5 posts were split to a new topic: How to start a new run
I’ve been using NGHL for a while and I wanted to play Opposing Force with the same client. I took the gearbox folder from my steam copy of Half-Life and then followed this guide:
https://docs.google.com/document/d/1gdp9ZeeUrAa93sncXctu67MLLg-LJfftCrnI634MXR8/edit
I happened to notice that when I play NGHL, It displays how fast I am moving but when booting into Opposing Force, ( it ran fine and I was able to bhop with a script) it did not display my movement speed. I would like to know how fast I am going so If there is a console command for this or something to download, please reply.
ATM there is no way to view speed in op4 and blueShift
yalter (or anyone else) hasnt coded the speed-o-meter yet
Well looks like I just have to play the waiting game…
Hi,
That guide is pretty outdated now, I should really get round to making a new one soon since several things have changed. For one thing, Bunnymod XT is now an injector software instead of a single DLL, the other main thing is that the SS/RTA community are slowly moving over to using the DLLs from the original WON version as a standard.
Anyway, to answer your question, NGHL is just an old build of the Steam version, but by default installation it comes with two main custom DLLs. One DLL is ‘Rofi’s Client DLL’ which contains the speedometer showing your movement speed, jump speed etc which is what you’re talking about. The other is an old Bunnymod DLL which disables the speed cap. This is why there’s no speedometer for Opposing Force, because that’s exclusive to Half-Life itself with those DLLs (which afaik won’t work with Opposing Force).
Pretty sure YaLTeR plans on implementing a speedometer for Bunnymod XT soon enough, but for now it’s not really possible.
You can use Bunnymod Pro with Blue Shift just by copying the client.dll and hl.dll files to their respective folders, so you can get a speedometer.
Yeah, I couldn’t find anything anywhere that really specified what to do with the injector… It’s just a bit complicated to me so I didn’t use that.
There are instructions on how to use it on the page.
That title may be misleading because I’m not sure how to put this, but I have seen in many videos where people have different camera angles while playing a demo. Another thing is that people show a trail of everywhere they move. Are there some console commands regarding demos that i am not aware of?
EDIT: I use NGHL
Have you got HLAE? http://advancedfx.org/
This is a beginner guide that will help you with some of the basics, including tracking an object (i.e. the player) from a different angle:
I think the object trail may be fancy movie editing, but am not sure.
Thanks for the help, but I use NGHL, and forgot to note that… and HLAE is incompatible with NGHL.
Just play your demos on the Steam version, playdemo works fine by itself and for viewdemo you can use the HLAE Demo Converter.
the SS/RTA community are slowly moving over to using the [url=http://www.speedrun.com/patches/WONpackage_wTtRJ.zip]DLLs from the original WON version[/url] as a standard.
Why would they do that? The whole point of sourceruns was to diverge the community from the arbitrary N64 community inspired SDA one size fits all rules and give the players of the individual communities what they want. The community doesn’t want to move back towards SDA and using mouse wheels or other hardware scripting.
I am wrong or was this just some sort of notion PJC and maybe a couple of other people cooked up so they could submit their runs to SDA as well?
I mean really now, if look at the games where the communities came from, none of the policies and beliefs coincide with that. they’re much in favor of modding to fix bugs mistakes valve won’t and special/quake type jumping.
It’s just there as an option for people who still like to use the original game, or those who *actually *still upload to SDA, for whatever reason.
It’s a decision that was agreed on by the entire active SS/RTA community (somewhere between 15-20 active players). Every game that SourceRuns covers each has it’s own community where alot of the players aren’t connected with the site, but instead discuss stuff in their own chat groups (HL2 and Portal communities have their own Skype groups I believe, the GoldSrc community now has it’s own IRC channel).
See here for why this decision was made: http://www.speedrun.com/hl1/thread/2mb64
If you don’t know much about speedrun.com, it’s a new global leaderboard site that is based around letting the individual communities of each game run things themselves, so it is in fact quite the opposite to a ‘one size fits all’ scenario as you put it.
It has absolutely nothing to do with SDA and I’m not even sure that they would accept runs that use unofficial clients (NGHL) with WON DLLs mixed in anyway. The decision to use WON DLLs as a standard instead of Bunnymod Pro was intended mainly for the leaderboards, so you’re obviously free to use whatever if you don’t wish to submit runs there.
The current community doesn’t agree with claiming records for a vanilla game by using third-party serverside modifications, especially for things like charging the gauss cannon through loading transitions which is not a necessity whatsoever. In fact alot of players were surprised and somewhat disappointed when they discovered that this feature was exclusive to Bunnymod as it isn’t accurate to either of the original versions of the game.
entire active SS/RTA community (somewhere between 15-20 active players)
I know this can’t be true because there’s plenty of active players that don’t use WON .dlls or talk on this specific IRC channel.
it's a new global leaderboard site that is based around letting the individual communities of each game run things themselvesThat's a worthy idea I can support, but if it's really going to branded as such more effort has to be made to reaching out to involving the community for decisions, more than a unknown to many IRC conversation held on a whim.
So basically your saying 15-20 people decided this in private on IRC but there’s no record of this? I could see a few people, maybe 5 talking at the same time max but I’m highly doubting this was a full community decision, many people in the community for a fact were entirely left out of this.
The decision to use WON DLLs as a standard instead of Bunnymod Pro was intended mainly for the [url=http://www.speedrun.com/hl1#SS_Hard_WON]leaderboards[/url]
I’m seeing a link your website… this seems very much like SDA 2.0 if you think about it. non-public IRC meeting, a few people decide to set a standard, use this or you can’t be be on this website
claiming records for a vanilla gameI never thought modded where doing this, they make it clear what mods they're using. The communities of gold source games have always been in support of mods, such as AG FF, as a means to fix things Valve won't and better the game the community shares. IE don't care much about non-supported valve rubbish with bugs left in, and decisions made that community has no involvement with, usually poor ones made on whim by a clueless valve employee trying to show "initiative"
With mods, you’re able to get a scenario where involved community leaders helping support and update the vanilla games for the communities best interest. The ideal scenario, akin to inserting the community into a support branch at Valve.
especially for things like charging the gauss cannon through loading transitionsThis is really only the fair point I see. However, in terms of game-play and design, it's pretty clear the game plays better without this over-site, something Valve could have and still can easily fix at any moment. So again, why wait for them when we can effectively do their work for them (open sourcing was the most novel and arguably the greatest thing valve ever did when they launched with half-life and mission statemented). This is clear cut simple over-site that once simply fixed by the community makes running game obviously more enjoyable and intuitive for runners and viewers a like.
Really this brings to attention what is the best way go forward in the community, I sure there’s some that don’t see things exactly the same way I do, a popular competitive standard is something most want, but has never been clearly and publicly decided on with large community involvement, weighing out he pros and the cons for everything along the way.
I know this can't be true because there's plenty of active players that don't use WON .dlls or talk on this specific IRC channel.
Mind naming those extra players?
That's a worthy idea I can support, but if it's really going to branded as such more effort has to be made to reaching out to involving the community for decisions, more than a unknown to many IRC conversation held on a whim.
Enough effort has already been made into reaching out to the community, we have posted the details for the server in the Steam group description as well as here, in the SR Skype group and many of the players in the channel themselves have spread the word via people’s streams. Not to mention that a good number of experienced as well as new SS/RTA players that were already on the SpeedRunsLive server have joined just through seeing the channel listed. If there are people out there that choose not to be involved then they only have themselves to blame for being ‘left out’ of discussions. Only several months ago barely any of the newer-school players knew eachother and there was no communication between the community whatsoever other than the discussions on these forums, which when it comes to making decisions aren’t fairly representative of the *actual *GoldSource community anyway due to the reason I explained in that only a handful of players from each game’s community actually contribute to these forums. To my mind, SourceRuns is more of a project-based site, a place where people from every game’s community come together to share and represent their work.
So basically your saying 15-20 people decided this in private on IRC but there's no record of this? I could see a few people, maybe 5 talking at the same time max but I'm highly doubting this was a full community decision, many people in the community for a fact were entirely left out of this.
Clearly there is a record of the decision being made via the thread I posted which explains why. I sent a link to this thread to every SS/RTA runner I know and requested that they spread the word. Every person that I’ve talked to, whether it be via private message or through a stream chat, has had no objection to swapping out Bunnymod after being explained the circumstances.
I'm seeing a link your website... this seems very much like SDA 2.0 if you think about it. non-public IRC meeting, a few people decide to set a standard, use this or you can't be be on this website
The IRC channel is public, ‘a few people’ did not decide to set a standard, I’ve made it pretty clear that there has been a complete agreement about what the standard should be. It’s established, GoldSource running for once now has solid rules set in stone for at least one part of the community (SS/RTA) and other parts of it are adapting too (baring in mind that all parts of the community are in the IRC channel, not just SS/RTA, I’m just referring to the leaderboard format where there are rules in place). Both YaLTeR and Airstrafers (HLTAS Team) have now moved over to legitimate versions for their TAS projects also, see here for example.
Overall if you were more involved with the modern GoldSource community you will have heard/known about this stuff already. To be honest, most of the modding stuff was simply overlooked until the more experienced players like quadrazid, coolkid, rayvex etc pointed it out to the newer players like myself once the line started to become thinner as to what was accepted. If you’d like to be involved in future discussions or just want to get to know the newer side of the community, I invite you to join #goldsrc on irc2.speedrunslive.com.
Hey, I’m pretty much completely new to this scene. After seeing the absolutely insane 20:41 minute run on youtube I decided to try it out for myself.
This is the result:
https://www.youtube.com/watch?v=sQUYZLlJJJc&feature=youtu.be (part1)
https://www.youtube.com/watch?v=7TKq0lQyNp8&feature=youtu.be (part2)
Note that there’s some missing frames due to my shitty computer having troubles rendering. There’s also two complete segments missing in part 2 since I managed to screw up the demo recording. Is there a better way to record rather than doing it manually? Like a script or something? I’ve been googling but I’ve yet to find one that works. Would be really dope if quick loading started a new recording, I’m using NGHL at the moment and it does record automatically, but into temp files, which is kind of frustrating. Most info I can find about it is in Russian. If any of you happen to have a better method of recording then please let me know, I’d really appreciate it.
Some feedback on my half-assed runs would be nice too, I left out the beginning of the game since I’ve yet to pull off the vortigon boost, shit’s really hard. I guess the main highlight would be around 07:30 in part 2, that’s when I got the hang of bunnyhopping for real.
Peace!
Best way to record segmented runs is with this in your cfg files. (Credit to Quadrazid)
[code]//LOAD
bind v “reset;pause1;load 3”
//STOP
bind e stopp
alias pause1 “host_framerate 0.000000001;sensitivity 0;bind mouse2 pause0”
alias pause0 “record temp;host_framerate 0;sensitivity 1;bind mouse2 +attack2” //SENS&BINDs
alias stopp “fps_max 100;pausable 1;sensitivity 0;pause;w4;stop;pause1;bind mouse2 pause0”[/code]
It essentially pauses the game every time it starts up, and then you can start recording, unpause, do your run, pause, stop the recording and save.
For single segment you want sv_autorecord (I think) which will record through map loads.
More info (in English) can be found on the SourceRuns Wiki (http://wiki.sourceruns.org/wiki/Main_Page), and there’s also useful stuff here: https://forums.sourceruns.org/index.php?topic=680.0
As for feedback, you just need to practice bunnyhopping before anything else, really.
For single segment you want sv_autorecord (I think) which will record through map loads.
In NGHL and Steam, demos are continuous through map loads and are only interrupted by loading a save. So for Single Segment specifically, you just need to type ‘record ’ in console and you’re away. Make sure you disable sv_/cl_autorecord before doing so, if I remember right this command will override your demo if you don’t disable it, could be wrong though.
Hey just got gc
im having troubles getting it to work on nghl. I googled it and couldnt find a way to do it.