|
|
Line 213: |
Line 213: |
| |haptic feedback = true | | |haptic feedback = true |
| |haptic feedback notes = Supported via [[Steam#Steam Input|Steam Input]] API. | | |haptic feedback notes = Supported via [[Steam#Steam Input|Steam Input]] API. |
− | |simultaneous input = true | + | |simultaneous input = false |
− | |simultaneous input notes = | + | |simultaneous input notes = mixed input broken by patch |
| |steam input api = true | | |steam input api = true |
| |steam input api notes = [[Steam#Steam Input|Steam Input]] API is fully supported since "Necro Patch". | | |steam input api notes = [[Steam#Steam Input|Steam Input]] API is fully supported since "Necro Patch". |
Revision as of 03:29, 20 September 2024
This page is for the unofficial remake. For the original game, see Half-Life. For the Source engine port, see Half-Life: Source.
Black Mesa is a singleplayer and multiplayer first-person shooter game created in the Source engine, and an unofficial reimagining of the original Half-Life from 1998.
An incomplete version of the game was released as a free standalone mod on September 14, 2012, and consisted of only the earth-bound chapters of the campaign, and no multiplayer mode. The game was released commercially in Early Access on Steam on May 5, 2015 and included a multiplayer mode as well as made use of a newer version of the Source engine. On March 6, 2020 the finished version of the game was released.
General information
- Official Discord server
- Steam Community Discussions
Availability
Source |
DRM |
Notes |
Keys |
OS |
Steam |
|
The Linux version is DRM-free when run directly from executable. |
|
|
- The original standalone release from September 2012 is no longer available for download at the official website, but is available here.
- MP3s of the official soundtrack are available for free with the option to donate at the official website, as well as at Joel Nielsen's Website. Lossless formats are available for purchase from Bandcamp.
Game data
Configuration file(s) location
- This game does not follow the XDG Base Directory Specification on Linux.
Save game data location
- Saved games cannot transfer between the mod release and Steam release. Use
sv_unlockedchapters 15
in the console to unlock all chapters.[1]
Video
In-game general video settings.
Use "fps_max XX" console command[3]
|
- Allows for values up to
1000 .
- Use value
0 for uncapped framerate.
|
Custom resolutions
Ambient Occlusion
Use Nvidia Inspector: Ambient Occlusion compatibility set to '0x00000014 (Left 4 Dead 2)'[citation needed]
|
Use fov_desired XX command in the console[citation needed]
|
- Command allows values up to 120.
|
Input
In-game general settings.
Multiplayer Keys Rebinding
Toggle crouch
Add script to autoexec.cfg[5]
|
- Go to
<path-to-game>/bms/cfg/ .
- Open
autoexec.cfg and add the following lines:
alias t_duck "duck1"
alias duck1 "+duck; alias t_duck duck2"
alias duck2 "-duck; alias t_duck duck1"
bind "ctrl" "t_duck"
- Replace
ctrl with desired crouch key.
- Launch the game and bring up the console.
- Type in
exec autoexec .
- Press ↵ Enter.
|
Toggle ironsights
Audio
Audio feature |
State |
Notes |
Separate volume controls |
|
|
Surround sound |
|
4.0, 5.1 and 7.1 surround sound. 7.1 output may require DirectSound3D restoration software. |
Subtitles |
|
|
Closed captions |
|
|
Mute on focus lost |
|
Can be toggled in audio options. |
EAX support |
|
Set snd_legacy_surround 1 in console, 4 speakers, 5.1 speakers, or 7.1 speakers in options, and use DSOAL for binaural HRTF mixing.[6][7] |
Royalty free audio |
|
|
Localizations
- The language of the Subtitles is configured from the Audio Options of the game. The interface language is linked to the language of Steam.
Note: It can happen in some languages that the interface cannot be set to the desired language because steam does not support the language but if the subtitles because the game does allow you to configure them
Language |
UI |
Audio |
Sub |
Notes |
English |
|
|
|
|
Arabic |
|
|
|
Subtitles in official localization are not readable, there is a fan localization that uses a community version of the same localization and shows it correctly: [1] . |
Simplified Chinese |
|
|
|
|
Traditional Chinese |
|
|
|
|
Croatian |
|
|
|
|
Czech |
|
|
|
Fan - dub dub 2012 |
Danish |
|
|
|
|
Dutch |
|
|
|
|
Finnish |
|
|
|
|
French |
|
|
|
|
German |
|
|
|
|
Greek |
|
|
|
|
Hungarian |
|
|
|
|
Indonesian |
|
|
|
|
Italian |
|
|
|
|
Japanese |
|
|
|
|
Korean |
|
|
|
|
Lithuanian |
|
|
|
|
Norwegian |
|
|
|
|
Polish |
|
|
|
|
Portuguese |
|
|
|
|
Brazilian Portuguese |
|
|
|
|
Romanian |
|
|
|
|
Russian |
|
|
|
Fan voice-over by «GamesVoice». |
Spanish |
|
|
|
|
Latin American Spanish |
|
|
|
|
Swedish |
|
|
|
|
Turkish |
|
|
|
|
Ukrainian |
|
|
|
|
Vietnamese |
|
|
|
|
Network
Multiplayer types
Connection types
VR support
Issues unresolved
Chromatic aberration always on
- Chromatic aberration stays on even after disabling it through the video options. Its associate variable mat_chromatic_damage_enable doesn't work either.[8]
The game closes abruptly right after you hit play
Workaround: apply the -oldgameui as a command line argument[9]
|
- Using this command-line argument, will force the game to boot with the legacy Source engine menu, which has been unsupported by the developers of the game since at least May 2020 and might contain bugs and missing features.[10]
|
HUD post-processing broken on AMD GPUs
- Ever since the 2019 Xen Beta was released, the bloom effect on the player HUD was broken on AMD GPUs, preventing the HUD from glowing like it does on Nvidia GPUs.
- There are no known fixes for this issue.
How the HUD looks on Nvidia GPUs.
How the HUD looks on AMD GPUs.
Issues fixed
Flashlight not working on Intel GPU
- On system using Intel GPUs, flashlight may not illuminate certain objects.
Override the reported graphics device to the ones supported by the game.[11][12]
|
Add -force_vendor_id 0x10DE -force_device_id 0x1180 command line parameters to the game's launch options. This will make the game reports the GPU as an Nvidia GeForce GTX 680.
- The game may also fall back to Direct3D 9 with Shader Model 2.x. Which may cause some graphical features such as parallax mapping or Phong shading to be disabled. Force either D3D9 w/ Shader Model 3 or D3D9Ex with either
-dxlevel 95 or -dxlevel 98 command-line parameters. Launch the game once then remove the corresponding parameters above to prevent the game from reset the settings on subsequent launches.
|
Very poor performance on AMDGPU kernel driver (Linux)
- It is possible to run the game without starting Steam by running
bms.sh
Dynamic light flickering on Linux
- There are reports of lighting flicker when using dynamic lighting/shadows on some Linux systems.[13]
Force game to use Proton instead of Native Linux version.
|
Force the use of Proton in the game properties in Steam library and select Proton Experimental
- Proton will use DXVK instead of the native OpenGL renderer
|
Change dynamic lighting quality to "Potato" in the video settings.
|
Revolver uses ironsights when classic ironsights is enabled
Use a separate key for ironsights
|
- Launch the game and bring up the console.
- Type in
bind <key> toggle_zoom .
- Replace
<key> with desired ironsight key.
- Press ↵ Enter.
|
Add script to autoexec.cfg for weapon category keybinds
|
- The Next Weapon, Previous Weapon, and Last Weapon Used keys will not switch between Secondary Attack and ironsights.
- When the player has the pistol but not the revolver, selecting Category 2 with the pistol selected toggles between the pistol's Secondary Attack and ironsights.
- Go to
<path-to-game>/bms/cfg/ .
- Open
autoexec.cfg and add the following lines:
alias bind_attack2 "bind mouse2 +attack2"
alias bind_toggle_zoom "bind mouse2 toggle_zoom"
bind 1 category1
alias bind_category2_p1 "bind 2 category2_p1"
alias bind_category2_p2 "bind 2 category2_p2"
bind 3 category3
bind 4 category4
bind 5 category5
alias category1 "slot1; bind_attack2; bind_category2_p1"
alias category2_p1 "slot2; bind_attack2; bind_category2_p2"
alias category2_p2 "slot2; bind_toggle_zoom; bind_category2_p1"
alias category3 "slot3; bind_attack2; bind_category2_p1"
alias category4 "slot4; bind_attack2; bind_category2_p1"
alias category5 "slot5; bind_attack2; bind_category2_p1"
bind_attack2
- Replace
mouse2 with desired Secondary Attack key.
- Replace
bind # with respective desired Category keys
- Save the file.
|
Add script to autoexec.cfg for weapon keybinds
|
- The Next Weapon, Previous Weapon, and Last Weapon Used keys will not switch between Secondary Attack and ironsights.
- Go to
<path-to-game>/bms/cfg/ .
- Open
autoexec.cfg and add the following lines:
alias bind_attack2 "bind mouse2 +attack2"
alias bind_toggle_zoom "bind mouse2 toggle_zoom"
bind 1 crowbar
bind 2 pistol
bind 3 357_magnum
bind 4 smg
bind 5 shotgun
bind 6 crossbow
bind 7 rocket_launcher
bind 8 select_tau
bind 9 select_gluon
bind 0 frag_grenade
bind f1 tripmines
bind f2 satchel
bind f3 snarks
alias crowbar "use weapon_crowbar; bind_attack2"
alias pistol "use weapon_glock; bind_attack2"
alias 357_magnum "use weapon_357; bind_toggle_zoom"
alias smg "use weapon_mp5; bind_attack2"
alias shotgun "use weapon_shotgun; bind_attack2"
alias crossbow "use weapon_crossbow; bind_attack2"
alias rocket_launcher "use weapon_rpg; bind_attack2"
alias tau_cannon "use weapon_tau; bind_attack2"
alias gluon_gun "use weapon_gluon; bind_attack2"
alias hivehand "use weapon_hivehand; bind_attack2"
alias frag_grenade "use weapon_frag; bind_attack2"
alias tripmines "use weapon_tripmine; bind_attack2"
alias satchel "use weapon_satchel; bind_attack2"
alias snarks "use weapon_snark; bind_attack2"
bind_attack2
- Replace
mouse2 with desired Secondary Attack key.
- Replace
bind # with respective desired Weapon keys
- Save the file.
|
Other information
API
Technical specs |
Supported |
Notes |
Direct3D |
9.0c, 9Ex |
|
OpenGL |
2.1 |
Linux only. |
Vulkan |
|
Works via DXVK translation layer (Only Windows) |
Shader Model support |
2, 3 |
|
Executable |
32-bit |
64-bit |
Notes |
Windows |
|
|
|
Linux | |
|
|
Middleware
|
Middleware |
Notes |
Physics |
Havok |
Heavily modified variant. |
Audio |
Miles Sound System |
|
Interface |
Qt |
v5.9.9 |
Input |
SDL, XInput |
SDL v2.0.4.0, XInput v9.15.779.0 |
Cutscenes |
Bink Video |
|
Multiplayer |
Steamworks |
|
Enabling the console
Set through options menu[14]
|
- Go to Options and click on Game.
- Set Developer Console to Yes.
|
DXVK translation layer
DXVK (Direct3D-to-Vulkan) can be used to improve the games performance.[15]
- The game will stutter while the cache file is being generated for the first time.
Use DXVK on Windows[citation needed]
|
- Download the latest DXVK release Assets → dxvk-version.tar.gz
- Extract the dxvk-version.tar.gz archive
- Copy
d3d9.dll from the x32 folder.
- Paste
d3d9.dll into the game's bin folder at \SteamApps\common\Black Mesa\bin.
- bms.dxvk-cache file will be created in the \SteamApps\shadercache\362890\DXVK_state_cache directory.
- Use launch options via properties in Steam
-oldgameui if you can't see menus/options in-game (may break some mods).
|
Linux: force game to use Proton instead of Native Linux version[citation needed]
|
- DXVK is included in Proton.
- DXVK runs faster than the native OpenGL renderer on Linux.[citation needed][dubious – discuss]
|
Mods
Bug-fixes and restored content
System requirements
Windows |
|
Minimum |
Recommended |
Operating system (OS) |
10 |
10, 11 |
Processor (CPU) |
2.6 GHz Dual Core
| 3.2 GHz Quad Core |
System memory (RAM) |
6 GB |
8 GB |
Hard disk drive (HDD) |
20 GB | |
Video card (GPU) |
2 GB of VRAM DirectX 9.0c compatible
| 4 GB of VRAM |
- Support for Windows XP has been dropped as of 2016, while the game can be played on Windows XP, limitations imposed by the OS 4 GB memory limitations will most likely cause performance issue and out-of-memory crashes. Support for Windows Vista to 8.1 were also dropped with the release of Necro Patch update.
Linux |
|
Minimum |
Recommended |
Operating system (OS) |
Ubuntu 14.0 | |
Processor (CPU) |
2.6 GHz Dual Core
| 3.2 GHz Quad Core |
System memory (RAM) |
4 GB |
6 GB |
Hard disk drive (HDD) |
20 GB | |
Video card (GPU) |
2 GB of VRAM OpenGL 3.0 compatible
| 3 GB of VRAM |
References