The Crossfire Update - Content Update 0.2.0

Hi all ^^
I’ve just downloaded the new update, I’m assuming it’s the patch that’s supposed to fix or suppress the lag in the new Crossfire map.
I loaded up the game, started a dedicated server, loaded Crossfire and spawned in a room.
I grabbed the two batteries in the corner, went to turn the corner to the outside world, aaaandd…

Crash to desktop.
However, that was only first run. I haven’t been able to trigger a crash again.

I’m inclined to believe the texture error is a save-related issue as well. It happened to me on a random alien grunt in one of the save files I posted in a thread here. Try a new game from a level with weapons and see if it is corrected.

It’s entirely possible that saves are currently borked because of the update. Like I said, we didn’t expect it, sorry guys!

How DARE YOU?! I PAID for this game. I want nothing more than PERFECTION… yadda yadda yadda

Nah, it’s fine. Those things happen :stuck_out_tongue:

Uh just wondering how long till the ST:U leak is patched out? Cool maps, but people are spoiling them online and its sort of wrecking the feel.

(also I have feedback after messing around with them… for way to long. If it could be of value tell me who to PM)

For those that are experiencing performance issues post your specs.

My System:

OS: Windows 10 Pro
Graphic Card: Nvidia GeForce GTX 970M
Graphic Driver Version: 10.18.13.5582
RAM: 8 GB
Direct X: Version 12.0
CPU: Intel i7-4720HQ @ 2,60 GHz

Edit:
I have most Performance Problems in Multiplayer on: dm_stalkyard, dm_bounce, dm_gasworks (most on the outside area) and very big problems on dm_crossfire.

Thanks for the update guys! Crossfire looks great.

Fury, Paypal and Dmx6 are the ones to listen to. I agree soooo much.

I would love to enjoy crossfire with more than 20 fps :,-( Please bring cl_autowepswich.

Also please be specific where your performance is poor, SP,MP specific maps, locations with in maps, is god rays on etc.

I’ll prolly hold off on playing another play through until the STU maps are “done” and OAR:U is released on the workshop. Hopefully in that time the kinks will be worked out.

And I still need to go through my audio scripts/files and fix them to my tastes.

Keep up the good work, guys and gals.

So as far as the light rays are concerned, are they controlled entirely by env_sun? There’s no other entity that projects them?

they are controlled by env_godray_controller and will only appear if there is an env_sun in the map.

FX8350 4.7 Ghz, GTX 780

Win7

Also tested on:

I7 4770K 4.4 Ghz , GTX 980

Win8

Also tested on

I7 3770 , GTX 970

Win7

This is not hardware or OS specific, there arent people who can play MP in Black Mesa smooth, if they say they do, they don’t know what they’re talking about or have played with 2 people on.

Try any of the following stock maps with 12+ people: dm_bounce, dm_stalkyard, dm_gassworks, dm_crossfire

Some maps are better optimized than others indeed, the difference can be very big from one map to another but regardless, Black Mesa is never smooth, even on the best optimized maps.

There is no difference if my game settings are set on low or very high.

FPS dips (more like small freezes) occur randomly or when explosions happen or when you shoot someone with the tau…when they die…they just happen all the time no matter what you do.

As far as where the poor performance occurs, i would invite you to play any MP map you wish with a PC of your choice when 12+ players are on and tell me how the game runs.

I don’t experience any kind of issues like this in other source games…or in games in general, i usually max everything out (except AA) without a problem.

Performance issues are not new to this patch… i have had high hopes they would get fixed by it :frowning: , they have always been present (in MP, i talk only about MP wherever i post)

Please also have a look at this older post of mine, it includes CPU+GPU usage graphs and a video of how Black Mesa runs for me.

Patch 0.0.2

Edit: 1 more bug i’ve noticed now while playing, the Zoom mouse sensitivity option from Options / Black Mesa seems to reset to default every time i restart the game.

Edit2:
Played some more, noticed 2 others things i (personally) em not a fan of:

  1. Chargers are slower than before
  2. When switching from a weapon to another the delay in firing it is higher than it was before.

As a side note, i also don’t like the nerfed jump the tau cannon has.

There is a list of known issues now in the main post.

Closed Captions are NOT broken, we just didn’t initialize them correctly. This is our fault for not checking this well enough. I am writing up a guide on how to change your language to one of the supported languages.

We apologize for this inconvenience.

EDIT: See how to enable the new closed captions here: [WORKAROUND] How to enable supported Closed Captions.

Ok found a bug, it seems h-grunts with shotguns have a 50% chance of the weapon dropping through the ground. that and most shotgun placements are bugged.

Also, may I make a suggestion for the TOW’s on the crossfire map, could you hide the loading port on them and give it a charge light, really strange to see ammo just appearing out of nowhere do to the fact other ammo and weapon teleport in.

and lastly uh the ragdolls for most things tend to bug out if you kill them near a wall or prop resulting in them slingshoting for a second (bouncing around for no reason). This happened in older version of the game but seems to have gotten worse.

On the plus side this update is epic despite the bugs.

Does this mean it’s only practical to use them outdoors, or could one use them to, say, indicate bright light shining through a hole in a wall a la GoldSrc Half-Life?

Godrays are actually working that way, saw that in surface section of We’ve got Hostiles. Rays were at the ceiling windows - looks just beautiful.

Unforunately, yes.

There are other things that Half-life two uses though for level transitions from tunnel to the open world that might work. I can’t remember what they are called off the top of my head.

Yeah, I was kind of hoping that they’d be like a point_spotlight, or maybe some kind of entity where you define a plane that projects the rays, sort of like a real-time version of what Episode 2’s faked volumetric lighting props do. It definitely seems like something you need to plan for at the start and work into the architecture at an early stage. In Bravado, it seems like it won’t render through the windows for example - whether it’s because of the glass or the grating, I’m not sure - so it’s of limited usefulness there. If it weren’t for the Apache battle needing a lot of open sky, the sensible thing to do would be to cover up parts of the outdoor “ceiling” so you could have light rays shooting through the gaps.

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.