Half-Life 2 Re-run is in progress!
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A quick list if glitches in no particular order, I suggest watching the recent SS run to get the idea:NPC push - Was explained pretty well, there is also an flag in doors which specifies if it's usable by NPCs. Sometimes you can panic them to open doors for you (grenades for example). This requires that they actually have path nodes that they want to use, so it's not usable at every door in the game sadly.Chamber skip - High up in the roof there is a trigger_changelevel that is supposed to be activated at the end of the resonance cascade. However, this trigger is missing a flag "USE only" so it can be activated by touch as well, which is very rare throughout the game. "sv_maxvelocity 2000" Is not updated very frequently, so I'm able to override it in order to get enough speed for this particular scripted objectboost followed by a double-duck onto the sloped object to give me some vertical velocity. Crashing into the wall and the side of the pipe to give me more controllable horizontal speed. Curving around a bit out from the wall to reach the trigger. I let the the script continue and taking advantage of my "trigger_changelevel delay" to avoid some obstacles that would have blocked my path if I would transit to the new map right at the trigger (the hanging bars that can be seen at 0:33 in the video below). The trigger also exists on the new map, transiting me back to the old map, and this process starts to loop until I am out of the trigger-zone. But I avoid that problem completely bu using trigger delay. And there is no worry about loosing the weapons, since i got none at this point anyway. Overall this trick saves about 60s.Here you can see the boost with velocity-meter in slowmotion, with triggers visible and without fade-in. (Clips from testchamber is not footage from the actual run, remainder is)http://www.youtube.com/watch?v=psaZIPRLdz8//quadObject push acceleration - simply an programming error where you gain tons of speed from pushing an object, with proper maneuvers you can maintain that speed, while staying in the air. Allows for huge superjumps across gaps, speedboosts too.Elevator skip - The elevator at the start of office complex never actually moves, it just makes noises and shakes. The levelchange brush takes care that you end up in the same coordinates from it's origin in the next map, all that you need to do is to fool the game to think that you are still inside the elevator when the doors close (Doors close + you inside are the conditions for an level change, no matter which of the two buttons you press to close it). There is a small leak for the levelchange outside the elevator doors, all you need to do is to hug the doors while they close and you end up outside then. Since both areas occupy the same space, you just end up in the exact same spot but in another level. You can technically put yourself anywhere with this oddity (This is where triggerdelay comes in..).Triggerdelay - Only sensible explanation I can come up with is that the game queues player actions in a buffer, level change being one of them. So if you flood the buffer with "wait;wait;wait" for example, you can make it process things a lot slower. This is an advantage since it allows parts of the gamecode to run normally, the previous action you were in is still the one that you are in as the game hasn't processed a new action (like letting go of an button). So what you need to do is to do the action that you want to do during the "freeze" (mouse aiming seems to work during the action-overflooding) So you will likely just want to walk forwards as that allows you to re-position yourself, technically it can be any action you want to. While doing that action, start flooding the action buffer with waits and trigger the level change, it will be inserted in to the queue of actions. This will allow you to re-locate yourself as you are still doing tons of waits and the walking action (in this example) was the last one that you did and the game hasn't received any new data due to the waits that you have put there. After the game processes the changelevel it doesn't matter where you are since it has already considered you in an valid trigger and just waits for the queue to finish.So: Walk towards the trigger, start flooding with waits (depending on how much time you need after reaching the trigger to relocate yourself), Reach the trigger and trigger it, walk away and wait until the waits are gone and the level will change as if you just had walked in to it.This allows you to reposition you anywhere you want to as some areas in the game overlap, such as powerup/office complex elevator/lambda elevator. There is a annoying oddity with this, it glitches your weapons in some cases, renders them unusable.Complicated theory but I hope that made at least some sense Blast pit - You can jump to the lower level and skip a lot of the venturing around. You just have to open the doors trough the wall as they expect you to come from a different direction. The blast itself is mostly cosmetical, some damage is there if you get too close to normal gameplay areas such as the glass. Most of the areas do no damage at all to you.Water boosting - At some places there is a trigger_push in or just above the water to simulate water flow on entities like barrels, boxes and players. By crouching very rapidly, you can use this pushtrigger many times. (imagine yourself sitting on the edge of the bathtub pulling your feet up and down in the water, lol) To achieve best boost, i use a duckloop script and also higher fps (ex. 200fps, twice as many ducks, twice the boost). The Residue Processing water trigger_push is set to 280, so just a 5click scroll with mousewheel can give +1400ups. Refer to normal walkingspeed, 320ups.This kind of boosting is also somewhat usable on func_conveyor.//quadPowerup - This is where the triggerdelay comes in to place, combined with an object push boost.Rocket launch - Pushed trough a wall, rocket fire is just cosmetical and doesn't hurt you.Alien slave opens the door - NPC door trick, in this case you just panic him to open the door.HP regen during beat-up - The game teleports you in to an black room behind the room where you get beaten up, It's conveniently close enough to the room you get teleported from. For some reason the medstation is usable and since it's close enough, you can just use it trough the wall if you place yourself correctly There is a small jump that you need to perform inside the black box to reach the wall.Q-ethics skip - Using a button trough the wallSnark boosts - These are solid and act as jumping platforms, it does require some crazy practice to get them to work properly as they just tend to get stuck inside you most of the time.After cliff/sewers - Gauss boost on a small slope, works wonders.Health-door - for some reason in this map the designer left both of the doors (likely copypasted) with -1 damage value, sadly this hurts you with -1 damage (which is negative negative => positive) per tick, which is once per frame.Since the HEV is the first thing that gets damage in these situations, you have to have zero HEV otherwise it will get increased instead. The value is possibly an 16bit integer so that means a maximum of 65535HP , which is plenty.Raising the FPS in this helps a lot as you get n amount of hp per second related to your FPS. so 20fps is 20hp/s, 1000fps is 1000hp/s and so on..HUD only shows from 0 to 255 (8bits) so it will look a bit weird. HEV starts to change symbols per each loop. The main trick here is to get the door to hurt you, easiest way is to get stuck inside it as if it's trying to kill you.Hornet gun, aka "the magical physics manipulator" - Yeah, this baby allows you to stop pretty much all moving objects in the game or reverse direction of elevators, doors and stuff. For example you can shoot at the falling debris in "forget about freeman" and freeze it in midair, thus pass under it while it floats midair for a while. In the SS run it's used to close the Lambda complex elevators quickly. The hornets make the game think that the object is stuck, thus either reverses it's direction or halts it until the hornet is "dead".Lambda elevator doors - Minor optmization, the button outside the elevator has a 2-3 second delay before it sends an "open/close" action to the doors, the inner button however has none. It's used in the SS to open the doors quicker and shoothing those with the hornet gun makes them close a lot faster. Another way is to use the outer button to "queue" it and use the inner button immediately after it, the inner button opens the doors and the outer one triggers very shortly after they are open as it's waiting time is over. It doesn't care if it opens or closes the doors.This elevator uses the same teleport/placement trick as seen in the office complex elevator. Triggerdelay is theoretically usable in here too.Lambda doors - Magical hornet gun closes the doors quicker than you'd normally get. (Reverses direction).Lambda entry scientist - Grenade panics him so that he opens the door before you enter the room, saves some time.Teleporter room entry- Piss off barney with gauss to open the door quicker, then panic him with grenade so that he runs towards the teleport room and opens all the doors for you. The panicking can be applied to the scientist as well.Xen teleporter sequence skip - There is two layers of triggers. The nether one is a trigger_teleport and the upper one is a trigger_hurt. Whenever something goes in the trigger_hurt (10000dmg) It has a small delay before it can hurt again. Something like 0.5s which is enough to slink down to the teleport.//quadGonarch - Hardcoded piece of-.. He has set HP per each node, it regains HP each time it reaches a new node (It's set to an value, not increased), after enough nodes it runs to the next area. So there is little point damaging him outside the nodes.The breakable floor has tons of HP but you can break it with enough explosives.Nihilanth - We tried to figure this bastard out, he has some logic but it's very confusing. HP is pretty hardcoded and relies on some randomness. The SS strategy is very optimal and fast.I think that covers most of the tricks, questions? ask :p
New record, 33:37!
New record, 36:00!http://www.youtube.com/watch?v=K4_qydjpNUsImprovement list:Less tries for testchamber aslave boost, (only 36hp left, accidently had to recive medkit from sci. at WHGH)Failed ARboost up to lever before the kidnap.Big momma last stage, 3rd waypoint, missed gauss.+ Some overall movement mistakes.
First finished run, 38:57!Demo:#1 http://deanyd.net/garbage/2011_01_19-22_48_33-c1a0_ss_nihil.zip#2 http://www.mediafire.com/?vzcekeybub8d42vYou'll need hlspbunny mod in order to play demo.And I'm really satisfied with it.It was just at Nihilanth where every possible thing that could be wrong, went wrong. I'd say I lost 40 seconds at Nihilanth only. I fell down the Blast Pit toxic waterfall, lost about 10s.And I got the bhop pattern wrong to bypass the On a Rail tripmines and tollgates in a good matter. So On a Rail didn't get that fast paced that I use to have it.Besides of that stuff, I don't think I can wish for any better.
//newhttp://www.mediafire.com/file/l8y0zut36t1imay/2010_07_18-15_51_16-c1a0_snarkfail.rarfast demo. fails at healthdoor, surface tension. 29min long.SW - 22minquad - 29minRandomE 31minRoutedemo from Surface Tension, healthdoor to end. 9min long.http://dl.dropbox.com/u/9297051/2010_08_22-15_32_54-c2a5f_surface-end.rarSW - 7,40quad - 9,00RandomE - 14,20
HeyI'm about to make a run as topic says. I've made three route demos. Or rather a SS attempt. I played like a SS run and only 1 attempt each. I think the time is around 46min, but I havent done any timing.So I just wanna see if someone have suggestions or anything else that would halp thxhttp://www.megaupload.com/?d=95OGEAU43 demos.zip 42mb (steam, hlspbunny mod)
Good luck man! In the credits, can you make a link to SourceRuns Cuz, you know, we're sexyEdit: Thank ye kindly (yo dawg I heard you like edits)
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