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Hey guys, I just started to speedrun Half Life last week and I'm confused on so many levels. I watched some runs and I tried to replicate some glitches but it is more complicated than it looks
I'd like to know if there is a page similar to this one http://www.red-stars.net/content/Duke_Nukem_3D/ but for Half-Life because so far, I'm trying to learn the glitches via some youtube videos and testing, and I progress slowly.

And I have a question about bunnyhopping. I played Quake for a long time and bunnyhopping in Half Life is the same thing but, like in Quake, there is a certain speed limit which is nearly impossible to break (around 500-550 velocity) but in the runs that I've seen, they break the limit easily. They can reach 800+vel without anything else than bunnyhopping, which is totally impossible for me. I don't know if it is my version or I am doing something wrong, but I'd really like to know how to bunnyhop as fast as those guys. I bunnyhop the same way that I did in Quake, am I doing something wrong or I missed something? And do I have to press W for 0.1sec everytime I touch the ground like in Quake or I don't have to? Do FPS changes the way that physic works? (Like in Quake)

I have a ton of question and that's why I'd really need a page which explains the glitches, but those about the bunnyhop are the most important ones:D


Thanks


I posted the same thread in the casual speedrunning section but that part of the forum is dead and I won't receive an answer before many days, so that's why I double posted this thread.
Thread title:  
hl for president.
Hi Xevro, nice to hear people are interested in learning the wonderful world of halflife speedrunning.

currently, there is no complete list of tricks and glitches for hl. What you can do is look into the following old threads:

http://forum.speeddemosarchive.com/post/halflife_tricks_and_glitches.html
and
http://forum.speeddemosarchive.com/post/halflife_segmented_30_minutes_by_spiderwaffle.html (beware, 79-page-thread!)

Most of the glitches are explained somewhere inside there, chronologically ordered by the time when they where found. Notice that there are many small glitches that are easily overlooked in the speedruns if you don't know them, some of them looking really easy but being quite hard to pull off.
If I should summarize the glitches, they mostly boil down to:

1) No fall damage by landing on a) ladders or b) sloped surfaces (they can even be ultra-tiny, like the button to land on in blast pit)
2) activating buttons through walls in some places
3) letting NPCs open doors for you (they seem to have magic keys Wink )... this works by pushing them (only when they dont talk) into the door. Note that this only works from a newly loaded level, not if you start from a quickload directly before this. Example of this: entire we've-got-hostiles skip by letting the scientist open the locked door for you. 
4) explosion boosting: same as always.

The bunnyhopping speed is capped, yes. This was not the case in the earliest versions of the game (used by the half-hour speedrun by spider-waffle) , which is the main reason why the HLSPBunny mod was introduced (removes the cap similar to early versions of the game, but allows to use the MUCH better demo recording of STEAM etc, +other features). Note that this is one of the points why the halflife runs got removed from SDA, so a new SDA run would probably need to use an up-to-date steam version of the game...

If you still have questions regarding single glitches you cannot find in the above topics, feel free to ask.
Edit history:
oasiz: 2011-07-25 06:15:33 am
Iha paska
A quick list if glitches in no particular order, I suggest watching the recent SS run to get the idea:

NPC push -  Was explained pretty well, there is also an flag in doors which specifies if it's usable by NPCs. Sometimes you can panic them to open doors for you (grenades for example). This requires that they actually have path nodes that they want to use, so it's not usable at every door in the game sadly.

Chamber skip - there is a very tiny changelevel trigger floating in the air, this one requires crazy velocity and can only be achieved from that explosion it seems(?). You can also get trough the window panels if you "hug it" while the level changes.

Object push acceleration - simply an programming error where you gain tons of speed from pushing an object, with proper maneuvers you can maintain that speed, while staying in the air. Allows for huge superjumps across gaps, speedboosts too.

Elevator skip - The elevator at the start of office complex never actually moves, it just makes noises and shakes. The levelchange brush takes care that you end up in the same coordinates from it's origin in the next map, all that you need to do is to fool the game to think that you are still inside the elevator when the doors close (Doors close + you inside are the conditions for an level change, no matter which of the two buttons you press to close it). There is a small leak for the levelchange outside the elevator doors, all you need to do is to hug the doors while they close and you end up outside then. Since both areas occupy the same space, you just end up in the exact same spot but in another level. You can technically put yourself anywhere with this oddity (This is where triggerdelay comes in..).

Triggerdelay - Only sensible explanation I can come up with is that the game queues player actions in a buffer, level change being one of them. So if you flood the buffer with "wait;wait;wait" for example, you can make it process things a lot slower. This is an advantage since it allows parts of the gamecode to run normally, the previous action you were in is still the one that you are in as the game hasn't processed a new action (like letting go of an button). So what you need to do is to do the action that you want to do during the "freeze" (mouse aiming seems to work during the action-overflooding)  So you will likely just want to walk forwards as that allows you to re-position yourself, technically it can be any action you want to. While doing that action, start flooding the action buffer with waits and trigger the level change, it will be inserted in to the queue of actions. This will allow you to re-locate yourself as you are still doing tons of waits and the walking action (in this example) was the last one that you did and the game hasn't received any new data due to the waits that you have put there. After the game processes the changelevel it doesn't matter where you are since it has already considered you in an valid trigger and just waits for the queue to finish.
So: Walk towards the trigger, start flooding with waits (depending on how much time you need after reaching the trigger to relocate yourself), Reach the trigger and trigger it, walk away and wait until the waits are gone and the level will change as if you just had walked in to it.
This allows you to reposition you anywhere you want to as some areas in the game overlap, such as powerup/office complex elevator/lambda elevator. There is a annoying oddity with this, it glitches your weapons in some cases, renders them unusable.
Complicated theory but I hope that made at least some sense Cheesy

Blast pit - You can jump to the lower level and skip a lot of the venturing around. You just have to open the doors trough the wall as they expect you to come from a different direction. The blast itself is mostly cosmetical, some damage is there if you get too close to normal gameplay areas such as the glass. Most of the areas do no damage at all to you.

Water boosting - I can't remember the exact method for this one, but it's an bug that allows you to gain tons of speed due to water acceleration oversights.

Powerup - This is where the triggerdelay comes in to place, combined with an object push boost.

Rocket launch - Pushed trough a wall, rocket fire is just cosmetical and doesn't hurt you.

Alien slave opens the door - NPC door trick, in this case you just panic him to open the door.

HP regen during beat-up - The game teleports you in to an black room behind the room where you get beaten up, It's conveniently close enough to the room you get teleported from. For some reason the medstation is usable and since it's close enough, you can just use it trough the wall if you place yourself correctly Smiley  There is a small jump that you need to perform inside the black box to reach the wall.

Q-ethics skip - Using a button trough the wall

Dam - Gauss allows you to do some crazy boosts, this is just one of them, place yourself in a slope and you can literally fly.

Snark boosts - These are solid and act as jumping platforms, it does require some crazy practice to get them to work properly as they just tend to get stuck inside you most of the time.

After cliff/sewers - Gauss boost on a small slope, works wonders.

"Triphell" - Pretty straightforward, the elevator buttons has a trigger that enables the button when you stand in front of it, that is why it can't be started earlier on.

HPdoor - for some reason in this map the designer left both of the doors (likely copypasted) with -1 damage value, sadly this hurts you with -1 damage (which is negative negative => positive) per tick, which is once per frame.
Since the HEV is the first thing that gets damage in these situations, you have to have zero HEV otherwise it will get increased instead. The value is possibly an 16bit integer so that means a maximum of 65535HP , which is plenty.
Raising the FPS in this helps a lot as you get n amount of hp per second related to your FPS. so 20fps is 20hp/s, 1000fps is 1000hp/s and so on.. XEN levels share this similar behavior with the health pools, but doesn't do wacky stuff like this.
HUD only shows from 0 to 255 (8bits) so it will look a bit weird. HEV starts to change symbols per each loop.
The main trick here is to get the door to hurt you, easiest way is to get stuck inside it as if it's trying to kill you.

Hornet gun, aka  "the magical physics manipulator" - Yeah, this baby allows you to stop pretty much all moving objects in the game or reverse direction of elevators, doors and stuff. For example you can shoot at the falling debris in "forget about freeman" and freeze it in midair, thus pass under it while it floats midair for a while. In the SS run it's used to close the Lambda complex elevators quickly. The hornets make the game think that the object is stuck, thus either reverses it's direction or halts it until the hornet is "dead".

Lambda elevator doors - Minor optmization, the button outside the elevator has a 2-3 second delay before it sends an "open/close" action to the doors, the inner button however has none. It's used in the SS to open the doors quicker and shoothing those with the hornet gun makes them close a lot faster. Another way is to use the outer button to "queue" it and use the inner button immediately after it, the inner button opens the doors and the outer one triggers very shortly after they are open as it's waiting time is over. It doesn't care if it opens or closes the doors.
This elevator uses the same teleport/placement trick as seen in the office complex elevator. Triggerdelay is theoretically usable in here too.

Lambda doors - Magical hornet gun closes the doors quicker than you'd normally get. (Reverses direction).

Lambda entry scientist - Grenade panics him so that he opens the door before you enter the room, saves some time.

Teleporter - Piss off barney to open the door quicker, then panic him so that he runs towards the teleport room and opens all the doors for you. The panicking can be applied to the scientist as well. The magical hornet gun / snarks mess up the kill trigger so you can enter the trigger for the teleport/level change sooner than you normally could (It's always there, the kill trigger just gets killed, hehe).

Gonarch - Hardcoded piece of-..  He has set HP per each node, it regains HP each time it reaches a new node (It's set to an value, not increased), after enough nodes it runs to the next area. So there is little point damaging him outside the nodes.
The breakable floor has tons of HP but you can break it with enough explosives.

Nihilanth - We tried to figure this bastard out, he has some logic but it's very confusing. HP is pretty hardcoded and relies on some randomness. The SS strategy is very optimal and fast.



I think that covers most of the tricks, questions? ask :p
Thanks you guys, there is some things right there which I don't understand right now but I will in a near-future. You guys gave me pretty much all what I needed.
But there is something weird. You said that the old Half Life run was rejected because of HSLP bunny, which recreated the way that bjump worked in a previous version of Half Life. I quote SDA FAQ : If a game has been patched and there are multiple versions, it is recommended to use whichever version makes for the fastest run.

That worry me a little bit because I made a good chunk of a run for Oblivion and I use an old version to do some glitches that I couldn't in the patched version. Will it be also rejected?

And I have 3 questions.
What do you write in the console to see the velocity? In Half-Life 2, it was cl_showpos 1 but I can't find the command for hl1.
How exactly do you do the Object push acceleration? It seems to be pretty random for me, something the object moves without me, sometime it goes slowly and sometime it works perfectly. I just go in a direction, press E for 0.5s and jump, is there something to look at, like the distance between the object or something? I can't get it 100% of the time.
How the hell is the guy in that run http://forum.speeddemosarchive.com/post/halflife_singlesegment_3255.html do an insane jump in the room where you have to activate the rotors? In slowmo, he pushes the cart and he flies vertically.

Thanks you
The reason the runs were removed is more because of scripts being banned rather than HLSP bunny.  Most HL runs have abused the hell out of scripts, including that insane jump you are talking about.  As cool as the runs are to watch, the script usage makes it feel more like TAS than a real speedrun (I'd consider the console as a tool).

So if you want a run on SDA, you will need to be able to do as many of the glitches as possible without scripts, although some of them may not be possible without them.  It will be nice to see a good, unscripted HL run on the site though.
.
The runs weren't removed, they were just moved to a different section of the site.

They've been grandfathered so you can't obsolete them though.
All right it is more clear now.
I just downloaded HLSP 4.2 but it looks like it is not working. I extracted it in the C:\Sierra\Half-Life\valve and since I'm kinda new to Half Life modding, I don't know what I have to do next.
Edit history:
quadrazid: 2011-07-30 02:09:03 pm
Svart Lyser Tronen
Quote from Caracarn:
Most HL runs have abused the hell out of scripts, including that insane jump you are talking about.  As cool as the runs are to watch, the script usage makes it feel more like TAS than a real speedrun (I'd consider the console as a tool).
I would rather say script-assisted speedrun or something. TAS reminds me and probably many others about speedruns from http://tasvideos.org/ Which is recorded in way different ways than most HL runs. At least in my opinion frameadvance and re-recordings is pretty far from executing scripts. Especially if its done in a single-segment where you have to adapt the scripts, and mostly only have one shot.

Quote from Xevro:
All right it is more clear now.
I just downloaded HLSP 4.2 but it looks like it is not working. I extracted it in the C:\Sierra\Half-Life\valve and since I'm kinda new to Half Life modding, I don't know what I have to do next.
Did you replace any files during the extraction? If you did, your normal HL is now patched with bunnymod files. I personally prefer to make it into a own mod, like: C:\Sierra\Half-Life\hlspbunny\ Then you can start your bunny-mod in "custom game" from your main menu in-game. You can also make a shortcut to hl.exe with "-game hlspbunny" after the target.
Unfortunately there is no command similar to cl_showpos 1 in Goldsource. But there is amx-plugins or other mods to give you this. Check out "rofi's client dll" http://nghl.tk/
No, you don't have to use +forward tapping technique in HL bhop.
I used scripts for the objectboosts in my run. But if you are doing it manually, make sure you only tap the use-button fast, and that you have released use before you jump.


Very nice list oasiz. let me add/correct some.

Chamber skip - High up in the roof there is a trigger_changelevel that is supposed to be activated at the end of the resonance cascade. However, this trigger is missing a flag "USE only" so it can be activated by touch as well, which is very rare throughout the game. "sv_maxvelocity 2000" Is not updated very frequently, so I'm able to override it in order to get enough speed for this particular scripted objectboost followed by a double-duck onto the sloped object to give me some vertical velocity. Crashing into the wall and the side of the pipe to give me more controllable horizontal speed. Curving around a bit out from the wall to reach the trigger. I let the the script continue and taking advantage of my "trigger_changelevel delay" to avoid some obstacles that would have blocked my path if I would transit to the new map right at the trigger (the hanging bars that can be seen at 0:33 in the video below). The trigger also exists on the new map, transiting me back to the old map, and this process starts to loop until I am out of the trigger-zone. But I avoid that problem completely bu using trigger delay. And there is no worry about loosing the weapons, since i got none at this point anyway. Overall this trick saves about 60s.

Here you can see the boost with velocity-meter in slowmotion, with triggers visible and without fade-in Click.
(Clips from testchamber is not footage from the actual run, remainder is)


Water boosting -  At some places there is a trigger_push in or just above the water to simulate water flow on entities like barrels, boxes and players. By crouching very rapidly, you can use this pushtrigger many times. (imagine yourself sitting on the edge of the bathtub pulling your feet up and down in the water, lol) To achieve best boost, i use a duckloop script and also higher fps (ex. 200fps, twice as many ducks, twice the boost). The Residue Processing water trigger_push is set to 280, so just a 5click scroll with mousewheel can give +1400ups. Refer to normal walkingspeed, 320ups.
This kind of boosting is also somewhat usable on func_conveyor.

Dam - Just to make sure, it's NOT a slopeboostjump. Just a simple gaussboost after a normal jump.

Xen teleporter sequence skip - There is two layers of triggers. The nether one is a trigger_teleport and the upper one is a trigger_hurt. Whenever something goes in the trigger_hurt (10000dmg) It has a small delay before it can hurt again. Something like 0.5s which is enough to slink down to the teleport.