Incredibly minor gripe thread

I was not satisfied with the floors in A.M laboratories. They are not clean enough. Who knows what kind of accident can happen if some bacterias interfere with the equipment? And hey, it’s just unhealthy.

Also, how come that the toilet paper is not easily accessible? The poor old man in toilet had such a hard time, this should not occur at such facility!

The officer of security named Barney should be punished for drinking in the facility and fired immediately, until it’s too late. You never know.

Doctor Kleiner is not wearing the same uniform as others. This is outrageous, he’s breaking the rules of company, this shall not be tolerated at all.

Gordon Freeman enters the test chamber without a helmet. He doesn’t care about his own safety, that’s his choice, but this shows that he can be inattentive to other possible situations that may or may not lead to the accidents.

The exit from the tram is not secure enough, and the whole catwalk is crazy - it’s so easy to slip there and fall down into the pit. Someone has to correct this and make it more personal-friendly. No wonder that security guard dies there later on - the whole thing collapsed!

Oh, and the cup of coffee in the dining room was dirty. That’s a no-go.

Here are my little grips :smiley: :smiley: :smiley:

The ninjas they were keeping in the Lambda Complex managed to escape their cargo crates. I don’t know what kind of facility they think they’re running, but at my job we keep our ninjas locked away securely.

It’s a good thing Breen learned his lesson in the future. There was never a single combine assassin encounter. Good on him!

One of my minor complaints is how often I am arbitrarily prevented from backtracking in this game. Many gates and doors close behind me when there is no one around (alive) who could actually do that.

And there are at least two instances where the obstacles are just ridiculous, like the invisible wall placed in the doorway into the garage after you have killed the Garg with the airstrike. The other instance is the obstacle placed behind the servers after you launch the rocket in On a Rail.

Is it so horrible to give the player a choice to return to previous areas to collect goodies or look for possible new areas/enemies left behind?

Hell, the developers didn’t even try backtracking and left behind quite a few bugs relating to that. For example if you enter Apprehension on foot and then go back, the train has disappeared with only its lights left floating in the air, the same happens to your first tram in On a Rail if you go back to previous level zone and return back to the new one.

Yeah I’m pretty much done bitching about the weapon lowering thing. It seems to just boil down to personal preference. I still think it would be nice to have it as something you can turn on or off. There’s already options for camera bobbing and view roll, so I don’t think this is particularly unreasonable.

As for other minor complaints, I don’t like how easily the weapon reload sounds are cut off. It’s particularly noticeable for the revolver, since it takes so long to reload. I’m not sure if this is really the fault of the devs, or the source engine.

I wish more small props collided with each other, so I could stack them in funny ways.

There were a ton of dead scientists right in front of the entrance to the lambda complex. Why? How did they get killed but not the guys inside? Why didn’t their friends even try to remove the bodies?

The fact that you can toss a freaking explosive barrel at the two soldiers talking about you in OAR and they don’t even flinch as the cold hard steel hits their bodies with a sharp metallic sound.

In BP and PU, I noticed a lot more use of HL2 textures, and that Aperture roof texture (The grey tiles one) look weird in some places and was very repetitive . That’s about all I can remember.

The ground in (at least parts of) Surface Tension is really pixely. I can’t remember if it’s visible while playing the game in general, but when Gordon dies it seriously stands out because your face is pushed straight into it and zoomed in.

  1. The reels on data tape machines where the reels are moving are spinning in opposite directions. They should both be spinning in the same direction, either both clockwise or both counter-clockwise.

  2. The RCA input jacks on the rear of TV monitors are incorrectly labeled. Presently, the RCA video jack is red in color and the RCA audio jacks are yellow and white in color. The correct color designations are:

RCA video jack - yellow
RCA audio jack - right channel - red
RCA audio jack - left channel - white

Hmmm… wait a minute… I wonder if these are actually Easter eggs?

I consider this incredibly minor, but still something that should be fixed eventually:

The moveable TOW crates act as if their weight was set too low - like they’re made of cardboard… If you throw them up in the air, they almost float back down. Their interaction with other props reflects this same “lightness.”

There’s an issue with the Tau cannon animation when you stop sprinting - it just cuts off. Every single other weapon doesn’t have that problem.

Exactly, and this thread is just a way to post those minor nitpicks that you have in the mod.
Why do people want to silence any and all criticism? Sure, these things are minor and unimportant, but no one’s saying that the mod is bad because of these things, they’re just stating the extremely small negatives they have with the game, and there’s nothing wrong with that. My God, you people. . .

I guess I have a problem with the gun lowering and weapon menu navigation, same reasons as you do, Unit.

Not necessarily. If the tape is going diagonally, coming off the top of the left reel, and going down to the right reel. I don’t recall if you could actually see the tape, but I know irl, I’ve seen it like that.

I don’t really like the color of the hivehand. It’s way too purple, and it looks kind of silly.

I’m not really a fan of the “easy come, easy go” approach to health and armor. You’re constantly put into situations in which you’re pretty much guaranteed to be damaged a whole lot, then afterwards it’s balanced out with a crapload of medpacks and suit energy. I like balance, but not this kind. I’d much prefer it if there was less health and armor, but you were given more chances to not get hit.

If you don’t like the look of the hivehand then go on Gamebanana they have plenty of Hivehand reskins there. Also the ground is pretty pixelated in Surface tension, which is why I’m looking for better textures to use.

I only have two gripes that I want the team to fix, both (somewhat) involve the crossbow.

  1. The crossbow is a tranquilizer crossbow, right? Then why do enemies ‘defeated’ with it still leak blood like you shot them full of 9mm rounds? I’m not entirely sure how the system is set up, but surely a check could be put in for it not pooling if the weapon the NPC was killed with was the crossbow.

  2. Some of the rocks in ST (Namely the Dam) and a few other props have Bethesda-worthy collision models. For those of you unfamiliar with Bethesda games, this is a bad thing; it means they jut out from the visual mesh, and you get bullets and projectiles hitting what appears to be thin air. This is not good when you’re trying to fire around props you’re taking shelter behind, and it’s most noticeable with the crossbow, where the bolts stick in the space between where the model ends and its collision does. Since it would be a pain to go through all the models in the game to check for it, I’ll try and upload screenshots when I find them during normal play.

Oh god yes I agree with point 2, ungodly annoying and this happens virtually all the time in Surface Tension on my end since I prefer fighting the soldiers from a long distance.

Adding a check to address point 1 would be easy in theory. Usually a call to a damage system carries the inflictor, attacker and target, you’d just have to ID the inflictor and make a piece of code (not) execute if it is a crowssbow bolt.

The problem with the crossbow being a “tranquilizer gun” is that the crossbow bolts are fairly big. I’m pretty sure having a huge hunk of metal shot into your eye socket at high speeds would do more than just put you to sleep.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.