Author Topic: Half-Life segmented rerun  (Read 3079 times)

shar

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Re: Half-Life segmented rerun
« Reply #15 on: August 31, 2016, 12:50:04 »
Yes. Besides save warping, Rama found wrong warping as well, but nobody cared for some reason. He asked me about use of it in our run few days ago, and it turned out, no one had an idea about that. And after that, hlstuff modified his tool for Half-Life and created some stuff for finding warps. Sequences that use save warping, wrong warping and their backwards versions combined, preety much break the game. We have already almost done rerouting and we have found so many crazy skips using warping.

SuperFrizzio

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Re: Half-Life segmented rerun
« Reply #16 on: August 31, 2016, 15:30:07 »
Whats the estimated final time?
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shar

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Re: Half-Life segmented rerun
« Reply #17 on: September 12, 2016, 13:34:27 »
Whats the estimated final time?

It is very, very low. We keep it private  ;)

SuperFrizzio

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Re: Half-Life segmented rerun
« Reply #18 on: September 13, 2016, 18:03:46 »
I bet is 17:45
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YaLTeR

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Re: Half-Life segmented rerun
« Reply #19 on: September 14, 2016, 07:20:10 »
You're wrong

SuperFrizzio

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Re: Half-Life segmented rerun
« Reply #20 on: September 14, 2016, 11:59:47 »
I just tried lol
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Traderain

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Re: Half-Life segmented rerun
« Reply #21 on: September 15, 2016, 07:50:27 »
Its FAST, real fast.
Spoiler (hover to show)

SuperFrizzio

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Re: Half-Life segmented rerun
« Reply #22 on: September 15, 2016, 09:31:38 »
Woah
Anyways, is there a chance to see a trailer / new tricks showcase or something in the future?
« Last Edit: September 15, 2016, 09:34:38 by SuperFrizzio »
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shar

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Re: Half-Life segmented rerun
« Reply #23 on: September 15, 2016, 14:33:24 »
Yea, ofc there will be something like that

shar

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Re: Half-Life segmented rerun
« Reply #24 on: December 13, 2016, 14:07:03 »
It's been a while since the last update. So here is what happened:

On September 4 we completely finished the route and were ready to begin doing segments.
We decided to use the latest Steam version (6513 build), because we had no need to use "special" command (for looping scripts, such as duckroll).
The amount of save warping in the run is going to be huge. There are only a few maps that we will have to do all manually (not counting the early game start), such as c1a1c.

By the 27th of September we had done "Anomalous Materials" and "Unforeseen Consequences" up until c1a1c, the chapter's last map we had to do with no warping. This is where the run died for ~2 months.
One of the reasons is that there were a few other projects I had to work on (SourceRuns boat video, new ytp). So, I was focused on them and didn't control the process of the run.

On December 8th we finally finished c1a1c and managed to do it faster than HL21, even with bhopcap! This was a big morale rise, and the progress of the run continued.
As today, we had finished "Office Complex" and "We've Got Hostiles". A little spoiler: the last one (c1a3 map) is done in only 2.446 seconds!

So, we are happy to continue working on the run!
Stay tuned  :ok:
« Last Edit: December 15, 2016, 13:22:40 by shar »

SuperFrizzio

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Re: Half-Life segmented rerun
« Reply #25 on: December 14, 2016, 05:41:53 »
 :ok: Cool
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shar

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Re: Half-Life segmented rerun
« Reply #26 on: January 29, 2017, 12:20:57 »
Quick update.

We have finished "Blast Pit" chapter with a great timesave of 3 maps being completely skipped: c1a4f, c1a4d and c1a4e (excluding revisits to the maps we've already been to).

We got stuck on c1a4j (last map before "Power Up", which we had to do normally inbounds) for about a month due to New Year holidays and my departure.
However we still managed to complete it faster than HL21 by ~0.6 seconds. Additional 0.1 second was saved in "Power Up".

Currently we are working on c2a2, the first map of "On A Rail", which is planned to be completed inbounds likewise.

shar

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Re: Half-Life segmented rerun
« Reply #27 on: March 1, 2017, 12:02:12 »
February progress

This month was certainly the most productive we've had. While working on segments where we needed to move around, runners were in a hard competition. A great number of hours've been spent on pulling milliseconds out and finding faster ways to complete small parts of the game. This is exactly what I wished to happen in our run.

We've finished 3 chapters: "On A Rail", "Apprehension" and "Residue Processing". The timesave over HL21 on those chapters is tremendous. Speaking of previously mentioned c2a2 map, firstly it was done inbounds in 6.122s, which is 0.092s slower than HL21. Later on, we figured out a ridiculously easy way to shave off 4.1 seconds by using OoB movable c1a4j map.

Anyways, stay frosty, guys. It's on!

shar

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Re: Half-Life segmented rerun
« Reply #28 on: March 28, 2017, 04:43:48 »
WOAH We've just published the trailer on SR channel, check this out: https://www.youtube.com/watch?v=bO-_A-cQLp0

HYPE!!!!!!!

losi

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Re: Half-Life segmented rerun
« Reply #29 on: March 29, 2017, 16:25:07 »
don't know who made the trailer but good job because it looked amazing :)
really excited to see this run