Half-Life 2: Update

Half-Life 2: Update

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Official Bug Report Thread UPDATED : 3/31/15
This is the official bug report thread for Half-Life 2: Update. All bugs should be explained as clear as possible. Adding what map, part of the mission and a small description of what the bug is. Provide screen shots and/or videos to help explain better. All this information helps out the developer better the game and fix these reported problems. Bugs reported may not happen to everyone. Everyone has different hardware. So bugs come in different shapes and sizes.


- Cannot Sprint (Post #1)
- Failure to load saves (Post #1)
- Father Gregory + Cart Stall (Post #2,4)
- Alpha Textures are Opaque (Post #3)(Possible Fix: Disable Ambient Oclussion from NVIDIA CC)
- Various game crashes (possible memory leak?) (Post #5)
- Various Graphic Bugs on Highway 17 and Sandtraps (Post #6)
- Game crashes while using crowbar at lighthouse [While in Commentary Mode] (Post #8)
- Alyx gets stuck during the plaza standoff (Post #9)
- Various visual oddities on Anticitizen One (Post #10)
- Nova Prospekt Alyx spawns in and follows when shouldn't (Post #11)
- Mission hang during the turret standoff (Post #11)
Last edited by ιllυмιnvтι; Mar 31, 2015 @ 5:16pm
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Showing 76-90 of 302 comments
The Hoff Jun 16, 2015 @ 7:15am 
Well done for finding these, keep it up :)
Freeman Jun 16, 2015 @ 4:53pm 
Bug 1:

When i was wandering around, thinking about bug 2, i noticed that this crate is unbreakable with the gravity gun, (it should be breakable), while it's still breakeable with crowbar

http://steamcommunity.com/sharedfiles/filedetails/?id=462617401

Bug 2:

map: d3_c17_03

Loading from the autosaved point from the start of the map lead to a bug.
two of the three rope are not attached to two of the three citizen. View the screen to see what i'm talking about.

http://steamcommunity.com/sharedfiles/filedetails/?id=462606294

Viewing the scene without loading from here don't trigger the bug.

Bug 3:

map: d3_c17_04

http://steamcommunity.com/sharedfiles/filedetails/?id=462804596

This metal plate have a strange shadow behavior on the other face. explose the bareel and see what i mean.
wowks Jul 8, 2015 @ 9:11am 
map d3_c17_08


Half-Life 2 2004: 3 + 2 combine soldiers
http://s57.radikal.ru/i156/1507/35/a42b23ab6f64.png
http://s019.radikal.ru/i618/1507/ad/0d9cf66bafe3.png


Half-Life 2 Update: 2 + 1 metrocops
http://s017.radikal.ru/i417/1507/02/b93dab8623a6.png
http://i072.radikal.ru/1507/1f/3ab1fc53b776.png


also in the original Half-Life 2 http://s018.radikal.ru/i520/1507/2d/df3eee9adc67.png


----------------------------------------------------------------------------
at the beginning of map d3_c17_06b

Headcrab Shell

Half-Life 2 2004: 6 headcrabs
Half-Life 2 Update: only 3 headcrabs


Last edited by wowks; Jul 8, 2015 @ 11:51am
MISTERAMD Jul 9, 2015 @ 7:27am 
I don't know what went wrong, but I had the "Dog's Ball" in my gravity gun and went to Ravenholm. Than the game did strange and my health indicator and armor indicator just vanished. After reloading my latest save game, where I had those indicators, they (those indicators) were gone. Eventually, after using a saved game even before that, when I jumped into acid (green acid) my health and armor indicators were not coming back and I was sinking through the floor. Seems that Dog's ball is a magic one.
MISTERAMD Jul 9, 2015 @ 7:29am 
Well I just quited Half-Life 2 : Update and restarted it. All is fine again. Will avoid Dogs ball :)
MISTERAMD Jul 9, 2015 @ 1:53pm 
After finishing Half-Life 2 : Update and removing all my saved games and restarting from the beginning, to hunt down the lamda cache achievement and "Defiant" achievement, I was stuck at the part where you have to switch to open a gate. I tried every possible button, even my normal button to interact with buttons, levers, etc, nothing opened the gate. After reloading a autosaved game before entering that area, it all went smooth and the gate opened after hitting the switch. Don't know what is going on with this "update", but saved games work, however the game interaction with those saved games seems to messed up the gameplay at some places. First the Plaza Defender achievement didn't show up, reloaded from a saved game and than the achievement was unlocked. Than today, my health and armor indicator vanished after hitting a zombie in Ravenholm with "Dog's ball". Than few minutes ago, I hit this weird switch that did nothing. After using a saved game, again, it was fixed.

Area :
http://imageshack.com/a/img538/9087/l9MWvr.jpg
http://imageshack.com/a/img911/8518/ityY72.jpg
djcj Jul 12, 2015 @ 10:02pm 
I'm a German user and Half-Life² is totally uncensored for me. But the update mod is censored. I know this was done on purpose for whatever reason, but since this is basically the exact same game as Half-Life² I consider this a bug and hence report it here. ;-)
Cale Dooper Jul 21, 2015 @ 9:08am 
In commentary mode, In the subtitles for the introduction before G-man's monologue, "Floating is spelt "Flowting".
wowks Aug 20, 2015 @ 8:47am 
Filip Victor

There is overall a problem with scripted scenes. Some audo files are overlapped or sounds cut on end. This problem is Half-Life Update Bug because there are no following problems in the original Hlaf-Life 2 (i mean the current steampipe version)

Overallped Dialogs:
map d1_trainstation_01
1.1 a) Metrocop - "Need any help with this one? "
1.1 b) Byrney - "No, I'm good. "
1.2 a) Citizen a - "Dr. Breen again? I was hoping I'd seen the last of him in City 14. " - no overlapping but aloso no pause between this two dialogs -
1.2 b) Citizen b - "I wouldn't say that too loud. This is his base of operations. "

Cut Dialogs on end:
map d1_canals_01a
1. Metrocop - "Anyone else pickup a 647-E reading? "
map d1_canals_03
1. Matt - "Get in here! Hurry! "
map d2_coast_03
1. "Damn! Let me just send a warning to Lighthouse Point, then I'll come right up to lend a hand! " - is OK, but the next one is full cut - "N.L.O. to Lighthouse Point. N.L.O. to Lighthouse Point. Come in. This is Colonel Cubbage. Come in, please. "

there are to many of them... I can spent a week for comparing this two verions of games
Many dialogs are not synchronized with animation (or gesticue)
I think the best way is that you compare the scene Triggers or other thigs in your sources.vmf with the original decompiled Half-Life 2 maps and makes it same! This is much more easier for you to find this differences and very copmlicated for us as users.

Your update is greate and i use it since the release of 2.0 version.
But now i have to choose between the buggy Update 3.0 with very beautiful HDR with other sweet thigs that you have made (the commentary system for example)
and
the orginal Half-Life 2 without this bugs but more buggy and without this beautiful enhancements.

I am dissapointed because after 11 years there is still no copletly perfect Half-Life 2. :(

PS: sorry for my bad english
Last edited by wowks; Aug 21, 2015 @ 3:28am
The Doctor Aug 27, 2015 @ 10:57am 
Bug: The citadel model skybox is rotated the wrong direction in the one of the first couple maps you see it. Not the very first map you see it in, either the one where barney gives u the crowbar or the next map after that.

Bug: The flat city skybox placed to high up in final citadel levels
Filip Victor  [developer] Aug 27, 2015 @ 1:28pm 
Originally posted by _GF_:
Filip Victor

There is overall a problem with scripted scenes. Some audo files are overlapped or sounds cut on end. This problem is Half-Life Update Bug because there are no following problems in the original Hlaf-Life 2 (i mean the current steampipe version)

Overallped Dialogs:
map d1_trainstation_01
1.1 a) Metrocop - "Need any help with this one? "
1.1 b) Byrney - "No, I'm good. "
1.2 a) Citizen a - "Dr. Breen again? I was hoping I'd seen the last of him in City 14. " - no overlapping but aloso no pause between this two dialogs -
1.2 b) Citizen b - "I wouldn't say that too loud. This is his base of operations. "

Cut Dialogs on end:
map d1_canals_01a
1. Metrocop - "Anyone else pickup a 647-E reading? "
map d1_canals_03
1. Matt - "Get in here! Hurry! "
map d2_coast_03
1. "Damn! Let me just send a warning to Lighthouse Point, then I'll come right up to lend a hand! " - is OK, but the next one is full cut - "N.L.O. to Lighthouse Point. N.L.O. to Lighthouse Point. Come in. This is Colonel Cubbage. Come in, please. "

there are to many of them... I can spent a week for comparing this two verions of games
Many dialogs are not synchronized with animation (or gesticue)
I think the best way is that you compare the scene Triggers or other thigs in your sources.vmf with the original decompiled Half-Life 2 maps and makes it same! This is much more easier for you to find this differences and very copmlicated for us as users.

Your update is greate and i use it since the release of 2.0 version.
But now i have to choose between the buggy Update 3.0 with very beautiful HDR with other sweet thigs that you have made (the commentary system for example)
and
the orginal Half-Life 2 without this bugs but more buggy and without this beautiful enhancements.

I am dissapointed because after 11 years there is still no copletly perfect Half-Life 2. :(

PS: sorry for my bad english
Hmm... strange. I can assure you that i did not "fiddle" with the dialog audio files or scenes. Also it runs on the same base code. I still have the 2004 hl2 I will try to compare it with that.
I'm afraid that there will never be a "perfect" Half-Life. From my experience there is always something that needs fixing. Most of this is because of the Source engine or some hardware issues on the user side.
Last edited by Filip Victor; Aug 27, 2015 @ 1:35pm
Freeman Aug 27, 2015 @ 3:58pm 
The thing that come to me in mind when you say that is shadow with multiple object.
You can only find some workaround like you did in the most visible areas. I noticed it at the begenning. But once you move the object, well shadows visuals bugs are back.

Was shadows realistic at that time when they created HL2 ?

Because this shadow problem is a bit enormous imo.

How they didn't see it ? Or maybe they couldn't fix it at that time dunno...
Last edited by Freeman; Aug 27, 2015 @ 4:01pm
wowks Aug 28, 2015 @ 3:29am 
Filip Victor, thank you for your answer.

I know that the audio files are the same and scenes too.(I have dicomiled the scenes.image from your Update and the not updatet version of the game. VCD-s are the same.)
But i think the problem is somewhere else.
I also have dicompiled the map d2_coast_03 from your update (sorry me for that) and the same map from valve-version. Then i have loaded this maps in Hammer and compared the properties of the scripted scene with Odessa Cabbage in front of the radio. And there are some differnces in "Delay", "Trigger", etc

Odessa should cyclic tell "N.L.O. to Lighthouse Point. N.L.O. ..."
and then, after Gordon kills the gunship he should say "Well, that's that. "
but he says us "Well, that's that. " immediately after
"Damn! Let me just send a warning to..." (first bug)
and therefore "N.L.O. to Lighthouse Point. N.L.O. ..." is cut. (second bug)

Another example is a dialog in cardoc (map d2_town_05)
Leon: "Who's hurt? "
Rebell woman: "Winston's been hit. "
They speak at the same time. Normaly the woman should wait and then answer him that Winston is hurt.
I think there should be an Event.
Somethig like ---> if ("LeonQuestion.VCD") finished run ("RebellWomanAnswer.VCD")

I also have
1. Retail Half-Life 2 (gcf-verson)
Protocol version 6
Exe version 1.0.1.0 (valve)
Exe build: 12:18:31 Nov 2 2004 (2187)

2. Protocol version 15 (gcf-verson) - you have made your update 2.0 for it.

3. the current steampipe version.

All this vesions including Update 2.0 are OK and have this bug not!

If you need the 1. and 2. version of hl2, i can upload it so you can use it for comparing and debug.

May be you have modified some little parts of Source Engine source code, especially the sound system part and the problem is there.

I wish you good luck and I hope you can figure out and fix this issue! :)

Last edited by wowks; Aug 28, 2015 @ 4:05am
Freeman Aug 28, 2015 @ 11:10am 
_GF_ i tested all the bug you reported from your two last post on update version and on HL2 current original version (last steampipe version).

I had no problem at all with thoses part, cuddage is fine for me on my PC, same for winston, same for matt, barney, or the two talking about breen cast.

I never encountered those problems when i tested on both games.

From what i remember, i never encountered bad sync about gesticule or mouth when i played the update 3 month ago.

What is your OS ?
Also have you tried to do a validity check ? sometimes steam download can corrupt files.
This problem maybe related to you.

Still, you are right for one bug, i confirmed it on both update AND normal game (last steampipe version) and so should be fixed :

map : d1_canals_01a

Metrocop - "Anyone else pickup a 647-E reading?"
Dialog is cut at the end, by the next sentence "check for miscount", we don't here reading at all.
Last edited by Freeman; Aug 28, 2015 @ 12:03pm
wowks Aug 28, 2015 @ 1:28pm 
Originally posted by Freeman:
_GF_ i tested all the bug you reported from your two last post on update version and on HL2 current original version (last steampipe version).

I had no problem at all with thoses part, cuddage is fine for me on my PC, same for winston, same for matt, barney, or the two talking about breen cast.

I never encountered those problems when i tested on both games.

From what i remember, i never encountered bad sync about gesticule or mouth when i played the update 3 month ago.

What is your OS ?
Also have you tried to do a validity check ? sometimes steam download can corrupt files.
This problem maybe related to you.

Still, you are right for one bug, i confirmed it on both update AND normal game (last steampipe version) and so should be fixed :

map : d1_canals_01a

Metrocop - "Anyone else pickup a 647-E reading?"
Dialog is cut at the end, by the next sentence "check for miscount", we don't here reading at all.
Thank you! that is true. I had a problem with the game. There are no this bugs.

Filip Victor.
Sorry. The game is OK. The problem was on my side!
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