I have made this video public again after making it unlisted when I posted the 100 facts video. I think keeping both up may hurt the performance of one or both videos, but we will see.
Some random facts that I know of; All maps in half life 2 have sector names that the combine use, including the ones where the particular enemies don't appear in (metrocops in the citadel, for example). In addition, each combine unit has their own unique names and numbers. They also report target sightings in distance and degrees. The way they refer to Gordon changes, too, as he quickly grows in notoriety. The headcrab zombies have an unused behaviour for detaching themselves from its host voluntarily Combine soldiers have unused ACT_ animations for lobbing and dropping grenades. They work properly if you force them to play the animation. The synth scanners act as scouts for striders - when they take a picture of you, the strider becomes aware of you. Metrocops have an arrest behaviour for first encountering the player that goes unused. All ai have a "sixth sense" that can be triggered by map makers to have npcs react to things they'd normally disregard. The public github fork of half life 2 has the cpp file for the combine assassin available (Meaning it should be legaly possible to use?) The combine APCs can be entered if you unlock them. These can't be driven yourself, and you can't get out once inside. The combine cameras panning back and forth is actually not what's intended most of the time - they should be looking at specific points on the map when idle, but this behaviour is broken. Antlions have unused animations for a "charge attack". I couldn't get it to work. In antlions soldier's code, it's noted that the antlions instakilling combine soldiers is a temporary solution until a proper animation is added. The dynamic interaction system for animated kills wasn't finished until episode 1. Snipers have soundscript entries for scanning, attacking, being idle, and being frustrated. They would have been refered to as "scalpels" in their terminology. Combine helicopters have an unused flag that turns them into a drone of some kind? Idk, I don't remember clearly. Striders have an animation for sleeping In one of half life 2's trailers, a shoe glitches out when a rebel walks over it , and dies off-screen There's code for dropships being able to drop APCs (I picture a mako-style enterance, from ME1), but the apc gets stuck in the dropships when it's attempted. The gunship has a functional "ground attack" that never goes used. Combine shotgunners fire faster than is physically possible due to a coding oversight. The npc_citizen_insignia variable gives chef hats to citizens when they are in your squad. Edit 19.10: In 2017, the VMF files for all retail maps got leaked. In these map files, there are unused filters for two "hallucination sequences". The first one happens in the first level of route canal, right at the start, and seems like it would have scrolled a bunch of textures in front of your face, and then dissappeared (Similiar to what happened at end of 2003 E3 demo.) The second hallucination effect happens in sandtraps, at the long zombie infested tunnel,and it seems far more complete. Entities related to this scene even exist in retail!
@@newtybot It is in Garry's mod because it was enabled. It's a feature the Gunship NPC has but in HL2 it was never used. It's called the "belly cannon"
I lost my shit at flying citizen scanners. That's hilarious. As a Half-Life lover since 98 and still going strong, I never knew about a lot of these! You've made me so happy I still learn new and funny things after all this time :)
A lot of those physics changes at 18:43 are fascinating. 2004 was pretty early on for physics-based games, and imo it shows that Valve really played the hell out of their game and could determine how to make HL2 "feel" right vs. just letting Havok do all the hard work
I just paused the video to see if there were any comments about this, particularly the buggy flipping over. It's like the game has the buggy weighted like a weeble, but it definitely can end up upside down outside the crane part if you get really "lucky". The engine will give it some assistance flipping back over, but there's still a threshold that the game doesn't cross, like when you flip the car upside down on some weird topography. And you're right, I was thinking that the playtesting was incredible very shortly into this.
8:23 This also transfers into TF2 If you backstab someone with you standing on top of them, sometimes that will result in you violently smashing into the ground right when you kill the person below.
I like to imagine when you skip the triggers for Gman, and you walk up to him while he just stares, it's him knowing it's too late to pull the fancy disappearing act. "Oh!- uhh.. Mr. Freeman.. Just making sure you're holding your end of the bargain".
I always interpreted it more as a warning than him just watching your progress. A sort of reminder of what’s in store for you if you fail. In fact, it almost feels as though he’s trying to make sure you notice him there.
Half Life 2 is one of the only games I can think of where it's only scary when you feel completely alone. There are games that are scary when you're alone, but they also try to hint that you're not really alone. But HL2 has moments when you are in broad day light, completely alone and it's fucking existentially terrifying. Like, I feel what it would actually feel like to be alone with nothing to think about except how everything is basically already over. It feels so real yet you don't want it to be. It's like when you remember a dream where nothing much happened but made you feel inexplicably melancholic. You don't want to remember that dream, even though nothing really happened in it.
@@trafficthetrainlover I unfortunately haven't played many but I have heard many times that Gmod has an unsettling and uncanny atmosphere. I need to play more source mods.
It hits hard in Highway 17. Seeing just how much the water has been drained, looking around at the vast emptiness that was once full of people driving, the emptiness is terrifying and reminds you of just how badly the combine have devastated the earth.
You didn’t know about the combine soldier in root canal nor did you know about the backstabbing multiplayer knife in OP4? That’s it, half life loremaster status has been hereby revoked.
Fun fact: you can kill the advisors that kill Eli in episode 2 without cheats by stacking barrels and using them as a tower near the elevator that takes you to the chopper, they have a fuck ton of hp tho.
@@bogiesmigforl1 The cutscene breaks, so you're just standing there with Alyx and Eli while Alyx's arms deform, Eli goes out of sight and still delivers his lines but i think he doesn't die.
This video was so interesting, and it looks like you put so much effort into making it. I was genuinely surprised to see you only had about 74 subscribers. Phenomenal job making this, you deserve wayyy more subs.
i always thought its common knowledge. pretty sure valve themself talked about this in how they designed the game. they also placed medstations etc depending on where people in playtests usually ran low.
Oh... This is why the box is not just a prop, but a separate entity! I actually never believed that any HL had changing power up placement, since the level designer puts the box himself.
its still good map design the fact that the item changes based on you need is good GAME DESIGN. the game still have STATIC spawns with a box that will provide waht u are needing, that way a player that use more shotguns will get more shotgun shells etc.. it makes more sense they are still limiting the things that can adjust in the game as its just a few items that can turn not all.
the fact that npc_blob is a bunch of aggressive ERROR models is both really unsettling and funny as fuck edit: someone edited them to actually make a blob
@@Dr.FajardoPediatra well if I'm right, you forgot half life: source because from what I've seen blobs had used the "squeek" or "squeak" I forgot, but I just know snark models are named as squeek or something like that. But it uses snark models, but maybe hl2 contains the strange untextured snark and satchel charge models, oh yeah, from what I've seen, and I can't confirm because I play half life 2 in Garry's mod due to the fact that I don't have hl2 yet, but half life 1 items exist and NPCs from half life 1 exist too. For example snarks work, they are errors but they do function like normal and also, satchel charges do too. The thing is satchel charges dont have a model, and they don't even use the error model so you never know if you have thrown it or not, unless you get half life source.
Fun fact: In the first episode, after you put the can in the trash, there will be a part where you climb a ladder to get over a fence in an alleyway, and from there you take a left or right. Taking a right progresses the story. Taking a left you'll see a bunch of CP in the middle of arresting a couple of people. Getting too close will result in them stunning you after a few swings, as per usual. One if the CP will block you from interfering with the situation, but if you lure him to a dumpster and have him smack you at just the right angle while you are standing on it, you'll be sent flying into the air at varying heights. Since this is the very beginning you don't take any fall damage so you can get up top on the building's and explore around without the CP killing you. I haven't been able to really find any practical use out of doing this, but feel free to find something I didn't. Btw, I did this playing "The Orange Box", and I'm pretty sure it runs in an older version of HL2. So I'm not too sure if it works on the latest patch.
11:30 For me, If I shoot the crossbow at an SMG on the ground, the crossbow bolt will move very weirdly. It continues flying but incredibly slowly and plays impact sounds a lot.
22:53 interesting little detail that Gordon lowers his weapon when facing G-man as if he's a friendly NPC. In the PS2 version of HL1, I believe the crosshairs would lock on to him as if he was an enemy, tho I could be wrong on that.
Here's my favourite trick: With the magnum, if you zoom in and hold fire, you can then release zoom when you want to shoot, to essentially have a scoped magnum.
Love how the outro is referencing DarkViperAU's outro (he does facts and glitches for GTA V) Edit: duuh the whole video is a reference more or less, just liked the extra effort into the outro.
@@knaagdier Yep. Down to the flat, factual delivery. Matt is a pretty dynamic and expressive content creator even when reading from a script. But he always has a dead serious tone for Facts and Glitches.
that soldier in route kanal is actually a development leftover from very early iterations of this level, the area he's in was part of a full outside section that was removed very early on in the map's development, but somehow nobody ever deleted him
One of the most fun times I had with Half Life 2 was playing Co-Op in earlier versions of Synergy. You had to fight against bugs almost as much as the enemies and at some points the game would go totally haywire into some strange glitched alternate dimension version even if you made it to the next level. We have laughed so much in teamspeak because of that crazyness and came up with really creative co-op solutions to showstoppers that seemed impossible to overcome at first glance!
38:04 In GMOD I would toss an explosive barrel, catch it with the physgun, freeze it in the air, and make it invisible with the color tool. It's a land mine for other players to run into :D
A little Fun Fact about the falling explosives glitch at 38:05! If you use the Gravity Gun to shoot explosives at a friendly NPC, they will not take damage from the explosion. But, if you perform this glitch, they will take full damage! Glitched explosives will also explode even by gently brushing them against something; it doesn't require any momentum or force at all to trigger it. You can use this method to kill Colonel Odessa before getting the RPG since there are so many explosive barrels in the area. Even though it shouldn't be possible for Colonel Odessa to die, killing him still triggers the game over screen, similar to when Alyx or Barney die.
explosives defy their own rules, they explode whenever they want and do things no sane normal object would. jumping on top of a barrel might just get you killed.
The "right click weirdness" is mostly just the secondary fires being out of ammo, so it's trying, and failing, to shoot the secondary while you hold down the primary. I think the weapons that don't have secondaries that still do this are just a byproduct of clunky coding.
Wow. I considered myself a very experienced HL2 player (bought it on disc when it came out, been playing forever, read the guides, etc) and I learned quite a bit from your video. Very well-done!
Loading into a level and then going back to the previous one made me curious: what's the longest stretch of levels that you could play in reverse order?
Another fact: If you have the HEV suit and walk over a stun stick, it'll give you a bit of suit energy. This can only happen once, when you encounter the two metrocops beating the lady's husband, that is the last time you encounter stun sticks in the game.
Crying? Please know that you are loved and cared about. I don't mean to alarm you, but weeping over such things is not normal, and I worry for you. Please seek psychological help, as it is something you can benefit from, same for most people. Stay safe, buddy.
The blob is clearly just a swarm tool, like a way of controlling group of NPC's to move coherently based on "forces" where it's attracted to an enemy and away from damage. Similar to boids.
00:59 more accurately, the airboat looks weird because you're never supposed to be outside the airboat when it is in the air (it only moves that fast when you're inside, and you can only get out when it's not going fast). The airboat falls slowly because of gameplay reasons, and the gravity gun is working just fine. The super gravity gun, though, is a lot more broken when it interacts with the airboat. You'll create a copy when you try to grab the airboat with the super gravity gun, and punting the airboat creates a ton of lag if I remember right. 38:50 WTF?
I don't think this is the only game that does something like this. I distinctly remember the Ratchet and Clank games dropping different kinds of ammo from crates depending on which weapons you are missing ammo for.
it actually was not in the original base game, it was introduced in EP1 and then retroactively patched into base HL2, and even then from what i recall only some crates in base HL2 do it, not all! its a special type of contents that crates can have, and they didnt change all the crates in base HL2 to have this special new contents, some still have their own pre-determined content.
Unless you're an idot like me who always uses the bad guns to save the good ammo so I assumed that the good ammo was incredibly rare and barely used the magnum, crossbow, rpg, etc.
I already knew most of these glitches and facts, but this is the first time I hear about the addoutput classname thing. Thank you for giving me 2-3 hours filled with hilarious experimenting. This is the most fun I've had in HL2 since a long time.
38:04 i remember seeing a very old gmod guide that used this exact glitch to make "landmines", basically punting explosive barrels up into the air and then easy welding them to the ground basically, anyone who walked into them would blow up immediately
23:30 You can also reach G-Man in New Little Odessa. In my 2nd or 3rd playthrough I somehow managed to avoid tripping a trigger probably with my reckless driving, and reached Odessa Cubbage and the Gunship battle. G-Man remained on the destroyed upper floor with a second Odessa Cubbage while another Odessa Cubbage remained in the basement. I also managed to get two different Alyxes in Anti-Citizen One in the wave fight to open up the Combine wall where Alyx deactivated the shield so we could punt the plasma orb out. She didn’t get to the wall gate before it closed on her so another one spawned. I also had this happen in the Citadel in Ep 1.
13:01 O_0 Those are freaking amazing for 2006! That swarm ai, the blob texture melting together and that beautiful rain. Can't imagine what it would be like to optimize it further today. That swarm would be super insane as an enemy or feature in Half Life 2! So much visual flare could've been added to both the gameplay and visuals.
25:20 They just didn't recognize freeman, they for some reason only knew him by face rather than overall appearance and didn't know that the orange suit (HEV) was a trademark of gordon's appearance
great video, I've spent some time screwing around in the behind the scenes portions of HL2 myself so I was no stranger to some of these facts, most of the npcs not doing things firing at you when not being looked at is becuase of valves sort-of design philosophy of the "game should always be fair" even though hl1 exists. some of these were new to me and I enjoyed learning about them, I look forward to seeing some more content from you!
5:00 I knew I wasn't crazy. I specifically remember that part being next to impossible the first time I played the game. I recently played through the game again and wondered why I was able to just go all the way up to the ship and just pick them off one by one as the jumped out before they even had a chance to shoot me. I knew something was off lol.
7:10 Here is a quick explanation on why is this happening. The crane was made in that scene so whenever it picks up something else which is not the buggy, it will break it. Usually it's done by some complicated output or relay technology. But when you put something that is NOT breakable, it breaks it anyway because of the triggers, except the particles don't appear this time because unbreakable props such as the barrel are not coded to have any breaking particles. Hope this solved some of the questions you might have had.
I'd consider many of these things to be bugs but often it shows the time Valve spent playtesting to make sure the game stays fun. Iirc, there's something said about it in the developer commentary, somewhere there's an arrow constructed to make the player look up. The same is true in other games such as Portal, where Valve (for example) places the right portal colour, even if you clicked the wrong button.
45:52 alternatively you can also do the following (using dr. kleiner as an example): npc_create npc_kleiner targetname "Alyx" 47:26 I was also hoping they would dig into the ground...
"ep3" is an alphanumeric name unfortunately. Two letters and a number is a common naming scheme in valve code. The blob ally was cut and replaced with the antlions, which originally were just enemies and written to be controlled by the player much later. Some of the programming from the blob was reused for the antlions, which is why there are weird interactions between the two.
This is super fascinating! It’s like a BTS of how games work (or don’t) Thanks for sharing this awesome video! It’s super cool to see how some stuff won’t trigger if you just don’t look at it! 49:22 Spinning combines are a thing of beauty.
You basically just made the best multi-ticket ever for Valve to fix HL2 glitches. Apparently they are updating the game code right now to make it Deck compliant. They should use your video as a ref to find and squish some bugs in the meantime :)
The fact that this video is nearly an hour long covering so much stuff I never knew about this game and even still theres people in the comments talking about stuff he missed is mindblowing. This is one of the best games of all time, seriously
I loved every minute of this. This was one of the better and most entertaining videos I've seen in a while. Still so many things I did not know about hl2.
5:00 crazy coincidence in terms of the close upload time, but they seem to have actually fixed this turret-turning bug in the latest beta update (and probably a fair few of the others in this vid, not sure)
@@oldm9228 Yeah I highly recommend checking the new beta out, they fixed loads of old bugs in the beta and added a lot of new HUD and aspect ratio options, mostly for the Steam Deck. Played through HL2 a lot but deffo giving it another run on my Deck when it arrives.
i thought or maybe didnt know that the update mod fixes this but i was actually combined the 2015 Fillip's Update mod with this 2021/2022 update (which is to provide compatibility with Steam Deck along with Vulkan support), turns out it's the beta update, thats why its shooting on any directions for me now.
I love how much lore, weird glitches and what feels like dark secrets the half life universe has -- and your video is one hell of an addition. Great work and it's absolutely ridicoulus you don't have more subscribers. The algorithm brought me here and I see a few others have also found you. Keep up the great work and I hope you'll dig up more! Have a great day buddy.
I've played the game on the Xbox in 2005, PS3 in 2007, and my PC could finally run it in 2011. You know how many feet are in a mile? Can't remember either, I'm sure I've played the game to completion about that many times though. Yet I haven't come across more than a quarter of these. Great video!
@@EmptyMag 5 tomatoes sounds like 5-2-8-0, which I'm pretty sure is the amount of feet in a mile Or just measure in washing machines and McDonald's signs like the rest of us
@@cringetrash3498 I knew about the five tomatoes memory thing but it will never stop amazing me that a good portion of Americans can't tell you how many feet are in a mile, hell, I couldn't until I tried re-learning Imperial lol
Discovered some fun things while playing with the combine APCs. For instance, you may fail a level if an APC gets outside the playable level. Easy to do if you're playing with the super gravity gun. These APCs are the buggy, reskinned. I've also learned thru Gmod that you can reskin a buggy as an APC and (kind of) drive it.
also a fun (stupid) anecdote. First time I played HL2 in 2004 as a kid I didn't figure out you have to flip the buggy with a gravity gun at the start of Highway 17. I walked on foot through the whole chapter, thinking I need to enable the power for the crane or something (I didn't speak english yet). I got stuck after the gunship battle (the gate won't open if you are not inside the buggy) and didn't know what to do :P
This video is so good, the effort is very apparent. Theres so many details i wasnt aware of and half life 2 means a lot to me. Also the speedrun bits are very funny
Fun fact: Team Fortress 2 also has the same swim up and down controls. Oddly enough they also affect taunts which move you forward by slowing them down.
I remember years ago playing half life 2 on the classic xbox, and decorating buildings and houses. I understand when you carry an object from one map to another that object dissapears, because of memory stuff or whatever, the xbox version was no exception but still in some rare ocassions the object would load to the next map. Even heavier objects you could not carry around like couches. The other option was to save before moving to the next map and after.
I've remembered something similar of what happens in 21:14 can happen in Resident Evil 4, but it's not by looking, it's caused by avoiding a trigger. On the last chapter in the game, there's a time where Leon needs to go through a prison cell corridor and there is a regenerator inside the last cell on the left, that gets triggered by you walking on the middle part of that corridor. But if you hug the walls on the left side while walking through it, you'll be able to stay face to face with a regenerator just chillin inside the cell, and it won't attack you as long as you don't trigger him **spoopy**
One glitch I've never seen anyone talk about is from the release version of HL2. In Ravenholm at the start there are the severed legs hanging from the tree. I found that if you died/reloaded the level and then hit the legs with something, the physics on them would go absolutely mental!
It’s interesting the find out that nearly everything that happens in the game is perfectly hand made to be controlled. Nothing was truly random after all.
Even after 18 years, it's amazing how people still discovered new things that some people didn't know Desinc and HF2 speedrunners probably taking notes to make the best speedruns xD
That damn garage door got me...also the foot bridge that was dropped down to the ledge you needed to cross over...instant death. And the little balls that come after you I usually shot them into the water with the gravity gun which made them explode...gratifying.
@@SpiffoGaming Yeah, I had always grabbed the one on the bed, and on top of the windmill. I never knew there were two more in a broken car and under a bathtub.
Holy crap, I *knew* the lighthouse part used to be harder. Thought I was imagining it. That gun rotation bug explains what happened. Also, I've definitely been crushed by that garage door before lol.
With Valve finally updating HL2, EP1 and EP2 in preparation for Steam Deck’s release, I wonder how many of these bugs will finally get fixed and how many of them will remain under the radar.
I have made this video public again after making it unlisted when I posted the 100 facts video. I think keeping both up may hurt the performance of one or both videos, but we will see.
Ok
I personally like this one a bit more
did you take inspiration from darkviperau
I asked you if these were all possible in the 360 orange box. You never replied
@@troywright359they should be. It's just a port.
this was a fun vid to watch, I didn't know half of this shit
same
Resink
Me too
Oh crap ur alive cool.
I found desinc in UA-cam
Some random facts that I know of;
All maps in half life 2 have sector names that the combine use, including the ones where the particular enemies don't appear in (metrocops in the citadel, for example). In addition, each combine unit has their own unique names and numbers.
They also report target sightings in distance and degrees.
The way they refer to Gordon changes, too, as he quickly grows in notoriety.
The headcrab zombies have an unused behaviour for detaching themselves from its host voluntarily
Combine soldiers have unused ACT_ animations for lobbing and dropping grenades. They work properly if you force them to play the animation.
The synth scanners act as scouts for striders - when they take a picture of you, the strider becomes aware of you.
Metrocops have an arrest behaviour for first encountering the player that goes unused.
All ai have a "sixth sense" that can be triggered by map makers to have npcs react to things they'd normally disregard.
The public github fork of half life 2 has the cpp file for the combine assassin available (Meaning it should be legaly possible to use?)
The combine APCs can be entered if you unlock them. These can't be driven yourself, and you can't get out once inside.
The combine cameras panning back and forth is actually not what's intended most of the time - they should be looking at specific points on the map when idle, but this behaviour is broken.
Antlions have unused animations for a "charge attack". I couldn't get it to work.
In antlions soldier's code, it's noted that the antlions instakilling combine soldiers is a temporary solution until a proper animation is added. The dynamic interaction system for animated kills wasn't finished until episode 1.
Snipers have soundscript entries for scanning, attacking, being idle, and being frustrated. They would have been refered to as "scalpels" in their terminology.
Combine helicopters have an unused flag that turns them into a drone of some kind? Idk, I don't remember clearly.
Striders have an animation for sleeping
In one of half life 2's trailers, a shoe glitches out when a rebel walks over it , and dies off-screen
There's code for dropships being able to drop APCs (I picture a mako-style enterance, from ME1), but the apc gets stuck in the dropships when it's attempted.
The gunship has a functional "ground attack" that never goes used.
Combine shotgunners fire faster than is physically possible due to a coding oversight.
The npc_citizen_insignia variable gives chef hats to citizens when they are in your squad.
Edit 19.10:
In 2017, the VMF files for all retail maps got leaked. In these map files, there are unused filters for two "hallucination sequences". The first one happens in the first level of route canal, right at the start, and seems like it would have scrolled a bunch of textures in front of your face, and then dissappeared (Similiar to what happened at end of 2003 E3 demo.)
The second hallucination effect happens in sandtraps, at the long zombie infested tunnel,and it seems far more complete. Entities related to this scene even exist in retail!
That’s weird, I vividly remember the Gunship being able to shoot a strider beam straight down
Maybe it’s a Garrysmod thing that enables it idk
@@newtybot thats something from the beta that never made it into the final game
"Combine shotgunners..." I knew they were cheating.
@@newtybot It is in Garry's mod because it was enabled. It's a feature the Gunship NPC has but in HL2 it was never used. It's called the "belly cannon"
I mean don't shotgunners just use spas 12 in semi auto mode?
I lost my shit at flying citizen scanners. That's hilarious.
As a Half-Life lover since 98 and still going strong, I never knew about a lot of these! You've made me so happy I still learn new and funny things after all this time :)
That was funny but the real gold is Combine->manhack
49:29 this one is pretty funny too 😁
Both the man hacks and the scanners are horrifying
Ay fellow long-time valve fan! Hell yeah. Got my first computer in 98 just for half life's release.
source is one hell of an engine
26:12 instead of stopping dropping and rolling, a much more effective method is simply telling the fire to not burn you
Forget the drop and roll steps! Simply be affirmative enough on the "STOP" step.
Fire no burning! Fire no burning!
Are we gonna get going soo-
“NO!”
@@swedneck “Aww, man!”
Fire cant burn you legally without your consent
17:33 the combination of the eerie music and the floating melons against the gray sky made me crack up laughing for some reason
They're moving in herds
The great melon migration
woaw
I came here to say this exact thing, that and his "wow"
"We must go. Our people needs us"
Me at the intro: "Huh, this sounds weirdly like DarkViperAU"
Me at the outro: "Yeah, I wonder why..."
Welcome to my half life facts and glitches
gibus
@@laprueba6521 ghostly
Half Life 2 Online was a mistake
OMG HAUEHUAHEJAHHEAHHEA MY ASS IS SPONKLED
46:26
"Don't drink the water. They put something to make you forget!"
"Too late. But I feel sooooooo good"
"They don't really seem to care about it."
*"Ow, no! No! No! Ow, no! No! No! Noo! No! Ow, no! No!"*
"ow no!, ow no! are we gonna get going s- no!"
Hey, I remember you! Long time no see!
"Are we gonna get going" NO!
@@SockyNoob tbh it’s the 2 different inflections of “No!” that kills me
"In this clip I set her to have more health than normal" 😮
A lot of those physics changes at 18:43 are fascinating. 2004 was pretty early on for physics-based games, and imo it shows that Valve really played the hell out of their game and could determine how to make HL2 "feel" right vs. just letting Havok do all the hard work
Half life always knew that just because you could doesn't mean you should.
@@TheMarshmallowBear and they did, and it worked.
I just paused the video to see if there were any comments about this, particularly the buggy flipping over. It's like the game has the buggy weighted like a weeble, but it definitely can end up upside down outside the crane part if you get really "lucky". The engine will give it some assistance flipping back over, but there's still a threshold that the game doesn't cross, like when you flip the car upside down on some weird topography. And you're right, I was thinking that the playtesting was incredible very shortly into this.
8:23
This also transfers into TF2
If you backstab someone with you standing on top of them, sometimes that will result in you violently smashing into the ground right when you kill the person below.
That's what you get for playing spy
hehe I gotchAAAAAAAAAAAMYLEGSSAAAAGHHGHHHG
28:16 I've owned this game for SIXTEEN YEARS and never knew the airboat was actually called the Mudskipper.
Fake fan
Have you turned on closed captions?
Me neither and I played with closed captions on...
@@TheBanana93 well,it doesn't last too long after all
@@gwg2813 I might of known at some point but its been sooo long since I played it
I like to imagine when you skip the triggers for Gman, and you walk up to him while he just stares, it's him knowing it's too late to pull the fancy disappearing act.
"Oh!- uhh.. Mr. Freeman.. Just making sure you're holding your end of the bargain".
I always interpreted it more as a warning than him just watching your progress. A sort of reminder of what’s in store for you if you fail.
In fact, it almost feels as though he’s trying to make sure you notice him there.
@@agent_sus3273 I like that take on it
@@agent_sus3273 "Nnnotice me- *hmm* Sssssenpai Freemaaan~"
@@qwertyiuwg4uwtwthn ayo what the hell-
@@qwertyiuwg4uwtwthn Are you trying to emulate a high schooler? Because I’m very reminded of how much I hate dealing with people my own age.
46:27 "Don't drink the water!" Well now we know why.
I was thinking just this
They put something in it, to get you high
Only metro cop knew exactly what they were putting there.
13:14 those particles are nuts. It's genuinely insane how much Source can actually handle, despite it being so ond and an admittedly not great engine.
It's a good engine, just outdated
Half Life 2 is one of the only games I can think of where it's only scary when you feel completely alone.
There are games that are scary when you're alone, but they also try to hint that you're not really alone.
But HL2 has moments when you are in broad day light, completely alone and it's fucking existentially terrifying.
Like, I feel what it would actually feel like to be alone with nothing to think about except how everything is basically already over.
It feels so real yet you don't want it to be. It's like when you remember a dream where nothing much happened but made you feel inexplicably melancholic. You don't want to remember that dream, even though nothing really happened in it.
At least in sand pits you have bug friends :)
@@crabulonbestgirl9130 bug thugs
That always happens in source games like hl2 and gmod
@@trafficthetrainlover I unfortunately haven't played many but I have heard many times that Gmod has an unsettling and uncanny atmosphere. I need to play more source mods.
It hits hard in Highway 17. Seeing just how much the water has been drained, looking around at the vast emptiness that was once full of people driving, the emptiness is terrifying and reminds you of just how badly the combine have devastated the earth.
Played this game so many times and there's still enough things I don't know to fill a nearly full hour video that moves this fast.
Sussy baka
idk what it is, everytime i play hl2 or some other official source game, I always find new things about them.
You didn’t know about the combine soldier in root canal nor did you know about the backstabbing multiplayer knife in OP4? That’s it, half life loremaster status has been hereby revoked.
damn
Maybe you should put some more secret facts in another Cascade video.
Fun fact: you can kill the advisors that kill Eli in episode 2 without cheats by stacking barrels and using them as a tower near the elevator that takes you to the chopper, they have a fuck ton of hp tho.
Does eli still die lol
@@bogiesmigforl1 The cutscene breaks, so you're just standing there with Alyx and Eli while Alyx's arms deform, Eli goes out of sight and still delivers his lines but i think he doesn't die.
@@DrAwoken The true ending to Episode 2
If you skilled enough, you can kill advisor in EP2 by using a SMG1 grenade
Saved alyx
Great video my dude :)
Wish you a bright future on UA-cam.
@@suffoc8 i know him too!!! POG
Noice
Is it a coincidence? :D
5th reply
POGGERS
matto talking to this other clone that makes half life speedruns
I just lost it when the citizen started floating at 46:26
Great content btw, I didn't know a single one of them
Menacing
I laughed so much xD
Interloper
*Freeman silently "weee-ing" while riding those pod things*
*Breen:* "THIS is the savior of humanity!?"
0:32 I imagine the Combine looking up in the air to see Gordon's ragdoll fling into outer space and they're just like, "Target neutralized?"
This video was so interesting, and it looks like you put so much effort into making it. I was genuinely surprised to see you only had about 74 subscribers. Phenomenal job making this, you deserve wayyy more subs.
well look at it now lol.
Well those are the rare youtube channel that only do videos because of their passion and not for profit. Enjoy it while it lasts!
4.4k checkpoint
He shld have more subs lol
I'm so glad that when I looked at his sub count it was 5k
6:29 I noticed this. whenever I was low on health, i would see a lot more medkits. I thought it was just good map design.
i always thought its common knowledge. pretty sure valve themself talked about this in how they designed the game. they also placed medstations etc depending on where people in playtests usually ran low.
Oh...
This is why the box is not just a prop, but a separate entity!
I actually never believed that any HL had changing power up placement, since the level designer puts the box himself.
its still good map design the fact that the item changes based on you need is good GAME DESIGN. the game still have STATIC spawns with a box that will provide waht u are needing, that way a player that use more shotguns will get more shotgun shells etc.. it makes more sense they are still limiting the things that can adjust in the game as its just a few items that can turn not all.
49:54
Eli "GORDON! YOU-"
[Antlion Screeching]
Mossman: *CONCERNED*
that was the best one for me xd
the fact that npc_blob is a bunch of aggressive ERROR models is both really unsettling and funny as fuck
edit: someone edited them to actually make a blob
i also like the alternative model, "aggressive flock of melons"
I forgot to install Counter strike source
@@Dr.FajardoPediatra well if I'm right, you forgot half life: source because from what I've seen blobs had used the "squeek" or "squeak" I forgot, but I just know snark models are named as squeek or something like that. But it uses snark models, but maybe hl2 contains the strange untextured snark and satchel charge models, oh yeah, from what I've seen, and I can't confirm because I play half life 2 in Garry's mod due to the fact that I don't have hl2 yet, but half life 1 items exist and NPCs from half life 1 exist too. For example snarks work, they are errors but they do function like normal and also, satchel charges do too. The thing is satchel charges dont have a model, and they don't even use the error model so you never know if you have thrown it or not, unless you get half life source.
Fun fact: In the first episode, after you put the can in the trash, there will be a part where you climb a ladder to get over a fence in an alleyway, and from there you take a left or right. Taking a right progresses the story. Taking a left you'll see a bunch of CP in the middle of arresting a couple of people. Getting too close will result in them stunning you after a few swings, as per usual. One if the CP will block you from interfering with the situation, but if you lure him to a dumpster and have him smack you at just the right angle while you are standing on it, you'll be sent flying into the air at varying heights. Since this is the very beginning you don't take any fall damage so you can get up top on the building's and explore around without the CP killing you.
I haven't been able to really find any practical use out of doing this, but feel free to find something I didn't.
Btw, I did this playing "The Orange Box", and I'm pretty sure it runs in an older version of HL2. So I'm not too sure if it works on the latest patch.
@@zombine7103 not really...
We don't call hl2 "the first episode" since there's a game called half life 2: episode 1, so it gets confusing.
@@zombine7103 “he was about to board the express to nova prospect”
"The player's physics are somewhat different when dead than when you're alive." lmao
11:30 For me, If I shoot the crossbow at an SMG on the ground, the crossbow bolt will move very weirdly. It continues flying but incredibly slowly and plays impact sounds a lot.
Also happens if you shoot multiple layers of glass
yo its the guy from the tf2c server
22:53 interesting little detail that Gordon lowers his weapon when facing G-man as if he's a friendly NPC. In the PS2 version of HL1, I believe the crosshairs would lock on to him as if he was an enemy, tho I could be wrong on that.
Here's my favourite trick:
With the magnum, if you zoom in and hold fire, you can then release zoom when you want to shoot, to essentially have a scoped magnum.
Or use the toggle_zoom console command to freefire while zoomed
@@Noruzenchi86 Well, that means cheating.
I used this trick to fire RPG at distant targets, fire and zoom in, very handy if you have Gunship or Strider to worry about.
When it comes to Source engine, you can lift up the smallest pebble and find underneath it the most fascinating bugs.
Great video :)
good analogy
Love how the outro is referencing DarkViperAU's outro (he does facts and glitches for GTA V)
Edit: duuh the whole video is a reference more or less, just liked the extra effort into the outro.
Intro does this as well
Yes, we know what DarkViperAU does
@@knaagdier Yep. Down to the flat, factual delivery. Matt is a pretty dynamic and expressive content creator even when reading from a script. But he always has a dead serious tone for Facts and Glitches.
@M4m4 Lu191 WITNESS PROTECTION FOR WHAT? NO ONE WAS EVER CONVICTED FOR ANYTHING.
Yes, except without the DMCA abuse.
that soldier in route kanal is actually a development leftover from very early iterations of this level, the area he's in was part of a full outside section that was removed very early on in the map's development, but somehow nobody ever deleted him
One of the most fun times I had with Half Life 2 was playing Co-Op in earlier versions of Synergy. You had to fight against bugs almost as much as the enemies and at some points the game would go totally haywire into some strange glitched alternate dimension version even if you made it to the next level. We have laughed so much in teamspeak because of that crazyness and came up with really creative co-op solutions to showstoppers that seemed impossible to overcome at first glance!
38:04 In GMOD I would toss an explosive barrel, catch it with the physgun, freeze it in the air, and make it invisible with the color tool. It's a land mine for other players to run into :D
A little Fun Fact about the falling explosives glitch at 38:05!
If you use the Gravity Gun to shoot explosives at a friendly NPC, they will not take damage from the explosion. But, if you perform this glitch, they will take full damage! Glitched explosives will also explode even by gently brushing them against something; it doesn't require any momentum or force at all to trigger it. You can use this method to kill Colonel Odessa before getting the RPG since there are so many explosive barrels in the area. Even though it shouldn't be possible for Colonel Odessa to die, killing him still triggers the game over screen, similar to when Alyx or Barney die.
explosives defy their own rules, they explode whenever they want and do things no sane normal object would.
jumping on top of a barrel might just get you killed.
The "right click weirdness" is mostly just the secondary fires being out of ammo, so it's trying, and failing, to shoot the secondary while you hold down the primary. I think the weapons that don't have secondaries that still do this are just a byproduct of clunky coding.
af1s i got af1s
thanks matsuri
3:39 That right click weirdness where it halts the idle animation also happens in TF2, it seems to be some endemic Source bug
Wow. I considered myself a very experienced HL2 player (bought it on disc when it came out, been playing forever, read the guides, etc) and I learned quite a bit from your video. Very well-done!
Loading into a level and then going back to the previous one made me curious: what's the longest stretch of levels that you could play in reverse order?
Probably only a couple zones. Valve has always been smart about one-way drops
Another fact: If you have the HEV suit and walk over a stun stick, it'll give you a bit of suit energy. This can only happen once, when you encounter the two metrocops beating the lady's husband, that is the last time you encounter stun sticks in the game.
That ENTIRE section of changing NPC’s into others had me damn near crying with the comedic pacing of those clips. Well done, Sir!
*changes crow into a headcrab*
*still gets eaten*
Crying? Please know that you are loved and cared about. I don't mean to alarm you, but weeping over such things is not normal, and I worry for you. Please seek psychological help, as it is something you can benefit from, same for most people. Stay safe, buddy.
@@barneybetsington7501 Crying with *laughter.*
The blob is clearly just a swarm tool, like a way of controlling group of NPC's to move coherently based on "forces" where it's attracted to an enemy and away from damage. Similar to boids.
In that scenario I assume it might also have somehow been used/referenced for the antlion mechanic, or just the NPCs following you?
if so then why does it do damage? and what's the point if they could just code the ai to do that
23:23 Haha G Man’s reaction here is priceless. “Uhhh, I shouldn’t be here, and you shouldn’t be here either. You didn’t see me, I am not here.” XD
00:59 more accurately, the airboat looks weird because you're never supposed to be outside the airboat when it is in the air (it only moves that fast when you're inside, and you can only get out when it's not going fast). The airboat falls slowly because of gameplay reasons, and the gravity gun is working just fine.
The super gravity gun, though, is a lot more broken when it interacts with the airboat. You'll create a copy when you try to grab the airboat with the super gravity gun, and punting the airboat creates a ton of lag if I remember right.
38:50 WTF?
34:30 we could say that is a "Half-Life"
lol
Making supply crates drop the most needed thing is extremely smart. This game is so awesome.
That was the ONLY fact/glitch I knew in this entire thing. I feel like I've always known that somehow even before I got a PC that could run HL2
I don't think this is the only game that does something like this. I distinctly remember the Ratchet and Clank games dropping different kinds of ammo from crates depending on which weapons you are missing ammo for.
it actually was not in the original base game, it was introduced in EP1 and then retroactively patched into base HL2, and even then from what i recall only some crates in base HL2 do it, not all! its a special type of contents that crates can have, and they didnt change all the crates in base HL2 to have this special new contents, some still have their own pre-determined content.
@@Templarfreak Now THAT I didn't know
Unless you're an idot like me who always uses the bad guns to save the good ammo so I assumed that the good ammo was incredibly rare and barely used the magnum, crossbow, rpg, etc.
I already knew most of these glitches and facts, but this is the first time I hear about the addoutput classname thing. Thank you for giving me 2-3 hours filled with hilarious experimenting. This is the most fun I've had in HL2 since a long time.
38:04 i remember seeing a very old gmod guide that used this exact glitch to make "landmines", basically punting explosive barrels up into the air and then easy welding them to the ground
basically, anyone who walked into them would blow up immediately
23:30 You can also reach G-Man in New Little Odessa. In my 2nd or 3rd playthrough I somehow managed to avoid tripping a trigger probably with my reckless driving, and reached Odessa Cubbage and the Gunship battle. G-Man remained on the destroyed upper floor with a second Odessa Cubbage while another Odessa Cubbage remained in the basement.
I also managed to get two different Alyxes in Anti-Citizen One in the wave fight to open up the Combine wall where Alyx deactivated the shield so we could punt the plasma orb out. She didn’t get to the wall gate before it closed on her so another one spawned. I also had this happen in the Citadel in Ep 1.
13:01 O_0 Those are freaking amazing for 2006!
That swarm ai, the blob texture melting together and that beautiful rain.
Can't imagine what it would be like to optimize it further today.
That swarm would be super insane as an enemy or feature in Half Life 2!
So much visual flare could've been added to both the gameplay and visuals.
Have you seen the active camouflage combine soldiers from the beta? They’re crazy advanced for ~2002 or so too, really cool stuff
The rain looks amazing
@@Ermac391 I've always loved Source Engine rain, it looked amazing in L4D2.
@@tycho7006 yes but shame now its a fucking mix of colors that replace camouflage :(
HL2:Ep3
25:20
They just didn't recognize freeman, they for some reason only knew him by face rather than overall appearance and didn't know that the orange suit (HEV) was a trademark of gordon's appearance
3:25 idk but the “these guys will gladly die for you” and then the dead pan waiting for their death was perfect
The SMG ammo changing with health/difficulty is strangely genius to me. Like a tiny reward for playing on a harder game.
Right? It almost reminds me of RE4's difficulty adjustment based on how well you are/aren't doing.
Idk but smg's are basically useless in hard mode
Well, since enemies have more health, you need more ammo to take them down.. so it isn't really rewarding you
great video, I've spent some time screwing around in the behind the scenes portions of HL2 myself so I was no stranger to some of these facts, most of the npcs not doing things firing at you when not being looked at is becuase of valves sort-of design philosophy of the "game should always be fair" even though hl1 exists. some of these were new to me and I enjoyed learning about them, I look forward to seeing some more content from you!
When you say "even though hl1 exists" am I right in assuming that you are referring to a specific map in Interloper?
@@wta1518 heh yeah, it's less bullshit when you know where everything is at and when to expect it.
Yeah holy shit, playing HL1 long after beating HL2 (like last year vs 2005 for HL2) I was reminded what old school brutal design was like
46:26 they really did put something in that water
5:00 I knew I wasn't crazy. I specifically remember that part being next to impossible the first time I played the game. I recently played through the game again and wondered why I was able to just go all the way up to the ship and just pick them off one by one as the jumped out before they even had a chance to shoot me. I knew something was off lol.
7:10 Here is a quick explanation on why is this happening.
The crane was made in that scene so whenever it picks up something else which is not the buggy, it will break it.
Usually it's done by some complicated output or relay technology. But when you put something that is NOT breakable, it breaks it anyway because of the triggers, except the particles don't appear this time because unbreakable props such as the barrel are not coded to have any breaking particles. Hope this solved some of the questions you might have had.
I'd consider many of these things to be bugs but often it shows the time Valve spent playtesting to make sure the game stays fun.
Iirc, there's something said about it in the developer commentary, somewhere there's an arrow constructed to make the player look up.
The same is true in other games such as Portal, where Valve (for example) places the right portal colour, even if you clicked the wrong button.
45:52 alternatively you can also do the following (using dr. kleiner as an example):
npc_create npc_kleiner targetname "Alyx"
47:26 I was also hoping they would dig into the ground...
The medkit crossbow cannon is a beauty, definitely will be using it in my next HL2 replay
"ep3" is an alphanumeric name unfortunately. Two letters and a number is a common naming scheme in valve code.
The blob ally was cut and replaced with the antlions, which originally were just enemies and written to be controlled by the player much later. Some of the programming from the blob was reused for the antlions, which is why there are weird interactions between the two.
This is super fascinating! It’s like a BTS of how games work (or don’t) Thanks for sharing this awesome video! It’s super cool to see how some stuff won’t trigger if you just don’t look at it!
49:22 Spinning combines are a thing of beauty.
You basically just made the best multi-ticket ever for Valve to fix HL2 glitches.
Apparently they are updating the game code right now to make it Deck compliant. They should use your video as a ref to find and squish some bugs in the meantime :)
The fact that this video is nearly an hour long covering so much stuff I never knew about this game and even still theres people in the comments talking about stuff he missed is mindblowing. This is one of the best games of all time, seriously
I loved every minute of this. This was one of the better and most entertaining videos I've seen in a while. Still so many things I did not know about hl2.
couldn't say better myself
3:40 Notably, and probably the best example of this, is the stunstick, as when you hold right click with it the lightning effect continues to display
The stunstick IS a gmod weapon tho, It got removed from Half life 2.
@@naoaquieopatrickpatrick8565 Uh
HL2DM
HOOD IRONY IN THUMBNAIL SPOTTED 🗣🗣🗣‼️
im on dat good kush n alcohol
5:00 crazy coincidence in terms of the close upload time, but they seem to have actually fixed this turret-turning bug in the latest beta update (and probably a fair few of the others in this vid, not sure)
That's good to hear after seeing the bug I had a sour feeling that I didn't experience true half life 2 the last 3 times i played through it
@@oldm9228 Yeah I highly recommend checking the new beta out, they fixed loads of old bugs in the beta and added a lot of new HUD and aspect ratio options, mostly for the Steam Deck. Played through HL2 a lot but deffo giving it another run on my Deck when it arrives.
i thought or maybe didnt know that the update mod fixes this but i was actually combined the 2015 Fillip's Update mod with this 2021/2022 update (which is to provide compatibility with Steam Deck along with Vulkan support), turns out it's the beta update, thats why its shooting on any directions for me now.
I love how much lore, weird glitches and what feels like dark secrets the half life universe has -- and your video is one hell of an addition. Great work and it's absolutely ridicoulus you don't have more subscribers. The algorithm brought me here and I see a few others have also found you. Keep up the great work and I hope you'll dig up more! Have a great day buddy.
18:35 I'm guessing retreating npcs would get stuck on the bed, making it impossible for the cp's to attack them.
“If you look outside this window, there will be a completely random explosion.”
Wonderful sentence.
47:30 I laughed so hard at the convoy soldiers acting like any lions chasing the egg sack thing 🤣
I've played the game on the Xbox in 2005, PS3 in 2007, and my PC could finally run it in 2011.
You know how many feet are in a mile? Can't remember either, I'm sure I've played the game to completion about that many times though. Yet I haven't come across more than a quarter of these. Great video!
somethin about 5 tomatoes idk
@@pipebombmailer You're probably right, I dunno lol
Five thousand something.
@@EmptyMag 5 tomatoes sounds like 5-2-8-0, which I'm pretty sure is the amount of feet in a mile
Or just measure in washing machines and McDonald's signs like the rest of us
@@cringetrash3498 I knew about the five tomatoes memory thing but it will never stop amazing me that a good portion of Americans can't tell you how many feet are in a mile, hell, I couldn't until I tried re-learning Imperial lol
Discovered some fun things while playing with the combine APCs. For instance, you may fail a level if an APC gets outside the playable level. Easy to do if you're playing with the super gravity gun. These APCs are the buggy, reskinned. I've also learned thru Gmod that you can reskin a buggy as an APC and (kind of) drive it.
also a fun (stupid) anecdote. First time I played HL2 in 2004 as a kid I didn't figure out you have to flip the buggy with a gravity gun at the start of Highway 17. I walked on foot through the whole chapter, thinking I need to enable the power for the crane or something (I didn't speak english yet). I got stuck after the gunship battle (the gate won't open if you are not inside the buggy) and didn't know what to do :P
I was expecting like a top 10 type video, but no. Damn this was interesting. Incredible investigating
This video is so good, the effort is very apparent. Theres so many details i wasnt aware of and half life 2 means a lot to me. Also the speedrun bits are very funny
I was laughing through the whole turning NPCs into other NPCs bit, that was amazing.
My personal favorite is the spinning combine
Mine is the floating civilians. The gods have spoken.
I love how he kept shooting while spinning. Like having mouse sensitivity 100 in CS.
he have spinhack
49:24 CSGO low trust factor match making be like
Fun fact: Team Fortress 2 also has the same swim up and down controls. Oddly enough they also affect taunts which move you forward by slowing them down.
I remember years ago playing half life 2 on the classic xbox, and decorating buildings and houses.
I understand when you carry an object from one map to another that object dissapears, because of memory stuff or whatever, the xbox version was no exception but still in some rare ocassions the object would load to the next map. Even heavier objects you could not carry around like couches.
The other option was to save before moving to the next map and after.
26:21 "Are we gonna get going soon?" No!
Like when you're packing for the family vacation and you're ready way before everyone else but at the last second you gotta get something
@@CSharpDCS 🤣🤣🤣🤣🤣
The Combine Manhacks effectively killed me from laughing so hard. I am typing this from the afterlife.
I thought the Citizen Scanner was about as silly as it could get
Boy was I wrong...
Is it good there or I should not hurry?
Finally, glitches and facts about Half-Life 2 I have a low chance of having prior knowledge of.
35:07
The helicopter rotor sound in the background is just chief's kiss.
I've remembered something similar of what happens in 21:14 can happen in Resident Evil 4, but it's not by looking, it's caused by avoiding a trigger. On the last chapter in the game, there's a time where Leon needs to go through a prison cell corridor and there is a regenerator inside the last cell on the left, that gets triggered by you walking on the middle part of that corridor. But if you hug the walls on the left side while walking through it, you'll be able to stay face to face with a regenerator just chillin inside the cell, and it won't attack you as long as you don't trigger him **spoopy**
This Masterpiece will never get old. It's just amazing when looing back, being part of something so truly great and special!
One glitch I've never seen anyone talk about is from the release version of HL2. In Ravenholm at the start there are the severed legs hanging from the tree. I found that if you died/reloaded the level and then hit the legs with something, the physics on them would go absolutely mental!
It’s interesting the find out that nearly everything that happens in the game is perfectly hand made to be controlled. Nothing was truly random after all.
An enthralling video for any HL nerd. Thank you. The Combine being a strider had me in stitches 🤣
Even after 18 years, it's amazing how people still discovered new things that some people didn't know
Desinc and HF2 speedrunners probably taking notes to make the best speedruns xD
That damn garage door got me...also the foot bridge that was dropped down to the ledge you needed to cross over...instant death. And the little balls that come after you I usually shot them into the water with the gravity gun which made them explode...gratifying.
10:50 after probably 1000 hours myself i never knew there was a battery up on the windmill
Wait, are there more than 3 batteries that spawn? I thought getting that battery on the windmil was required to progress
@@booperscooper1491 me too. I was so confused reading the comment
@@SpiffoGaming Yeah, I had always grabbed the one on the bed, and on top of the windmill. I never knew there were two more in a broken car and under a bathtub.
I always did bed table tub
There is one in the car, one up the mill, one under the bath tub and one on the bed.
me: having a nice calm morning watching this quiet, relaxing video
the video: 41:30
sounds like a sam o nella video lol
Holy crap, I *knew* the lighthouse part used to be harder. Thought I was imagining it.
That gun rotation bug explains what happened.
Also, I've definitely been crushed by that garage door before lol.
Im going to test that with my old copy of hl2 on the first xbox
@@gabriellevesque-lessard5052 If you find anything out, I'd love to hear about it :)
I absolutely remember the dropship level being ridiculously hard as a kid and easy as an adult and now I finally know why
With Valve finally updating HL2, EP1 and EP2 in preparation for Steam Deck’s release, I wonder how many of these bugs will finally get fixed and how many of them will remain under the radar.
3:35 You can also heal you squadmates by setting a waypoint on the medkits. Or holding it on them. They will pick it up.