This mod uses the source 2013 base to fix many of the issues present within the base game. This mod does not currently have a Linux version, but include with this mod is linuxhowto.txt which details a method which you can use to play this mod on Linux using Steam. Also include are text files detailing what files have been modified from the base game and why, and the issues that I have found and are still present in the mod.

Description

Patch file 2.1 of Half-Life: Source Fixed for v2.0

Preview
Half-Life: Source Fixed Patch 2.1
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naryanrobinson
naryanrobinson - - 634 comments

Does this fix the HUD and FOV incompatibility
with the recent Valve-pushed update?

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Phantron
Phantron - - 149 comments

what exactly do you mean?

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LyokoDesura
LyokoDesura - - 153 comments

Feature suggestion: add this code to the "player.cpp" file to make the thirdperson animations & usage of the "first person world model" command less glitchy: else if (playerAnim == PLAYER_IDLE)
{
if ( !( GetFlags() & FL_ONGROUND ) && (m_Activity == ACT_HOP || m_Activity == ACT_LEAP) ) // Still jumping
{
idealActivity = m_Activity;
}
else if ( GetWaterLevel() > 1 )
{
if ( speed == 0 )
idealActivity = ACT_HOVER;
else
idealActivity = ACT_SWIM;
}
else if (GetFlags() & FL_DUCKING)
{
idealActivity = ACT_CROUCHIDLE;
}
else
{
idealActivity = ACT_IDLE;
}
}
else if (playerAnim == PLAYER_WALK)
{
//Calculating speed of player for framerate
float calcframerate = (GetPlayerMaxSpeed() / 8 / 8 / 8 / 8);

//ACT_WALK is a idle animation
idealActivity = ACT_RUN;

//Changed framerate to make it looks like walk animation + changing framerate when player is moving faster
m_flPlaybackRate = 0.78 + calcframerate;

if (GetWaterLevel() == 2)
{
m_flPlaybackRate = 1;
idealActivity = ACT_HOVER;
}
else if (GetWaterLevel() == 3)
{
m_flPlaybackRate = 1;
idealActivity = ACT_HOVER;
}
else
{
if (GetFlags() & FL_DUCKING)
{
m_flPlaybackRate = 1.9;
idealActivity = ACT_CROUCH;

}
}
}

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CombineSoldier14
CombineSoldier14 - - 8 comments

Is there a way to make the water look like vanilla realistic source water and not the HL1 water?

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Guest
Guest - - 689,123 comments

In the chapter maps, the turrets seem to never stop shooting and you can always hear the gunfire from them. An example like we've got hostiles is one.

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I#Oleg
I#Oleg - - 2 comments

Have u try to fix TripMine Texture('Cause i'll try and this works very bad,problem been thanks to envmapmode(if i don't forget)That function making the lens moving.So that's not normal.Plz fix this.

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Guest
Guest - - 689,123 comments

for some reason barney is with his helmet cutted

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jesub8168
jesub8168 - - 2 comments

bro, The same happens to me

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slimmerslimmercake
slimmerslimmercake - - 5 comments

can you please add again the crossbow phyisic because i like scientist being attached to the wall they are funny

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BloodyMuffin Author
BloodyMuffin - - 192 comments

I have been taking a break from the mod's development for a while, but I do plan on reimplementing crossbow physics in the next version.

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Guest
Guest - - 689,123 comments

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Dr.pper
Dr.pper - - 268 comments

Can you add the option to toggle the pistol recoil to how it was in vanilla HL like you did for the mp5?

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BloodyMuffin Author
BloodyMuffin - - 192 comments

Honestly, I didn't even know there was a difference, but it should be easy to do.

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matrixdll
matrixdll - - 1 comments

Hi, I've registered exclusively to thank for the effort and fixing stuff like Tau secondary fire and crossbow not registering on Gonarch's model.

However, for inexplicable reason on the second map of Interloper (the one with the Tentacle to the right of the beginning of the map) there are two particular ammo tubes inside the cave with two vortigaunts that don't give any ammo (which wasn't the issue in the current vanilla Steam version of HL:S)

Resized maps don't have that problem as well, but they're missing all the lightbulb plants in Xen and the lighting from some of the yellow crystals in that same Interloper section is missing + the maps are generally looking lower contrast and less detailed, compared to un-resized maps.

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Zerodarkage13
Zerodarkage13 - - 65 comments

There is a small bug with the second Security Guard after the "intro". It always goes to the top of desk if you "load a different zone" and then come back!

I.imgur.com

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Guest
Guest - - 689,123 comments

Help im triying to connect but in the console it say's (my username) was dropped from the server

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BloodyMuffin Author
BloodyMuffin - - 192 comments

To clarify, you are just trying to start up a new game or load a save correct?

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Guest
Guest - - 689,123 comments

Can you fix the turret bullets not dealing damage?

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BloodyMuffin Author
BloodyMuffin - - 192 comments

To clarify, do you have to be looking straight up or down to avoid damage, or do the turrets simply do no damage at all?

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Guest
Guest - - 689,123 comments

I'm like 100% positive that the Gonarch's hl1 texture option is broken and just shows a missing texture.

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PavelU
PavelU - - 27 comments

Chapter - Residue Processing - After passing those pistons and pipes the game crashes on loading.

HL: Source Steam, Source Fixed 2.1 Mod.

Please, give me an advice. Thanks.

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LambdaCoreyt
LambdaCoreyt - - 6 comments

How do I re-add the holster animations

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Guest
Guest - - 689,123 comments

can you fix the HL2 decals, blood/bullet holes...etc?

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Guest
Guest - - 689,123 comments

in the next update can you add an option to toggle original half life blood textures

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BloodyMuffin Author
BloodyMuffin - - 192 comments

I can look into that, but I can't make any promises yet.

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