There were two issues in hq2_14:
1) You have to press two buttons to kill alien slaves with a laser. Once the slave was dead the laser would randomly target anything else in the world. I fixed that by adding an info_target right below the alien slave. The slave dies and the laser keeps going where it should.
2) If you jump down one of the pillars, there is supposed to be a transition from black to a completely white room with black evil smileys. But for some reason it looked like this:
Problem was that the texture "WHITE" didn't give off any light, it wasn't mentioned in lights.rad (which is used to assign light values to textures used in hlrad during compiling). I'm not sure why it was missing, it was definitely in the lights.rad file which I used for making HQA. Anyway, it's back in the file, and now I hope HQS doesn't use "WHITE" anywhere, or else we'll see some funny after effects. :D
Next, I decided to fix both issues in hq2_16:
1) I added another ammo clip for the crossbow where you have to shoot the left eye (five times) of the photo on the wall. It's probably nothing of importance, but it can't hurt either. In theory, I can trust the player that they have a quicksave ready to load any time. This is really not the sort of game where I should expect anything else. :D
2) This one's a bit weird. At the puzzle with the four tiles ("moves, breaks, use floor, use ceiling"), there were four evil smileys in the center, which were supposed to show you your progress of the overall buttons pressed. The buttons to press were on the side of the playing field, but I forgot to make the buttons in the center unusable. I fixed that now, but I'm not quite sure if I should actually fix that, since some people are probably used to that solution. In any case, now the trap works as intended, so yeah. :D
I tested the music maker scene in hq2_7 and it's still out of sync. I might have to add more separate sound files. I'm still not sure why it is out of sync in the first place, maybe by investigating that I can fix the sync in general.
But that's another issue for another day.
To be continued... (<