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This was whilst I was recording a segment for my own run of HL.

But what about your Gunman speedrun? I hope you still on the track, because Gunman is something really new in Goldsource running.

I’m still working on it. Chapter 1 (city levels) is almost done.

//jumpbug script
alias +jumpbug	"alias name jumpbug;jumpbug"
alias -jumpbug 	"alias name;-jump;-duck;fps_max 250;r_norefresh 0;r_drawviewmodel 1;r_drawentities 1"
alias jumpbug	"r_norefresh 1;r_drawviewmodel 0;r_drawentities 0;fps_max 1000;+jump;-duck;wait;-jump;+duck;wait;cmd name"

Hold down +jumpbug mid-air - screen freezes, release +jumpbug - you are not dead. Problem solved.

NOTE: I’m not sure if this jumpbug script is 100% efficient, it could be improved. Try removing the “wait” between “±jump;+duck;wait;cmd name”, 'cause I have a feeling it doesn’t need to be there…

The point I’m trying to make is that the sign that you can bounce off gives you a ton of speed, and if you are able to get through the doors (which I’m sure I almost have before) then you could use that speed to get a faster segment than if you were to jumpbug, however if possible, getting through the doors is incredibly difficult as the sign sends you flying to the left (hence why I am questioning whether it is actually possible to maintain the speed you gain from it or not).

Even if it gives you a ton of speed, i dont fully understand, how you can use that speed to perform segment faster. Doors still need time to open. Of course, you can perform a tiny circle, while door is opening, but a very small platform wont allow you to perform a circle on high speed (max 400 ups i belive).

The doors open as soon as you hit the platform, and like I have said, I managed to wedge myself in between the doors as they were opening, so I can’t see why it wouldn’t be possible with some skillful movement.

If you trigger the door as far away as possible you have only about 104u to the door.
It takes .33s from trigger til you can squeeze enter the door.
That makes only 315ups possible to maintain in a straight line. Maybe up to 450ups with a curved path and 501fps?

So circling around and or jump buging down will ultimately be slower since it will take longer than .33s (one jump .660s).
Ofc the trigger is reached early, but you have to wait for the jump to land before you can continue at full throttle.

Found a neat style for HL21, to be continued.

When I use playdemo it plays smoothly, when i try to use startmovie with it, its very laggy and slow. even when i put the images together its laggy and slowi use 30 and 60 fps when i use startmoviehelp!
This is the steam version

what are you putting the pictures into? sony vegas, virtualdub?

adobe premiere

Well im not an adobe kinda guy but you may not beimporting it at 30 fps/60fps
that may be the problem (this is vegas but hopefully it similar)

actually nevermind its smooth once i export it

nice one!

Is it possible to run Blue Shift and Opposing Force on NGHL without speedcap? I got the Steam versions working on it using the GCFs, but obviously there’s still the speedcap. If not, what’s the best way for running?

I tried playing Blue Shift WON (version 1.1.0.8, but there’s a speed cap, the strafing is weird (you tilt left and right) and bunnyhopping without scripts seems impossible due to sticking to the floor constantly (looks like the player is ducking when landing).

I guess my question is, what is the optimal way to play Blue Shift and OpFor for speedrunning?

EDIT: I realise you can downgrade to 1.1.0.7 to remove the speedcap, but what about the other problems?

You could try this and see if it works. It was designed for the latest Steam client / server DLLs. Just be careful and don’t connect to any servers. Download is in the releases section.

That’s awesome, it worked. Thanks! :slight_smile:

Is there a download for Detours 3.0?

Download is in the releases section.

Instead of clicking “Download zip”, go here and get the fking demoplayer.dll