Scientist ties are posessed by an evil entity.

I realise that it is a known issue, but still, way too hillarious to pass by.
Basically, some (not all and not at the same time) scientist ties are spazzing out during certain moments. Whether it is a physics bug or something else, I do not kow.

P.S. Seems to happen when you stand closer to the model, once you get some distance between yourself and the scientist - spazzing stops.

Their ties are quite ridiculous.

Yes, but why do we HAVE to wear them? :whine:

Yeah, it’s funny.

Wish I was a Navy Signalman . That way I could figure out what they are saying.

Oh thank God it’s not just me and I don’t have to post a thread for it. They are indeed possessed. So when the guy uttered the “ridiculous ties” line I just had to laugh. It was too perfect.

It’s not happening for me. Somebody please put up a video clip, preferably while the scientist in question is speaking the relevant line.

Can you be more specific - at what moments do they spaz out? Is this just completely random? Only during animated scenes/scripted sequences? Only if they are speaking dialogue, etc…?

I have observed this as well - but only when an NPC is in the middle of an animated sequence (e.g., not during movement, or idle behaviours). Is this the same for you?

I have thought about it and indeed, this only happened to me during choreo scenes.
Most notable being the security room (the ‘rutta-rutta-rutta pepperoni pizza’ guard and the butthurt scientist), the spectrometer control room (every scientist except kleiner), Eli Vance and the two sci’s that give you a pep talk before letting you in the test chamber.

The latter’s ties would spazz progressively less violently as I increase the distance between them and the actor, stopping moving altogether at a certain distance.

P.S. 1nsane told me that it is more likely to happen if you tab out. For me, does not make any difference whether I do or do not.

That is an interesting observation, we’ll have to look into it. Thanks!

Alright.

I decided to fraps it and discovered a direct correlation between your FPS and spazzing ties (albeit it might not be the definite reason).

As long as it is above 40 - everything is fine, which is demonstrated in the first few captures.

youtube.com/watch?v=hRpjqjr … 6xq0Zpli71
youtube.com/watch?v=fmvlS3P … 71&index=2
youtube.com/watch?v=ucpk3Xv … 71&index=3

As soon as it goes below that - spazzfest. Changing distance did nothing as you can see in the last three captures.

youtube.com/watch?v=Rk2ETRf … 71&index=4
youtube.com/watch?v=mpAgqj8 … 71&index=5
youtube.com/watch?v=MgI8MX0 … 6xq0Zpli71

Especially the very last one, where for some bizzare reason, my FPS dropped to 13.

I got it a long time ago during testing, yet no one else on the team got it. Not sure how they fixed it, but I did record it and save it for FB lulz later.

https://www.facebook.com/BlackMesaDevs/videos/507685005916980/?permPage=1

(edit) Where is the media button so that when I post a youtube it shows correctly?

just copypaste the link and it will do it for you when you press submit.

P.S. I remember that vid strangely enough.

I notice that when you shake the view with the mouse very soft or very quick the ties also can be slower or faster in try to chocke themselves, also the zoom of the suit shakes them.

I imagine that is more to do with FPS fluctuation from moving/zooming rather than the movement/zoom behaviour itself.

Hi! I have the same tie issue :slight_smile: . it`s started when I set all video parameters at maximum, each end every neck tie begin to act like in video “the owls… p 5”

Interesting I’ve never had this so far on the free or Steam version of the mod yet.

The ONLY time i’ve seen the ties spaz is when i used the media player keys on my keyboard, for some reason changing the song in winamp with those keys causes a sub-second lagspike if i’m playing a game. When i hit next or previous the ties sort of arch up and vibrate a little then stop just as quick. I have fairly high gfx settings in black mesa, very high textures, high models, medium shadows, forgot if shaders are high or low, 4x AA and 4x anisotropic.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.