When i shoot corpses there is no blood effect or even cannot dismember, But this is possible in Black Mesa as mod…
Some major map glitches or rendering issues or who knows what abomination.
I tried setting it to both GeForce (GTX 980M) and integrated graphics, same results.
Here is my whole console:
CampaignManager: Campaign file “campaigns/campaign_bm_sp.txt” is malformed, failed to parse.
Steam config directory: D:\Games\steamapps\common\Black Mesa\platform\config
CClientSteamContext logged on = 1
Parent cvar in client.dll not allowed (r_eyegloss)
For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (mp_warmup_intermission_time)
For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (mp_warmup_time)
For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (mp_round_intermission_time)
Parent cvar in server.dll not allowed (bm_multiplayer_persistent_scores)
For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (bm_multiplayer_fall_protection)
Hud element ‘CHudBootUpSequence’ doesn’t have an entry ‘CHudBootUpSequence’ in scripts/HudLayout.res
Init MultiPlayer Params
Init MultiPlayer Params
Initializing brass ejection system.
Parsing ejection information for weapon_glock.
Parsing effect glock-primary-attack.
Parsing effect glock-primary-attack-thirdperson.
Parsing ejection information for weapon_mp5.
Parsing effect mp5-primary-attack.
Parsing effect mp5-primary-attack-thirdperson.
Parsing ejection information for weapon_shotgun.
Parsing effect shotgun-primary-attack.
Parsing effect shotgun-primary-attack-thirdperson.
Parsing effect shotgun-secondary-attack.
CampaignManager: Campaign file “campaigns/campaign_bm_sp.txt” is malformed, failed to parse.
Unknown command “mat_spewalloc”
Unknown command “mat_spewalloc”
‘userconfig.cfg’ not present; not executing.
— Missing Vgui material vgui/servers/icon_replay
— Missing Vgui material vgui/servers/icon_replay_column
Unknown command “sk_plr_crossbow_speed”
Init SinglePlayer Params
Init SinglePlayer Params
Queue complete.
Requesting texture value from var “$basetexture” which is not a texture value (material: skybox/bm_sky_underground_00rt)
Requesting texture value from var “$basetexture” which is not a texture value (material: skybox/bm_sky_underground_00bk)
Requesting texture value from var “$basetexture” which is not a texture value (material: skybox/bm_sky_underground_00lf)
Requesting texture value from var “$basetexture” which is not a texture value (material: skybox/bm_sky_underground_00ft)
Requesting texture value from var “$basetexture” which is not a texture value (material: skybox/bm_sky_underground_00up)
Requesting texture value from var “$basetexture” which is not a texture value (material: skybox/bm_sky_underground_00dn)
Failed to load sound “vo\c3a1a\forgetaboutfreeman\radio_faf01_radiosilence.wav”, file probably missing from disk/repository
Init SinglePlayer Params
Init SinglePlayer Params
Compact freed 634880 bytes
JOY_AXIS_X: mapped to Turn (absolute)
JOY_AXIS_Y: mapped to Look (absolute)
JOY_AXIS_Z: unmapped
JOY_AXIS_R: mapped to Forward (absolute)
JOY_AXIS_U: mapped to Side (absolute)
JOY_AXIS_V: unmapped
Advanced Joystick settings initialized
Dropped ttsoyale from server (Server shutting down)
maxplayers set to 1
Unknown command “mat_spewalloc”
Loading game from save\bms-003.sav…
Loading game from //MOD/save/bm_c2a2a.HL1…
Unknown command “sk_plr_crossbow_speed”
2 GodRaysEffect ??ERROR: path_track (pathTram_a96) refers to itself as a target!
Dead end link: c2a2b_tram_stop_41
Compact freed 1302528 bytes
] status
hostname: Black Mesa
version : 100003/24 100003 insecure
map : bm_c2a2a at: 2102 x, 271 y, 625 z
userid name uniqueid connected ping loss state adr
tags :
players : 1 humans, 0 bots (1 max)
3 “ttsoyale” STEAM_ID_PENDING 03:08 16 0 active loopback
edicts : 923 used of 2048 max
] getpos
setpos 2102.701904 271.336212 625.948486;setang -9.209764 -49.492016 0.000000
map : bm_c2a2b at: 224 x, -1290 y, 200 z
setpos 224.834045 -1290.055420 200.031250;setang 7.647131 153.143707 0.000000
If you make a quicksave here then reload the save, a bunch of models spawn. They just stand there, they don’t move, and you can go through them.
you still support mesa 2012 black version instead ?
One thing I noticed going through the beta of STU (started a new game at Residue Processing) is that in the first room of RP (the trash compactor) the security camera is using the wrong animation for the direction it should be facing - it’s looking right, towards the control booth, when the screen on the monitor inside the control booth clearly indicates it should be using the left animation of the same angle, facing towards the compactor.
In the public beta, after I finished everything in coolant chamber 01, the AI was disabled in bm_c3a2c. I went back to bm_c3a2e and it was fine there, but it’s disabled again when I go to bm_c3a2c.
Update: bm_c3a2c is still the same after finishing coolant chamber 02
Update: AI is enabled again in bm_c3a2f, until the vortigaunts spawn. The “AI Disabled” message on the hud disappears once they’re all dead, and reappears when more spawn.
Update: This continued through the rest of the chapter. When I restarted the game and loaded bm_c3a2f through the console, there was no problem.
Really low-priority issue, but I found a couple minor things with props_industrial/light_strip03_nowire.mdl - It wasn’t compiled with allowstatic, Presumably because it’s never needed to be used as a static prop, and also because it’s fairly easy to work around by just using a prop_dynamic instead unless your map is on the razor’s edge of entdata. The other thing is that the model’s skins aren’t quite set up properly - the fixture material changes the same way the other light_strip03 models do, but the bulb doesn’t, leaving it dark even when the light is “on”.
[attach=4937,none,1920][/attach]
It’s not really a massive issue, but for the few situations where a level designer might want to place one of those fixtures flush with a wall or ceiling and doesn’t have room for the wires to stick out the other side, it leaves things looking a bit off.
Alot of tearing in this build, I use a 780Ti with a G-sync monitor, v-sync off of course
Map: every map
For some reason a lot of non-physics objects are solid black. Does anyone else have this issue, and more importantly, does anyone know how to fix it? I’ve tried changing my graphics settings, and I’ve tried reinstalling Black Mesa, but neither work.
EDIT: nvm it somehow fixed itself
Map: bm_c1a1b
Setpos: setpos 695.584900 1229.948853 576.031250;
The vent you crawl through here can be accessed again once you leave it by climbing onto the desk next to it and jumping in, this is a problem the game is scripted to delete the security guard you escort to the lobby and all the fires in that area, so if you go back it bugs out.
another bug:
Map: c1a1b
Getpos: setpos -415.150513 1234.031250 544.031250;
if you shoot where the crosshair is in the screenshot, it breaks the scripted sequence and teleports the chair, scientist, and headcrabs into that spot, and they just kinda sit there, as you can see in the screenshot.
Possible progress breaking bug/glitch. Need valve to turn off furnace but I cannot access the valve because the doors to the control room will not move at all and I can’t fit through. I finally ended up using noclip grab the valve and continue my progress. Am I missing something here?
Weird glitches like that are frequently caused by incompatible mods or corrupt game saves.
I don’t have any mods but maybe my save got corrupted somehow.
Seems to have been the result of an engine change at some point, values for the mass scaling on the prop doors needed adjusting but it’s fixed internally.
Not a huge deal, but the pipe you enter in the toxic waste zone where you crash the tram after “We’ve Got Hostiles” alternates between metal and concrete footsteps, with an average of one concrete step every few metal steps. If that pipe does it, any other pipes using that texture probably do as well.
Map: bm_c1a4a
Location: setpos -749.639221 -4604.409668 -683.340515;setang 11.008815 179.322906 0.000000
Game crashing when loading Office Complex. Tried several “fixes” found online to no avail.
I am unable to upload the .dmp file at this time.
What “fixes” have you tried.
Do you have any mods installed?
What are your system specs?
Are you running the legacy mod or the Steam version.
I haven’t done a whole lot of investigation into the issue just yet, but I was going through OC recently for reference/inspiration for a map I’m thinking of making, and I noticed that the ceiling hatch in the post-electricroom hallway wasn’t rendering correctly - Not sure if it’s due to the material on it being a decal material, or something else, but the new rendering code seems to not like it.
I noclipped around the trigger that opens it to get some better shots of the issue:
Pretty sure solid metal isn’t meant to be translucent, so in case you haven’t already noticed and applied a fix in the current dev build, since you’re rightly focusing on Xen right now, I figured I should let you know.