"It doesn't matter if I was deceptive because this is just worthless slop content" Identifying as a trash merchant doesn't improve your wares. You're still peddling garbage.
@@Alex-qq1gm it can. A lot of these bugs are just part of Half Life Deathmatch: Source specifically. Especially the entity duplicates. Garry's Mod highlights how streamlined interoperability is for the Source Engine and its assets.
10:47 This is why Black Mesa posed such a threat to Aperture, they had break dancing parties for their staff so wild even the soldiers had to stop and join in.
I like the idea that Gordon was so late to the experiment the train left without him so he needed to grab an HEV suit from somewhere first and then just *walk* on monorails all the way to the testing lab
The entity duplication thing with HL:DM Source is actually the worst thing, like I used to play it with my brother, and our matches on Stalkyard would devolve into me hiding getting stuck inside a crate because the "door"(?) would duplicate and prevent me from leaving, then immediately being obliterated with SMG grenades. Needless to say, when I convinced him to use the original Half-Life for deathmatch, the experience became a _lot_ more enjoyable.
They were never two, they were always one. Two halves of a singular whole. They completed eachother, for they were each only strokes on a much broader, much more beautiful painting. It's screams are not those of agony, despair, madness- no. They are that of exaltation.
My god the tutorial levels are a work of art. Fascinating to see it struggle to load all of this; it’s like the game equivalent of moving all your furniture slightly to the left
Because of the nature of the ported GoldSrc maps, the training does not rely on completing specific actions to advance. You can complete the entire hazard course without ever gaining the HEV suit, because it's not connected to the door, the trigger around it is. The delay is so the HEV plays its introductory voice lines.
I actually liked the look of the labs with the duplicated scientists, it seemed much more lively like a facility at working hours and not near-closing time
i remember trying to make a map for half life deathwatch and literally when any type of entity that was made (door, water, func_tanks, medkits,etc) duplicated, left the map in an unplayable state
I was expecting another round of the same old HL:S bashing without nary a mention of Steampipe in sight (it's a decent port if you depatch it!) but this? Mounting HL:S into HLDM:S? You, sir, a mad genius.
"Now we are seeing a rare species of dark scientists split into two, this is a quite rare thing to see in bare eyes, and will be a thing seeing dying for if you never seen this. And welcome, into black Mesa animal geographic, where we look into the life of Asexual creatures, known as scientists"
1:20 From my experience of playing the Hazard Course many times in as many ways I can think of: I am pretty sure the trigger is just standing in that area and not picking up the suit. Because, as seen here, even when you already have it/just can not pick it up the door will open anyway, even if the sound files do not play.
To be fair, copying game files into another game that was redesigned around a different concept, and finding out it doesn’t work isn’t really the game’s fault. This is a fun video though.
when i was a little kid, and i wanted to revisit playing half life, i accidentally launched half life source and was so confused as to why it's so shit i also love half life deathmatch and did the exact same shit with that as a kid too. i started severely questioning why i was even a fan of the games at all lmao
Quit raggin' on HLDM:S! Gman Squad was my jam! First introduction to hackers was meeting Russians playing gm_flatgrass in this game as they spawned tornadoes. They taught me how to do some scripting.
1:50 - if memory serves, loading a single player map in multiplayer did the same thing in the WON release. I think there's something to to with map change triggers and multiplayer that means it doesn't work (imagine the server changing level in a multiplayer game while people are not in the transition area - for a deathmatch game, it would make sense to just ignore that behaviour rather than work around it)
The title of the video made me think of Half Life Source for a second. So here we are, watching a video of Pinplash playing Half Life source (sort of) 10:44 also, scientific breakdance
If you set maxplayers to 1, some of this stuff might work. I think at least the changelevel triggers require that. My knowledge comes from the Alien Swarm branch of the engine, but this stuff probably hasn't changed for decades.
I remember something similar in ancient CS builds with half-removed Half-Life. I would get pistol in the starting train, doors would not open in path of the train, or would open not fully, the assets were distorted, maps wouldn’t load. I think it was before Half-Life 2 times. Now I wonder if it was the result of something similar, copying and pasting maps. Or maybe my memory is unreliable and this is exactly what I saw two decades ago. Now that I see door opening not fully at 6:47, I finally have a confirmation this was not a fever dream. I remember getting squashed by train that tried going through it, and the train getting stopped by these half-open doors. But I somehow remember having a USP there and Half-Life mixing with CS assets. So perhaps there was something similar, but with Counter-Strike that had Half-Life assets removed from it for saving space, but then having HL maps loaded into it. Because I remember this abomination being on gldSrc.
Tbh I think half-life source is actually a pretty faithful and fun port with the added source engine ragdoll physics and lighting and such.... when you have the mod to fix all the bugs. With bugs its a nightmare and a half. Life
God what a gigachad that security officer is. He just gets casually shot and his friend gets murdered right in front of him, and all he says is "Can we do this later?"
I played Half-Life 2 for the first time in a similar way. I bought HL2: Deathmatch, then installed a mod called Riot Act. Turned out that Riot Act still had the HL2 maps in the game files, so I loaded d1_trainstation_01 in the console and played through the whole game. Some of the viewmodels were different and the buggy had no Tau Cannon, but other than that, it worked!
this comes off as super eerie and then sometimes comedy gold. like Coomer sitting on his own shoulders and Kliener getting jiggy with, but the duplicated entities makes it look like you are playing two timelines at once.... its funny and freaky
It's worth mentioning that the fleshy crowbar impact sound seems to be a holdover from the early multiplayer branch of Source as a whole. You'll still hear that in modern Garry's Mod today; the Half-Life 2 flesh impact sound is just less obviously fleshy. lol
I remember HLDM:S for being a poor man's Garry's Mod, it was fun to hop on gm_flatgrass servers and spawn props via console, learned a lot of ent_fire interactions from that experience