A former Valve dev revealed how, while a VR version of Half-Life 2 was being made, a single metro cop’s toe created a ‘time-travelling’ bug that softlocked all versions of the game

One of the coolest things about Half-Life 2 is its physics engine, but as anyone who has played a physics-based game will know, even the best-in-class tech is prone to quirks here and there. Valve’s legendary narrative shooter was no exception, as former Valve developer Tom Forsyth shared in a thread on Mastodon.

In the thread, Forsyth discusses a bug he encountered while working on a VR version of Half-Life 2, back in 2013 when Valve was considering where it wanted to go with the technology. HL2 was one of the easiest translations to VR in Valve’s back catalog—it was a relatively recent release, and the “tricks with perspective” in Portal “were of course a nauseating disaster.” The problem was, this new VR build softlocked the player mere minutes into the game.

In the opening scene, when a metro cop is meant to usher the player through a door, the door wouldn’t open in the VR build for reasons that weren’t clear, freezing the player in place to wait for a necessary story event that never comes. “Oh dear,” Tom Forsyth recalled in his thread. “We can’t ship this. I get some other folks, including some folks who worked on HL2 originally, and yep—it’s broken. And it’s broken when you’re not in VR either—so it’s not something Joe and I broke. But nobody knows why—none of the relevant code has changed.”

A metrocop from Half-Life 2 stands adjacent to an open door. A caption reads, "The right man in the wrong place."

(Image credit: Valve / Tom Forsyth)

The team soon discovered a guard behind the door was standing “very slightly too close—the very corner of his bounding box intersects the door’s path as it opens. So what’s happening is the door starts to open, slightly nudges into the guard’s toe, bounces back, closes, and then automatically locks.” They moved the NPC and fixed the bug, but it took a much lengthier investigation to figure out why this happened in the first place; the VR build didn’t move the NPC, and the team even recompiled the original build to discover that the bug had “traveled through time” and existed in that one, too.

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Categories: Games News

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