Aaand, the problem was in the clientside speed rounding indeed. The next TAS Mod version will have this thing fixed, and I got 4.244 seconds with it. The rest 2 frames are probably from angle stuff.
Nice to hear that. Earlier in this thread I thought you were aware of the rounding stuffs and so it wasn’t pointed out. Will be interesting to see how your mod turns out.
A small trick you can do for vertical boost if there is no selfgaussable walls:
With one quickgauss shot and jumping you gain ~1000 ups vertical speed and 866 ups horizontal. This works with any surface, including walls, but you have to be very close to the surface.
0.5 seconds and 1 cell, which is unlike the typical selfgaussing.
Pretty cool, how much hp does it cost to do such boost?
A lot, around 77 HP (random). It is actually an explosive damage. You can adjust your viewangles to reduce the vertical boost and hence HP loss.
Will a potential HL TAS look as jerky as in the YT videos using the new optimal bhop method? Because that looks mighty horrible, and feels highly offensive to my optic nerve. :o
It’ll look just as jerky. It is possible to reduce the jerkiness, but that requires additional modding. We usually prefer to publish videos without such modifications.
Well, there go my hopes for an entertaining TAS. :x
I’m typically a sturdy viewer, and this is the first video in about forever to make me feel like I’m going to puke and/or have seizures if I watch more than a minute. Oh well…
Yeah, and even if you can successfully reduce most of the jerkiness (by using VCT as much as possible to avoid the turn) it’ll look like a plain speedhax. The other option is to capture (not record, capture) demos at a 1000 / 2^n FPS, that way you won’t see most of the jerkiness, but it will look just like you’re jumping doing nothing and gaining speed for no reason at all.
Well, if it’s possible to get rid of it in the capture at all, that surely calls for an additional, “watchable” encode, like it’s done with camhacks on some of Sonic Advance TASes at TASVideos. In any case, since I know well enough how the speed is gained, I’m pretty sure I won’t ever need the “proper” jerky one. After all, speedruns are recorded and posted for others to have fun, and there’s no fun if you can’t physically watch it.
Just apply youtube’s shaky camera stabilizer enhancement to the TAS video, simple : >
HL TAS Team, any projects going on? Full game 100aa TAS?
Frankly, we’re still waiting for the release of HL21. We want to study the new routes and stylez.
An unmodded HL TAS with default settings and bhopjump cap might also be a possibility, because some may find that more acceptable to watch.
Wow, very interesting idea with a capped bhop TAS. Would make for some odd styles I think. The bhop would look very funny. Breaking to just barely not hit the cap when you jump, accelerating in the air, and repeat.
The style you described will be used if ducklooping on the ground is not possible (e.g. you can’t dduck if there is insufficient space above you). But for the most part, with perfect duckloops you can airstrafe nearly as good as with normal jumps.
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Since you can’t duckloop inside narrow vents, you need frequent damage boosting and quickgaussing to maintain high overall speed. Also, if the cap is present, then your horizontal speed after doing jumpbug will usually be reduced significantly, even if it doesn’t exceed 544 ups.
Just actually went and looked at this thread without leaving it because of all the numbers. Holy crap! I had no clue HL1 was that advanced with all the exact angles and values and stuff down to the like 0.00000000000001 digit. (don’t know what decimal place that is) I applaud anyone who knows this by heart, because you are amazing.