I tried fixing the "silly walk" of the moving env_model by calculating its velocity as well with a calc_velfroment. It worked very well! The model looked and ran just like the invisible player - but the game crashed after quickloading. :D
I still fixed the "silly walk" by only altering the model's Yaw axis. Then, I looked at a way to easily kill monsters and added a trigger_hurt "armor" around the player, so you don't have to use the crowbar to attack, but you can actually jump at enemies to hurt them (during the "jump and run") section. Problem was, only "moving" monsters fired the trigger_hurt, and I tried adding a trigger_push too, but... it only worked occasionally.
Also, for some reason, motion_manager can't be turned off, so I simple killed the env_model for removing the model around the player - this is required because of the transition from "jump and run" to regular FPS mode.
All in all, I'm not happy with the stuff today. I remember that I only updated SoHL to 1.8a because of a camera bug in the final Somos battle, when he sends your head spinning with random static noise on the screen. Those trigger_cameras caused a bug that for a split second after stopping a camera didn't show all the entities in front of the player and it looked like crap. 1.8a fixed that, but I had to rebuild another area (which wasn't too bad).
Now, the deeper I delve into the features of SoHL, it seems that this version is kinda broken. xD Interesting that I never noticed during development of HQS. Then again, I mainly used its movewith abilities.
After testing a bunch more with various contraptions, I'll fix "jump and run" by adding buttons that fire explosions for monsters or something. :D
Then there's still the game_text / env_message issue, which I will try to tackle tomorrow. (Probably won't have time tomorrow because I'll be away most of the day.)