A time-travelling door bug in Half Life 2
Mood
informative
Sentiment
neutral
Category
tech_discussion
Key topics
Gaming
Bug
Half_life_2
Game_dev
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Active discussionFirst comment
1d
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Day 3
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11
Based on 22 loaded comments
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- 01Story posted
Nov 21, 2025 at 5:48 PM EST
2d ago
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Nov 23, 2025 at 2:50 AM EST
1d after posting
Step 02 - 03Peak activity
15 comments in Day 3
Hottest window of the conversation
Step 03 - 04Latest activity
Nov 24, 2025 at 12:28 AM EST
2h ago
Step 04
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This reminds me of another story with FPU involved. I was a game developer once. We were making a game that consistently triggered assertion failures related to FPU calculations, but only on a single PC in the whole office. The game was explicitly setting FPU precision to 32 bits at the start to make all calculations more consistent. However, on that particular PC, there was a fancy hand writing input software that injected its DLL into every process. As you've probably already guessed, that DLL did FPU mode reset to the default in the event handling loop (i.e., main thread). I had to shift FPU mode setting code from process initialization to the event handling loop to be able to deal with the damage that third party DLLs could inflict.
One advantage of this is that it will become very easy to not only build the original source of the game, but also build it with the original toolchain and dependencies, the toolchains for those dependencies, etc. etc., all the way down.
Hopefully something like that at your finger trips would have made finding the root cause of this bug a good bit easier!
What is the current story for using Nix to build Windows binaries?
They’re using Arch Linux. Let’s call it a win and move on lol.
It's been a while since I've played HL2 but this isn't exactly how I remember it. While a lot of things were physics objects I thought the doors would just smoothly rotate towards their target position without any physics at all. You can't bump them shut with another physics object for instance.
This was a popular griefing tactic when TF2 first came out: https://youtu.be/JUPzN7tp7bQ?t=243
I wonder if the term "impulse" here has any connection to the various impulse commands available in the source engine. I remember using "impulse 101" and causing havok in the opening plaza area. Spawning zombies on the roofs, sending them after the combine, etc.
In quake, the impulse commands were used mostly to switch weapons[1]. I'm not really sure about the naming though, why choose the word "impulse".
[0]: https://en.wikipedia.org/wiki/GoldSrc.
[1]: https://github.com/id-Software/Quake/blob/0023db327bc1db0006...
Insanity. The values were just right. Just wow.
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