamstart13.wav to beamstart14.wav as the sound file doesn't exist

c4a1d
- Changed instances of beamstart13.wav to beamstart14.wav as the sound file doesn't exist
- Fixed a vent using the wrong texture for one of the faces

c4a1e
- Fixed a couple of Agrunt pods pointing to the wrong entities upon breaking

c4a3
- Removed a tiny piece of floating geometry
- Fixed the ending sprites using the wrong Render Mode
