Issues Noticed So Far

I’d like to start off by saying thank you to everyone who contributed to the mod, fantastic work!

Here are few issues that I’ve come across, a few may be prone to nostalgia:

[COLOR=‘red’]-Screen Tilt resets to default value after quitting
[COLOR=‘Red’]-Using fire button to initiative autoload will cause current weapon to fire upon loading
[COLOR=‘Red’]-Keybinds will appear in the menu as reset to default after quitting but are in fact still bound to the players’ previous selections (movement controls in particular)

-Security guards stop firing when backed into a wall by enemy
-Security guards (Glock) deal too little damage
-Security guard teleported through a closed door, he then said “that was arkward” couldn’t tell if was intentional or not

-Suit menu remembers which weapon you used last in the sub-category, I would prefer it to always default to the top weapon when bringing up the menu
-No visual que to tell you’ve performed a duck-jump

-No HUD display for Tram speed selection
-Unnecessary visual circle que for health and ammunition
-Questionable threshold level for low ammunition red text
-357 crosshair too large for pinpoint accuracy shots

-Difficult to dismount ladders
-No option to automount ladders

-MP5 is stuck in burst fire mode
-Ammunition limits are too low, MP5, 357, etc.

-Soldiers do not fire in bursts, not compensating for recoil, and unfair punishment for player trying to move to cover
-Unrealistic reaction time for soldiers
-Unrealistic accuracy at longer ranges for soldiers
-Soldiers without masks still have the voice FX

-Sentry/Turrets deploy too quickly for the player to react
-Sentry/Turrets spot and fire at player too quickly

-Volume for footstep sounds on circletrack are too low
-Reload sounds don’t always play, usually when reloading immediately after firing
-Chargeup sound for vort and houndeye difficult to distinguish

-Player gains too much momentum when running up stairs, causing them to fly off at the top

-Blast Pit tentacles are not properly distracted by sound (two would react to a grenade blast while one would continue to take random blind shots)
-Blast Pit tentacles able to push the player around without dealing damage

Suggestions:
-Option for Permanent Bullsquid ooze/blood effects on all weapons, removed when entering water

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.