Black Mesa

Black Mesa

Black Mesa: Blue Shift
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Tow Bug (Fixed as of now.....)
When i am in the freight train yard the rescuing scientist one (not the Rosenberg one) i try and fire tows at what is CLEARLY seen to bee shot at, so i fire one tow, then it disappeared, i don't know why does this happened, i reload a previous save, it still happens, so technically this soft locks my entire game.... HECU Collective pls fix


edit: It appears that in the patch notes for the latest version that this issue has been fixed, as of now... (i haven't checked it yet but i'm not sure it *has* been fixed entirely)
Last edited by GregoryGL2008; Apr 21, 2023 @ 8:08am
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Showing 1-13 of 13 comments
Cyvo  [developer] Dec 13, 2022 @ 9:58am 
Please post your system specs, so we can analyse this. This might be related to a certain hardware or system environment.
Blackburn Dec 13, 2022 @ 4:39pm 
Originally posted by Cyvo:
Please post your system specs, so we can analyse this. This might be related to a certain hardware or system environment.
I second that problem(bug?). The only workaround for this bug that I could find is the "noclip" command
my specs Windows 10, Intel(R) Core(TM) i7-4750HQ , 24 Gb RAM, Graphic card GeForce 980M(4gb)
It's gaming laptop ASUS G751JY
P.S. Changing the graphic settings doesn't help at all, the rocket just.....goes through the door? Or disappears while flying? Same with second gate(i again used noclip). But suprisingly third gate can be destroyed without problem.
Last edited by Blackburn; Dec 13, 2022 @ 4:46pm
GregoryGL2008 Dec 13, 2022 @ 8:16pm 
Originally posted by Cyvo:
Please post your system specs, so we can analyse this. This might be related to a certain hardware or system environment.

My specs are Intel(R) Core(TM) i3-1005G1 CPU @ 1.20GHz 1.19 GHz, it's a 64-bit operating system (Yes it's a toaster) but i've tweaked some settings on the second chapter such as turning down the model quality etc.
finlandslim Dec 14, 2022 @ 2:56am 
Originally posted by GregoryGL2008:
Originally posted by Cyvo:
Please post your system specs, so we can analyse this. This might be related to a certain hardware or system environment.

My specs are Intel(R) Core(TM) i3-1005G1 CPU @ 1.20GHz 1.19 GHz, it's a 64-bit operating system (Yes it's a toaster) but i've tweaked some settings on the second chapter such as turning down the model quality etc.
No GPU? Oof
GregoryGL2008 Dec 14, 2022 @ 6:06am 
Originally posted by Cuttrogue:
Originally posted by GregoryGL2008:

My specs are Intel(R) Core(TM) i3-1005G1 CPU @ 1.20GHz 1.19 GHz, it's a 64-bit operating system (Yes it's a toaster) but i've tweaked some settings on the second chapter such as turning down the model quality etc.
No GPU? Oof

Yes IK, i'm trying to upgrade this toater of a laptop to a gaming one
Cyvo  [developer] Dec 14, 2022 @ 8:39am 
Playing this on a laptop might be related to this...
We actually know how to fix that but in order to do it right we would like to gather some data from anyone who's affected by this.

So, this issue is caused by the initial speed of the missiles + some track acceleration and value clamping.
Higher speed means it'll disappear sooner after firing.
You can modify the speed by entering

sk_detenator_tow_intial_speed X

into the developer console.
Let's say X goes between 500 and 1500 (1500 is the current speed)
We would be grateful if some of you could play around with this command a bit, try lowering the speed slightly until it works. When it works, please send us the speed you've used.

NOTE: sk_detenator_tow_intial_speed may reset to 1500 when loading a savegame

Since there's probably some variance to certain systems at which speed this issue occurs we're trying to get a good value that doesn't make the missile too slow but slow enough to work in a worst-case-scenario.

We would also like to know if the same problem happens with the projectiles of the Abrams in the final boss fight since it might be related to a similar implementation.
Blackburn Dec 14, 2022 @ 10:14am 
Originally posted by Cyvo:
Playing this on a laptop might be related to this...
We actually know how to fix that but in order to do it right we would like to gather some data from anyone who's affected by this.

So, this issue is caused by the initial speed of the missiles + some track acceleration and value clamping.
Higher speed means it'll disappear sooner after firing.
You can modify the speed by entering

sk_detenator_tow_intial_speed X

into the developer console.
Let's say X goes between 500 and 1500 (1500 is the current speed)
We would be grateful if some of you could play around with this command a bit, try lowering the speed slightly until it works. When it works, please send us the speed you've used.

NOTE: sk_detenator_tow_intial_speed may reset to 1500 when loading a savegame

Since there's probably some variance to certain systems at which speed this issue occurs we're trying to get a good value that doesn't make the missile too slow but slow enough to work in a worst-case-scenario.

We would also like to know if the same problem happens with the projectiles of the Abrams in the final boss fight since it might be related to a similar implementation.

Thank you! This console command helped me to go further!

The first gate began to break exactly at a speed of "sk_detenator_tow_intial_speed 1350" in my case. Second and Third gates can be destroyed at standard speed of 1500 or lower.

Boss fight goes smoothly. His projectiles can reach any part of the map and not disappear while flight with standard speed.
Last edited by Blackburn; Dec 14, 2022 @ 10:20am
ribby Dec 14, 2022 @ 10:39pm 
Originally posted by Cyvo:
Playing this on a laptop might be related to this...
We actually know how to fix that but in order to do it right we would like to gather some data from anyone who's affected by this.

So, this issue is caused by the initial speed of the missiles + some track acceleration and value clamping.
Higher speed means it'll disappear sooner after firing.
You can modify the speed by entering

sk_detenator_tow_intial_speed X

into the developer console.
Let's say X goes between 500 and 1500 (1500 is the current speed)
We would be grateful if some of you could play around with this command a bit, try lowering the speed slightly until it works. When it works, please send us the speed you've used.

NOTE: sk_detenator_tow_intial_speed may reset to 1500 when loading a savegame

Since there's probably some variance to certain systems at which speed this issue occurs we're trying to get a good value that doesn't make the missile too slow but slow enough to work in a worst-case-scenario.

We would also like to know if the same problem happens with the projectiles of the Abrams in the final boss fight since it might be related to a similar implementation.

I'm having this problem too. How do you open the console? I played around with my settings but I can't figure it out.
Mongo Dec 20, 2022 @ 9:52am 
Thanks Cyvo for directing me to this page! I tweaked this setting and got it as high as 1300 without breaking.
Last edited by Mongo; Dec 20, 2022 @ 9:58am
GregoryGL2008 Dec 25, 2022 @ 7:03am 
Originally posted by Cyvo:
Playing this on a laptop might be related to this...
We actually know how to fix that but in order to do it right we would like to gather some data from anyone who's affected by this.

So, this issue is caused by the initial speed of the missiles + some track acceleration and value clamping.
Higher speed means it'll disappear sooner after firing.
You can modify the speed by entering

sk_detenator_tow_intial_speed X

into the developer console.
Let's say X goes between 500 and 1500 (1500 is the current speed)
We would be grateful if some of you could play around with this command a bit, try lowering the speed slightly until it works. When it works, please send us the speed you've used.

NOTE: sk_detenator_tow_intial_speed may reset to 1500 when loading a savegame

Since there's probably some variance to certain systems at which speed this issue occurs we're trying to get a good value that doesn't make the missile too slow but slow enough to work in a worst-case-scenario.

We would also like to know if the same problem happens with the projectiles of the Abrams in the final boss fight since it might be related to a similar implementation.

Thanks Cyvo! even tough i managed to skip those sequences via noclip, well, thank you so much for the info! (PS: i am excited about chapter 5)
Anizawa Jan 8, 2023 @ 9:55pm 
I was having this issue but it worked when I changed it to 500.
Osiris Jan 26, 2023 @ 5:10am 
@Cyvo - thanks for posting the sk_detenator_tow_intial_speed command line. I dropped it down to 1350 and it solved the problem for me. System using M1 Max Pro running Parallels 18 with Windows 11 Pro.
Thanks for giving out that value change recommendation. sk_detenator_tow_initial_speed 1350 worked perfectly. It does seem to be a laptop issue based on what other people's systems are. System is an HP Envy running Windows 11 at 64 bits. Has an i7-1065G7 with 16 GB RAM. Graphics card is a Nvida MX330.
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