This page details bugs of Half-Life Deathmatch: Source.
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This page documents bugs found in Half-Life Deathmatch: Source only. |
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This page is rather stubbly and could use some expansion. |
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To do:
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Much like its singleplayer cousin, Half-Life Deathmatch: Source has become plagued with bugs and glitches thanks to engine updates. Not nearly as infamous as Half-Life: Source but arguably much worse. Most if not nearly all of that game's bugs are also seen here.
General#
- A bug since SteamPipe, the playermodel selection menu doesn't save your chosen model and will always default to the Gordon playermodel. A similar thing also happens with the spray selection. This was a bug also seen in Half-Life 2: Deathmatch from around the same time, but it was finally fixed in the 20th anniversary update. The only way around this is using the 'cl_playermodel models/
.mdl' command. This was actually fixed when the game was ported to 64-bit and moved to the new Team Fortress 2 engine branch (along with Half-Life 2: Deathmatch, Counter-Strike: Source, Day of Defeat: Source and Team Fortress 2) in 2025 and it inherited some of the fixes that were added to the base engine branch. - Teamplay is unable to be selected from the "Create Server" menu.
HUD#
The ammo meter bar in the weapon selection HUD from the original game, is always colored red when it should display green like in the original game.
Ragdolls#
The ragdolls for dead players will freeze in place instead of actually acting like ragdolls.
Entity Duplication#
An infamous glitch exists in Half-Life Deathmatch Source where all entities on the maps are duplicated, including weapon and item pickups. This can result in some very odd behaviors, including but not limited to:
- Breakable glass requiring 2 hits to be broken.
- Getting more health, suit batteries and ammo than usual with item pickups.
- The water gates on Undertow will not be opened after the water trap is used.
- Mounted guns are rendered near-unusable in any map that uses them.
- Both fans in Snarkpit are broken and cannot push the player anymore.
- The train in Subtransit is duplicated and can be unstable, with a high change of killing the player if they get stuck in between the clipping trains.
- There's a duplicated decorative fan in Lamba Bunker that doesn't do anything while the other one spins.
- Elevators in Crossfire have a floating metal grate with no collision directly above the actual platform.
- The hidden entrance to the 'blue room' in Crossfire has to be opened twice in order to walk through.
Maps#
- A second after that map Subtransit loads, all tripmines in the map self-detonate.
- The button that activates the infamous airstrike on Crossfire can be pressed multiple times, causing multiple airstrikes to happen at once.
- The white-out effect as the bomb drops in Crossfire plays in reverse.
- The gaps in the roof of the main building in the same map is permanently closed off instead of only being closed during the bomb drop.
Weapons#
- The .357 Magnum's viewmodel has no laser sight attached to it, despite the zoom function being active, and the model having a visable scope attached to the viewmodel in the original game's multiplayer.
- The Shotgun uses the single-shot sound for the double-shot alternate fire and its pump sound is out of sync.
- The SMG and Pistol don't have separate damage values.
Sounds#
- For some reason, when the crowbar hits an certain entities like doors, ladders, health and suit chargers, weapons, items and ammo, it always makes a flesh hitting sound. Apart from that, the metal hitting sound bug is also here and will occur on everything else in the maps.