Hi all!
Seeing my reported bugs fixed got me hyped, so here are some more, still from the first version, but I didn’t see them in the release notes for 0.0.2. A bunch of them are nitpicky, minor things, but AFAIK the dev team tends to be perfectionist, so here I go.
1)[/size] I was able to close the doors next to the rocket, and run back into the rocket area, trapping myself, but I was able to jump around on the edges of things to get to the point pictured on the screenshot. I thought I was stuck behind this ladder, but using it from this side moved me through to the other side. I don’t know if this also counts as a glitch.
] status
hostname: Black Mesa
version : 100001/24 100001 insecure
map : bm_c2a2b at: 2100 x, -234 y, 593 z
players : 1 humans, 0 bots (1 max)
edicts : 1363 used of 2048 max
] getpos
setang 22.395763 136.129745 0.000000
setpos 2100.031250 -234.924454 593.031250;
You can also get stuck in these doors if you activate the button while standing inside them.
2)[/size] I was able to break the classic “jump on the top of the crate with the shotgun shells, and it breaks and vortigaunts spawn” setpiece(?). You can use the pallet under the tall crate to knock it to its side, then it you gently touch the top, the crate still breaks and the vortigaunts spawn. Obviously there is a trigger on the top of the crate which still gets triggered. It should get disabled maybe if the crate is knocked over? Or the physics should be disabled on the crate so it can’t be knocked over?
] status
hostname: Black Mesa
version : 100001/24 100001 insecure
players : 1 humans, 0 bots (1 max)
map : bm_c2a3b at: -3 x, 22 y, 0 z
edicts : 945 used of 2048 max
] getpos
setpos -3.908457 22.787035 0.031250;setang 15.990696 -40.104343 0.000000
3)[/size] In the freezer the HUD displays a small fire icon, when in the original game I pretty sure it used to be a snowflake icon.
[font=‘Consolas, Courier New, Courier, monospace’]] status
hostname: Black Mesa
version : 100001/24 100001 insecure
map : bm_c2a3b at: 3872 x, -80 y, 249 z
11 “print” STEAM_ID_PENDING 00:14 16 0 active loopback
players : 1 humans, 0 bots (1 max)
edicts : 890 used of 2048 max
] getpos
setpos 3872.158691 -80.047813 249.031250;setang 6.658744 18.532135 0.520034[/font]
4)[/size] It is possible to murder the assassin lady before she murders the security guard, but the guard still dies. I did it using a hand grenade, and timing it so it would explode next to the assassin lady, but before she would come in line of sight.
] status
hostname: Black Mesa
version : 100001/24 100001 insecure
map : bm_c2a3c at: -1949 x, -1589 y, 488 z
players : 1 humans, 0 bots (1 max)
edicts : 799 used of 2048 max
] getpos
setpos -1949.160400 -1589.906738 488.031250;setang 13.392540 38.421139 0.000000
COOL SUGGESTION TO FIX THIS[/size]
Let’s think about what’s happening in the current version: The player enters the elevator, the guard can hear it coming and is just standing there, calmy waiting, knowing that he is in imminent danger.
What if instead of just waiting, the guard “hears” the elevator starting, runs up to it, leans into the shaft, and starts shouting something like: “HEY GORDON!! UP HERE!! Finally someone came through here, everyone else got killed. I’m supposed to tell you this: 'don’t–” and he gets killed, while the player is still moving up in the elevator. This way the player has no way of seeing who kills him (like in the original), the NPC feels more like a real person and the whole sequence is a bit more shocking/surprising. For bonus points you could make his body fall into the elevator shaft, on top of the elevator, or the player. (I don’t remember if the elevator has metal bars on top or not.) This would add to the black humour, the theme of disregarding OSHA regulations and the theme of people falling into elevator shafts.[/size][/size]