HDTF always felt like an exercise in feature creep, with the devs adding random elements from games they played that week. It's like Half-Life meets Call of Duty meets Metal Gear Solid V meets Battlefield, and so on. And that isn't even mentioning the copious amounts of bugs, terrible models and bad audio. It's really unfortunate that this game can be used as an argument AGAINST publishing fan games on official platforms. They should have really kept this game really short instead of creating a decades-spanning story for no good reason. Also, that parkour system is making me legitimately nauseous. I don't really do well with camera shaking.
It’s such a shame because I wanted SO-BADLY for it to be good…! Also, in some of the environments I thought back to your Doom 2 “what is the map” video - honestly (& unfortunately) you could probably make the same video for HDTF 🫠
I'd say VALVe has mastered feature creep, at least for their SP titles, as basically every major feature in the game gets used in some way during the campaign.
@@azordash_games well, I can tell you that the build you played is actually heavily outdated, being from over a year ago if I remember correctly, and it was simply a build put together by the new team working on the game as a placeholder to make the game not be an absolute hellish experience to get through. the actual up to date build (that's still in development) is the OWF build, which I believe you access through the betas for the game.
Yeah🤣 Also, in my headcanon Episode 3 would go off of Alyx’s ending where she disappears in exchange for Eli’s life. Freeman and Eli would have auditions for a replacement Alyx, and all the women who showed up are the different versions of her from Cinematic Mod. Then when they get to the Arctic you’d have a three way battle between the Resistance, stranded Combine forces, and Mitchell’s child soldiers who are all trying to gain control of the Borealis. While this is happening President Keemstar would be commentating on what’s happening at that point in the game. I’d honestly pay good money to see that dumpster fire become a reality. THAT WOULD BE FUNNY!😂
Hey if you ever run into a situation like this with source mods, where you're trying to get things to trigger and wondering if it's broken.. there's a command you can put into the developers console that will show you triggers essentially in the game... now the problem is this won't show you a trigger that isn't there because it's not loaded, and a trigger that is actually broken in itself might show up, but a lot of times we're talking about NPC actions or animations that need to finish in order to have the next event triggered.. Valve managed to do a pretty good job of getting these all to reliably work but even they aren't perfect in that regard and more often than not the actual progression event was blocked off by something that was one or two systems available of systems that are commonly failing. With maps and mods, especially with source maps and mods this is really common unfortunately, there are many cool ways to do triggers.. and the reality of a more sandboxy pretend immersive style game like half-life too, despite not really having any of that unless you mod it.. It gives the impression of defiance necessarily and valve you know psychologically brain asks you into making that work.. when it shows it's cracked it's it's brutal.. But a lot of map moders aren't thinking on that level or even should necessarily cuz I don't particularly agree with that style game design. so we're valve would have playtested the sequence for several weeks on the nuance of trying to get somebody to achieve a look trigger in a group with a near 100% ratio for new players.. The mapmaker just thinks well of course they're going to look there.. and then they don't, no that's a hard one to screw up cuz eventually you're going to scan it or get nearby but I mean it's also one that's easy to screw up because it could be occluded or the sequence that needs to take place in order to cause the look trigger has moved on if it's an NPC.. You actually probably know all of this, cuz I just recalled yo you do source modding so honestly like neither here nor there either way, clearly the commander show triggers could help you out quite a bit and some of the other diagnostic tools are pretty useful just within the developers console itself for solving these things.. A lot of times it's it's as simple as no clipping to the next point but you kind of want to figure out what the next point is before you do that, as you could miss several triggers that way by bypassing the thing that didn't happen that's going to trigger the next event or lead to a sequence of events etc.. and that's that's frustrating for sure, as well the best practices and the ways to do them despite having a core similarity over the years has significantly changed in the two major overhauls that I can recall for Half-Life 2 specifically with orange box that broke everything and sucked my entire life into a black hole of weakness for months as I lost everything I'd worked on.. and the 2013 update that did the same thing for a bunch of other people lol. There's also been very updates in there as well but a lot of times it's not so much that the thing hasn't been updated so much is that the way that they're doing a thing has been changed and it's reliability. The irony that there are so much better tools for Half-Life 2 and a better community for modding than Doom three ever did, but John carmax diagnostic tools are kind of second to none in by comparison despite having a better developers console in source engine with being able to look up keywords and stuff. One of the things about Doom 3 and 84 is that you can just open up the map kind of and do a loose edit or do a loose check as you're playing through the regular game and that that is something that valve does not do lol in any way whatsoever.. like even with hammer plus plus and source 2 that's that's not an option lol. Running things through Garry's mod consulting problems as well as causing problems that you might have to solve with the problems and the tools that you haven't Garry's mod to solve with, and I always found that interesting, like how FDMI because I'm in Garry's mod running source engine games, and how eft would I be without Gary's mod to solve problems with ancient and dilapidated source engine games lol. Sadly and this could just be my own limitation, sadly I can't figure out if the trigger is an animation thing and the animation isn't functioning or it didn't work right.. I can't figure out how to move on from that and trigger the next sequence if it is connected to it.. The only way to fix it is to solve the animation problem or at least proxy it which could make things worse as well because if it's not there then it really valve absolutely despises animations that aren't there in the search engine regardless of how you're doing your animations even if it's procedural. Although certainly more forgiveness if it's proceedable. Anyhow all of this rambling and shit is mostly me just trying to come up with a solution to a problem realizing that showing the triggers isn't the full solution but it is a helpful one.. sadly as you can tell from the paragraph stacked up, I don't think I did lol.. Something that's plagued Half-Life 2 when running it through Garry's mod for some reason, when the bridge section happens you have to basically no clip out of the car avoiding every single trigger outside of sound triggers for ambience, go all the way to the door on the other side that it would open to that would load the next level.. I usually do this with no target because I don't want to actually get the NPCs to start activating things. Once I enter the bridge section from outside the door going the other direction that would normally load you back onto the same map that you were leaving.. I can then walk a little bit forward which will trigger the map to load back into the map that I was just on with the bridge but the house side with the trains.. No target no clip drop back in front of the car before any triggers have been hit while making sure to skirt the map as wide as possible so that I don't accidentally hit a trigger.. I can then play through the section as normal. If I don't, anytime I try to get onto that bridge I get an instant death trigger.. and there's no way to solve it that I know of from that particular angle because it loads in as the map starts, so I I've tried stopping time I've tried everything and you're already dead by the time the map loads essentially.. and you can't really solve that problem without going into some more external tools that are recently been released, things like changing the damage that I trigger does if it's a death trigger etc.. so that's cool but the fact that I even figured out that that was a solution that worked and why that's a solution that works? I have no idea and I haven't been able to find it in years... A lot of glitches happen for the safe system, and the loading is done through the safe system so it's you know it's always going to be a little complicated depending on what's going on the fact that it works a seamlessly as it does normally in in most situations is kind of a miracle... Or at least it seems like it when you look at all the things that can go wrong with it.. The episodes having massive memory corruption issues and save corruption issues that I've not quite nailed down what the problem is but it does seem to be memory management overloads.. like for instance if I let the bodies just go flying for a good couple of minutes or maybe a half hour on the episode two map with the autocannon.. there's just too many bodies I guess on the ground if I don't clean them up in order to go to the next save transition and the that's a file is now corrupted apparently until I can load in before that happened now you won't know this until you either try to load the save or end up into the next level lol.. This happened on the hospital as well and the underground in episode 1, all of which I've been able to actually get around mostly just by playing super carefully and making sure that I don't do the fun things that you do in search games like drag 50 health packs with me cuz I don't need them yet lol.. I'm curious as to how much was actually solved with the recent update, because they did do some changes that might make some benefits happen but.. The fact that the still didn't drop it in a 64-bit executable after retracting the 64-bit for when episode 2 came out for the entire thing which had been a beta before that.. I'm not exactly confident lol cuz that's kind of a heavy requirement to get like a foolproof way to take advantage of modern hardware that way, but what they did add was a nice step forward at least maybe? On paper?
I doubt VALVe has ever officially approved HDTF in any way on any comm channel, they only allowed it on steam page due to Bierkan buying the license to commercially use Source engine (in particular the Havok license) and considering the use of HL2 assets, due to VALVe letting mods to be sold on Steam, the precedent is already set for that. As for the story, I think it has been stated by VALVe that anything outside of their official titles is non-canon, that includes their own lore that has not been explicitly hinted in the games themselves, regardless if it was thought of by the lead writer. HDTF exists in a world of weird fan fiction of Bierkan, where HL and Metal Gear lores make love and birth an abomination for us to feast on, lmao
You deserve so many more views dude. Been watching quite a lot of your videos recently and they are throughout really well made. I love your stuff man. Keep it up!
That shiny-ness is to do wuth how the engine handles map reflections using cubemaps and also to do with how the textures are coded, so nothing you can do to fix it basically
Actually, we've been working on that.. Mainly with the addition of PBR and less glossy materials. In some cases we can't actually change the floor textures too much. We don't have the original sfm files for the cutscenes, and recreating them is not an option. If the environment of the cutscene is altered too drastically, it would be a major visual discrepancy
'Hunt Down the Freeman' is a Half-Life game using the Half-Life engine that tries its absolute hardest to be nothing like Half-Life. I wonder how it could've ever possibly been a disaster.
Did you really not go on the OWF beta or whatever it’s called? The base game hasn’t been updated in years. All of the development and improvements are on that beta branch. Base HDTF is shit, yes, we know, but the OWF build despite still having a long way to go, is a good game.
The comments that were made were regarding the base game as available on Steam, so that is the version I purchased and tested. Totally understand that OWF is an option, and it's something I definitely plan on checking out in the future.
What version did you play exactly? The latest has a big fat disclaimer in the corner, telling you the date of the current build and that its still work in progress It is the defacto most updated state of the game
Also thank you for the very constructive criticism. Although it would have been best if the owf build has been reviewed, it still has relevance, since its the primary branch of the game
@white_red_dragons5654 cheers for the reply… I’m actually not 100% sure as I have since uninstalled it but it would have been whatever the latest Steam version is. There was nothing overly obvious I remember seeing version wise. I will check out the OWF build as I am quite curious about it. I guess in a perfect world this would be the version on Steam but I understand that may not be possible. As you seem to be very much in the know… do you have any ideas or comments on the Train station bug? I’m surprised it has not come up before but searching online I could not find any mention, suggesting I may have triggered something unusual. Either way I appreciate your kind words.
@@azordash_games The main Steam Version ( The one that's automatically selected ) is basically what has been deemed the most finished state or stable state of the game. Its possible ( or at least hopefully should be ) to be played until the end of the game. Its set up on Steam this way so that someone wants to go play the game, and downloading it through steam, doesn't just get stuck somewhere. Like in a location that's known to be broken. To play the OWF Version, you have to set the game to owf_staging_prep in the beta tab, there is also a even more up-to-date version ( owf_development_build ). I'm not sure if both or which but at least one of them requires to be a server booster ( of the official discord server ) or a patron.. I know one of them is locked to only those ( it will just crash if you don't have access ) but I couldn't tell you which. I luckily never had to worry about any of the Steam and Patron stuff.. Ah yes on that note, I contribute to Hunt Down the Freeman as a Shader Programmer. I couldn't tell you that much about some of the issues you've been experiencing because I dabble more in HLSL than Hammer Editor or Source Engines / HDTF's C++ code The Trainstation bug seems definitely unintentional and that trigger is way too small for the sequence to begin with. I remember experiencing this issue myself when I played the game originally, but I never seen of it again so it might just be fixed in the latest dev versions BTW, the console thing you are pointing out at 11:53, is well, as it states in the same clip.. Developer Console is enabled.. so thats probably why you can see the console.. Getting kicked back into the main menu doesn't seem intentional and I never experienced that myself either, I will be bringing it up with the rest of the dev team. As for the late response, I was flying to the United States and for some reasons companies make their Phones region locked and I had no wifi on the plane, then I had a 6-7 hour trainride to my destination. I hope my answer is sufficient 😊
How so? How would that fix it? Explain yourself sir.. if you're going to make blanket statements like that, should at least have a reason, I would like to hear it! :-)
Everybody and their mom has made a video about the original in the source mod nerd community.. I think Civve 11's might might be the best if you just want to watch one to get an understanding of how bad it was on release.. without really going into all of the Half-Life 2 snob community nonsense which is often unavoidable for a lot of the other creators that covered this. But it is fascinating and especially having played this first, I think that's a that's a unique experience you should treat yourself to.. and by treat yourself I mean not actually playing it but watching somebody that's funny bitch about it lol.
HDTF always felt like an exercise in feature creep, with the devs adding random elements from games they played that week. It's like Half-Life meets Call of Duty meets Metal Gear Solid V meets Battlefield, and so on. And that isn't even mentioning the copious amounts of bugs, terrible models and bad audio. It's really unfortunate that this game can be used as an argument AGAINST publishing fan games on official platforms. They should have really kept this game really short instead of creating a decades-spanning story for no good reason.
Also, that parkour system is making me legitimately nauseous. I don't really do well with camera shaking.
It’s such a shame because I wanted SO-BADLY for it to be good…!
Also, in some of the environments I thought back to your Doom 2 “what is the map” video - honestly (& unfortunately) you could probably make the same video for HDTF 🫠
@@azordash_games Yikes, for a Source game to have vague environments without it being intentional... that is embarrassing.
I'd say VALVe has mastered feature creep, at least for their SP titles, as basically every major feature in the game gets used in some way during the campaign.
@@azordash_games well, I can tell you that the build you played is actually heavily outdated, being from over a year ago if I remember correctly, and it was simply a build put together by the new team working on the game as a placeholder to make the game not be an absolute hellish experience to get through. the actual up to date build (that's still in development) is the OWF build, which I believe you access through the betas for the game.
blame Berkan, the devs went through hell working with him and didn't get paid. One of the gun models was so highly poly it NEARLY FRIED THEIR COMPUTER
I personally consider HDTF canon because it’s funny, and Valve deserve to be tied to this since they won’t finish the series.
Same. Imagine going from this to portal then entropy zero 2
Yeah🤣
Also, in my headcanon Episode 3 would go off of Alyx’s ending where she disappears in exchange for Eli’s life. Freeman and Eli would have auditions for a replacement Alyx, and all the women who showed up are the different versions of her from Cinematic Mod. Then when they get to the Arctic you’d have a three way battle between the Resistance, stranded Combine forces, and Mitchell’s child soldiers who are all trying to gain control of the Borealis. While this is happening President Keemstar would be commentating on what’s happening at that point in the game. I’d honestly pay good money to see that dumpster fire become a reality. THAT WOULD BE FUNNY!😂
Try the latest OWF build in the betas of the game. It keeps getting updated
Do you just comment on everybody’s hunt down the Freeman video to play that build the game?
@@Tourettes-syndrome-gaming yes.
@@Tourettes-syndrome-gaming you better play that owf build btw-
funny bear
@@ewamenamiesz 😶🌫️
Hey if you ever run into a situation like this with source mods, where you're trying to get things to trigger and wondering if it's broken.. there's a command you can put into the developers console that will show you triggers essentially in the game...
now the problem is this won't show you a trigger that isn't there because it's not loaded, and a trigger that is actually broken in itself might show up, but a lot of times we're talking about NPC actions or animations that need to finish in order to have the next event triggered.. Valve managed to do a pretty good job of getting these all to reliably work but even they aren't perfect in that regard and more often than not the actual progression event was blocked off by something that was one or two systems available of systems that are commonly failing.
With maps and mods, especially with source maps and mods this is really common unfortunately, there are many cool ways to do triggers.. and the reality of a more sandboxy pretend immersive style game like half-life too, despite not really having any of that unless you mod it.. It gives the impression of defiance necessarily and valve you know psychologically brain asks you into making that work.. when it shows it's cracked it's it's brutal.. But a lot of map moders aren't thinking on that level or even should necessarily cuz I don't particularly agree with that style game design.
so we're valve would have playtested the sequence for several weeks on the nuance of trying to get somebody to achieve a look trigger in a group with a near 100% ratio for new players.. The mapmaker just thinks well of course they're going to look there.. and then they don't, no that's a hard one to screw up cuz eventually you're going to scan it or get nearby but I mean it's also one that's easy to screw up because it could be occluded or the sequence that needs to take place in order to cause the look trigger has moved on if it's an NPC..
You actually probably know all of this, cuz I just recalled yo you do source modding so honestly like neither here nor there either way, clearly the commander show triggers could help you out quite a bit and some of the other diagnostic tools are pretty useful just within the developers console itself for solving these things..
A lot of times it's it's as simple as no clipping to the next point but you kind of want to figure out what the next point is before you do that, as you could miss several triggers that way by bypassing the thing that didn't happen that's going to trigger the next event or lead to a sequence of events etc.. and that's that's frustrating for sure, as well the best practices and the ways to do them despite having a core similarity over the years has significantly changed in the two major overhauls that I can recall for Half-Life 2 specifically with orange box that broke everything and sucked my entire life into a black hole of weakness for months as I lost everything I'd worked on.. and the 2013 update that did the same thing for a bunch of other people lol. There's also been very updates in there as well but a lot of times it's not so much that the thing hasn't been updated so much is that the way that they're doing a thing has been changed and it's reliability.
The irony that there are so much better tools for Half-Life 2 and a better community for modding than Doom three ever did, but John carmax diagnostic tools are kind of second to none in by comparison despite having a better developers console in source engine with being able to look up keywords and stuff.
One of the things about Doom 3 and 84 is that you can just open up the map kind of and do a loose edit or do a loose check as you're playing through the regular game and that that is something that valve does not do lol in any way whatsoever.. like even with hammer plus plus and source 2 that's that's not an option lol.
Running things through Garry's mod consulting problems as well as causing problems that you might have to solve with the problems and the tools that you haven't Garry's mod to solve with, and I always found that interesting, like how FDMI because I'm in Garry's mod running source engine games, and how eft would I be without Gary's mod to solve problems with ancient and dilapidated source engine games lol.
Sadly and this could just be my own limitation, sadly I can't figure out if the trigger is an animation thing and the animation isn't functioning or it didn't work right.. I can't figure out how to move on from that and trigger the next sequence if it is connected to it.. The only way to fix it is to solve the animation problem or at least proxy it which could make things worse as well because if it's not there then it really valve absolutely despises animations that aren't there in the search engine regardless of how you're doing your animations even if it's procedural. Although certainly more forgiveness if it's proceedable.
Anyhow all of this rambling and shit is mostly me just trying to come up with a solution to a problem realizing that showing the triggers isn't the full solution but it is a helpful one.. sadly as you can tell from the paragraph stacked up, I don't think I did lol..
Something that's plagued Half-Life 2 when running it through Garry's mod for some reason, when the bridge section happens you have to basically no clip out of the car avoiding every single trigger outside of sound triggers for ambience, go all the way to the door on the other side that it would open to that would load the next level.. I usually do this with no target because I don't want to actually get the NPCs to start activating things.
Once I enter the bridge section from outside the door going the other direction that would normally load you back onto the same map that you were leaving.. I can then walk a little bit forward which will trigger the map to load back into the map that I was just on with the bridge but the house side with the trains.. No target no clip drop back in front of the car before any triggers have been hit while making sure to skirt the map as wide as possible so that I don't accidentally hit a trigger..
I can then play through the section as normal. If I don't, anytime I try to get onto that bridge I get an instant death trigger.. and there's no way to solve it that I know of from that particular angle because it loads in as the map starts, so I I've tried stopping time I've tried everything and you're already dead by the time the map loads essentially.. and you can't really solve that problem without going into some more external tools that are recently been released, things like changing the damage that I trigger does if it's a death trigger etc.. so that's cool but the fact that I even figured out that that was a solution that worked and why that's a solution that works? I have no idea and I haven't been able to find it in years...
A lot of glitches happen for the safe system, and the loading is done through the safe system so it's you know it's always going to be a little complicated depending on what's going on the fact that it works a seamlessly as it does normally in in most situations is kind of a miracle... Or at least it seems like it when you look at all the things that can go wrong with it.. The episodes having massive memory corruption issues and save corruption issues that I've not quite nailed down what the problem is but it does seem to be memory management overloads.. like for instance if I let the bodies just go flying for a good couple of minutes or maybe a half hour on the episode two map with the autocannon.. there's just too many bodies I guess on the ground if I don't clean them up in order to go to the next save transition and the that's a file is now corrupted apparently until I can load in before that happened now you won't know this until you either try to load the save or end up into the next level lol.. This happened on the hospital as well and the underground in episode 1, all of which I've been able to actually get around mostly just by playing super carefully and making sure that I don't do the fun things that you do in search games like drag 50 health packs with me cuz I don't need them yet lol..
I'm curious as to how much was actually solved with the recent update, because they did do some changes that might make some benefits happen but.. The fact that the still didn't drop it in a 64-bit executable after retracting the 64-bit for when episode 2 came out for the entire thing which had been a beta before that.. I'm not exactly confident lol cuz that's kind of a heavy requirement to get like a foolproof way to take advantage of modern hardware that way, but what they did add was a nice step forward at least maybe? On paper?
I doubt VALVe has ever officially approved HDTF in any way on any comm channel, they only allowed it on steam page due to Bierkan buying the license to commercially use Source engine (in particular the Havok license) and considering the use of HL2 assets, due to VALVe letting mods to be sold on Steam, the precedent is already set for that. As for the story, I think it has been stated by VALVe that anything outside of their official titles is non-canon, that includes their own lore that has not been explicitly hinted in the games themselves, regardless if it was thought of by the lead writer. HDTF exists in a world of weird fan fiction of Bierkan, where HL and Metal Gear lores make love and birth an abomination for us to feast on, lmao
Short answer: No
You deserve so many more views dude. Been watching quite a lot of your videos recently and they are throughout really well made.
I love your stuff man. Keep it up!
Super kind of you to say! I’m working on another first person shooter and Star Trek game releasing in the next few weeks. Hope you enjoy them.
That shiny-ness is to do wuth how the engine handles map reflections using cubemaps and also to do with how the textures are coded, so nothing you can do to fix it basically
Actually, we've been working on that..
Mainly with the addition of PBR and less glossy materials.
In some cases we can't actually change the floor textures too much.
We don't have the original sfm files for the cutscenes, and recreating them is not an option.
If the environment of the cutscene is altered too drastically, it would be a major visual discrepancy
@@white_red_dragons5654 I wouldn't worry so much about it
I literally thought that thumbnail was The Act Man lmfao
'Hunt Down the Freeman' is a Half-Life game using the Half-Life engine that tries its absolute hardest to be nothing like Half-Life. I wonder how it could've ever possibly been a disaster.
HDTF KEEPS WINNING!!!!!!111!! WHAT THE FUCK IS FUN GAMEPLAY!!!!!!
GRAHHHHHH
Can't believe this game did the 7 hour war so god damn poorly :/
Did you really not go on the OWF beta or whatever it’s called?
The base game hasn’t been updated in years. All of the development and improvements are on that beta branch.
Base HDTF is shit, yes, we know, but the OWF build despite still having a long way to go, is a good game.
The comments that were made were regarding the base game as available on Steam, so that is the version I purchased and tested. Totally understand that OWF is an option, and it's something I definitely plan on checking out in the future.
bit silly to make this video in oct 2024 and it not even mention the actual updates to the game imo
What version did you play exactly?
The latest has a big fat disclaimer in the corner, telling you the date of the current build and that its still work in progress
It is the defacto most updated state of the game
Also thank you for the very constructive criticism.
Although it would have been best if the owf build has been reviewed, it still has relevance, since its the primary branch of the game
@white_red_dragons5654 cheers for the reply… I’m actually not 100% sure as I have since uninstalled it but it would have been whatever the latest Steam version is. There was nothing overly obvious I remember seeing version wise.
I will check out the OWF build as I am quite curious about it. I guess in a perfect world this would be the version on Steam but I understand that may not be possible.
As you seem to be very much in the know… do you have any ideas or comments on the Train station bug? I’m surprised it has not come up before but searching online I could not find any mention, suggesting I may have triggered something unusual.
Either way I appreciate your kind words.
@@azordash_games The main Steam Version ( The one that's automatically selected ) is basically what has been deemed the most finished state or stable state of the game. Its possible ( or at least hopefully should be ) to be played until the end of the game. Its set up on Steam this way so that someone wants to go play the game, and downloading it through steam, doesn't just get stuck somewhere. Like in a location that's known to be broken.
To play the OWF Version, you have to set the game to owf_staging_prep in the beta tab, there is also a even more up-to-date version ( owf_development_build ). I'm not sure if both or which but at least one of them requires to be a server booster ( of the official discord server ) or a patron..
I know one of them is locked to only those ( it will just crash if you don't have access ) but I couldn't tell you which. I luckily never had to worry about any of the Steam and Patron stuff..
Ah yes on that note, I contribute to Hunt Down the Freeman as a Shader Programmer.
I couldn't tell you that much about some of the issues you've been experiencing because I dabble more in HLSL than Hammer Editor or Source Engines / HDTF's C++ code
The Trainstation bug seems definitely unintentional and that trigger is way too small for the sequence to begin with. I remember experiencing this issue myself when I played the game originally, but I never seen of it again so it might just be fixed in the latest dev versions
BTW, the console thing you are pointing out at 11:53, is well, as it states in the same clip.. Developer Console is enabled.. so thats probably why you can see the console..
Getting kicked back into the main menu doesn't seem intentional and I never experienced that myself either,
I will be bringing it up with the rest of the dev team.
As for the late response, I was flying to the United States and for some reasons companies make their Phones region locked and I had no wifi on the plane, then I had a 6-7 hour trainride to my destination. I hope my answer is sufficient 😊
Bugs and glitches is redundant, they're the same thing.
My mother is *_dead?_*
Definitely play Field Intensity, its an incredible mod for hl1 which is a wayyyyy better revisit to the universe than this
One of my biggest issues with the game is the writing. It's way too pretentious and edgy for Half-Life.
Lol "Fixed"?! The only way to fix that game is to completely delete it from existence! 🤦🏻♂️🤣
How so? How would that fix it? Explain yourself sir.. if you're going to make blanket statements like that, should at least have a reason, I would like to hear it! :-)
Everybody and their mom has made a video about the original in the source mod nerd community.. I think Civve 11's might might be the best if you just want to watch one to get an understanding of how bad it was on release.. without really going into all of the Half-Life 2 snob community nonsense which is often unavoidable for a lot of the other creators that covered this. But it is fascinating and especially having played this first, I think that's a that's a unique experience you should treat yourself to.. and by treat yourself I mean not actually playing it but watching somebody that's funny bitch about it lol.
Where is Entropy zero 2? No mentions just forgotten about the closest we get to hl3
I unironically prefer this over the Entropy mods
Do not buy the game, the man who made the game is a con artist who gets all the money, the people restoring it are not getting paid
Best hl2 mod out there.
Best bad? Yes
@@KudoRedfox no its amazing game it is good game i love it
Swelter is better
@@mrsubject1 nuh uhi played through all of swelter, horrible maps horrible story lots of glitches & bugs
@@hfghhgfhfghfg you describing swelter or HDTF? They both have those