# old engine c17\_06a skip

**URL:** <https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449>\
**Category:** Half-Life 2\
**Created:** [September 8, 2014, 6:21am UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449 "2014-09-08T06:21:35Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![Rama](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/r/ccd318/32.png) [@Rama](https://forums.sourceruns.org/u/Rama)\
**Post date:** [September 8, 2014, 6:21am UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449/1 "2014-09-08T06:21:35Z")

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[http://www.youtube.com/watch?v=\_i0AK2sovv4](http://www.youtube.com/watch?v=_i0AK2sovv4)

the trigger i hit spawns the manhacks, going back to c17\_05 makes the manhacks clippable and save/load clipping in old engine makes you go upwards 😃

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**Author:** ![WindedCone859](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/w/f6c823/32.png) [@WindedCone859](https://forums.sourceruns.org/u/WindedCone859)\
**Post date:** [September 8, 2014, 8:47pm UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449/2 "2014-09-08T20:47:23Z")

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I feel like an OE rerun would be fun to make/watch (with new glitches like this one).  
If only there was a was to get rif of that gitter when you jump in demo playback

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [September 9, 2014, 8:50am UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449/3 "2014-09-09T08:50:00Z")

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I agree, would be really cool.

> [@WindedCone859](#):
>
> If only there was a was to get rif of that gitter when you jump in demo playback

cl\_interp 0.015

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**Author:** ![WindedCone859](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/w/f6c823/32.png) [@WindedCone859](https://forums.sourceruns.org/u/WindedCone859)\
**Post date:** [September 9, 2014, 9:28pm UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449/4 "2014-09-09T21:28:25Z")

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oh ok  
[glow=red,2,300]LET THE RERUN BEGIN  
[font=verdana, arial, helvetica, sans-serif]not really but it would be fun to make because we know of tricks from the new engine run that could be adapted to Old engine

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**Author:** ![PJC](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/p/a587f6/32.png) [@PJC](https://forums.sourceruns.org/u/PJC)\
**Post date:** [September 9, 2014, 11:41pm UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449/5 "2014-09-09T23:41:08Z")

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I’d like to see an OE re-run personally.

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**Author:** ![Rama](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/r/ccd318/32.png) [@Rama](https://forums.sourceruns.org/u/Rama)\
**Post date:** [September 10, 2014, 2:54am UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449/6 "2014-09-10T02:54:10Z")

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I’d imagine there would be a few oob routes. Getting back inbounds would be a bit tricky but if we had something like spt we could easily write scripts that abuse pausing and save/loading and just jump into the void and air strafe under where we want to end up and start using the script to go up and clip through the floor.

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**Author:** ![WindedCone859](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/w/f6c823/32.png) [@WindedCone859](https://forums.sourceruns.org/u/WindedCone859)\
**Post date:** [September 12, 2014, 12:24am UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449/7 "2014-09-12T00:24:28Z")

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> [@˙executλble](#):
>
> I agree, would be really cool.
> 
> > [@WindedCone859](#):
> >
> > If only there was a was to get rif of that gitter when you jump in demo playback
> 
> cl\_interp 0.015

well actually .015 makes the NPC’s look like shite

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [September 12, 2014, 4:17am UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449/8 "2014-09-12T04:17:26Z")

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Alternatively, I’ve seen someone complie some DLLs that remove twitching in a nice way, not sure if they’ll work on OE though. This might be the closest to smooth movement as you’ll get.

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**Author:** ![YaLTeR](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/yalter/32/553_2.png) [@YaLTeR](https://forums.sourceruns.org/u/YaLTeR)\
**Post date:** [September 12, 2014, 6:01am UTC](https://forums.sourceruns.org/t/old-engine-c17-06a-skip/2449/9 "2014-09-12T06:01:53Z")

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> [@˙executλble](#):
>
> Alternatively, I’ve seen someone complie some DLLs that remove twitching in a nice way, not sure if they’ll work on OE though. This might be the closest to smooth movement as you’ll get.

If there’s info on what’s causing the twitching, I can remove it.
