**There are several things that need to be resolved, I’ll write all of them here: **
- Scripts / TAS scripts, what is the difference?
- Segments; with unlimited it is possible to create one every .1 sec, essentially making TAS like strafes.
- Should replicating mouse wheel scripts be allowed in no-scripts?
- Deciding on a mod standard; This is subject to change if separating the render and physics FPS is plausible.
- Creating a client/mod for Half-Life (and other expansions/mods?).
Deciding Standards/Rules
I am opening this as a partial response to SpiderWaffle’s recent thread but mostly to look at what categories exists and if any changes can be made or if they should be kept. A large portion of the community may already be aware of this, but I feel like there may still be quite a lot of confusion. Let me explain myself briefly, lately a lot of people have been moving to official versions of Half-Life, especially after PJC and I several months back started looking into HL21. We were both sort of assuming and arguing against people that claimed it wasn’t following legit rules. As you know, there’s a lot of people outside the speedrunning community that don’t exactly know much about it.
Why wouldn’t they be following the rules?
It didn’t exactly cross my mind at the time that there was a possibility that they weren’t. I believe PJC started arguing with rayvex which is one of the few within the community who was actually involved with HL21.Of course as it turned out, the “youtubers” were right, not because they knew what they were talking about, but by assuming it merely based on things like glitches and speed which of course wasn’t really the reason. Maybe you could argue it would have been called HL22 on official settings.
So why did this happen?
The two main Half-Life versions are WON and Steam. WON has no bunnyhop cap but is capped at 100FPS. Steam has a bunnyhop cap but its FPS is uncapped on the other hand. Playing with a bunnyhop cap is and was unacceptable for most people. Therefor an outdated WON client capped at 100 FPS is what most people would choose. Scripts do not run well at 100FPS however. For example, this forced Quadrazid on his earlier Opposing Force run to set his FPS to 83.33… There was also some drama lately over allowing an autojump command (frameperfect regardless of FPS) when on 100FPS. However I feel like this may not be legit or comparable.
Anyhow…
The crooks of the problem was the added bunnyhop cap that valve implemented, which was largely influenced by Counter-Strike. TFC and HL wasn’t exactly complaining. There are a lot of people who want to run on the official versions, and I’m not here to change that. What I would like to is to have globalized rules for a specific mod because I know that a large portion of the community is already running on one. Currently everyone is following the HL21 Hybrid settings by using bunnymod pro. The question I ask is, why?
**These are the settings HL21 used: **
- steam ver. 1.1.2.0 (NGHL)
- Gauss/grenade transition feature that never existed on any official version of Half-Life
- Bunnyhop cap removed
- Restored WON crowbar damage
- Quickgauss glitch removed
These settings have been arbitrarily defined in favor of gameplay/entertainment value and planning. And as such I personally find HL21 as the best speedrun released to date. It is very very intricate and the level of detail and planning is astounding. It blows my mind every time I watch it, some 50+ times. <:
What I would like to propose are any of the following:
(Some changes are extremely minor.)
**1. No-Bunnyhop Cap (or WON FPS uncap?) **
Simply a removal of the cap on a steam version which was implemented thanks to CS, please remember to thank them. Gauss/Grenade transition isn’t a very big deal and while people may say that QuickGauss is rather extreme, the same was said about IHD. QG of course gets auto enabled by removing said feature.
WON crowbar damage barely makes a difference except for the two first windows in HL.
**2. Unified **
Collect every single glitch and traits from all versions, put them into one client. If valve updates, we may have issues however.
**3. A Modification decided by the community **
Essentially a mod that can add anything regardless of making sense, think of it as AG or some other multiplayer mod. The con here is that it feels like you’re not really following any rules. i.e you could just add a feature that enables you to cut down time. This is essentially what the HL21 settings are trying to be.
I believe there are numerous problems with this however. In a multiplayer the goal is to beat players, in a speedrun it is to beat the game. With option #1 and #2 you are following some type of static decision, with this you are not.
4. A Modification decided by the community based off of only existing features/glitches
Would be very similar to Unified, but basically allows pick and choosing. Maybe we don’t want QG? Maybe we want WON crowbar damage? etc
**5. Suggest more… **
I would personally prefer a logical system that isn’t arbitrarily defined nor has any “new” added features, which means #1 or #2. There has also never been a Basic-Script standard, I’m not sure how many would be interested in this but maybe it’s worth creating it.
**“Example category that could include certain scripts such as autojump; or alternatively set some sort of rule that limits wait commands to only be used within an alias, and all bundled/connected can only contain a total of say two.” **
Another probably smarter way would be to simply allow a shotgun spam script in the current no-script category. It is important to cut down the amount of categories if it is possible to settle on some sort of middle ground; especially if the script replicates exactly what a mouse wheel is already doing.
To get a clear picture of how this beautiful hierarchy of categories work together, have a look at this picture I made. Please have a thorough look at it to understand, the branches are logically placed and separated. Most are examples and they do not represent every single category ever used.
#2 Unified would be placed on the same branch as No-Bunnyhop Cap.
http://i.imgur.com/8vlmYcQ.png
Again, I’m merely saying the current mod ruleset is completely arbitrary, but it doesn’t have to be. Whatever you’re in favor of, Bunnymod Pro (or Bunnymod XT or a new client/mod) would still probably be used. However, remember that the point of this thread is the ruleset, not the clients or mods to be used but I do agree with the idea that there should just be one client/mod that contains everything necessary. This would mean all official versions and a mod version could be thrown into one single “program”.