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Gets the cake.
CLICK HERE TO WATCH THE RUN ON YOUTUBE!

It's finally ready, guys! We sincerely hope you guys enjoy watching this as much as we enjoyed making it. Thanks for following us on this epic adventure!

Original Post:

Half-Life 2: Done With a High Magnitude of Velocity by the Sourceruns Team

THE RUN IS OFFICIALLY FINISHED. We will be releasing July 6th. So get drunk for July 4th, recover from your hangover on the 5th, and be sure to check our youtube channel on the 6th! We'll be putting a short release date trailer soon, also, so keep your eyes peeled for that.



Original Trailer


So we've posted about this in a few places and done some streaming of segment attempts, but we figure it's about time to go ahead and let everyone know how far along the new Half-Life 2 speedrun is. This thread will be our method of keeping everyone informed on our progress as well as a way for us to show off tricks and demos that "didn't make the cut". For other source games and more discussion on the run and how it's coming, check out our forums, youtube, and wiki.

To be clear from the get-go, this run is heavily segmented and is being done with scripts. We'll be using autohotkey for button-mashing, and simple in-game bindings to automate things like swapping weapons and saving/loading.

FOR THOSE WHO WANT EVERY LAST POSSIBLE BIT OF INFORMATION ON THE PROJECT: http://bit.ly/hl2dwahmov - This is our google doc. It has time comparisons to HL2DQ, segment times, total time saved, runner lists, and other information. If you just want to see what map we're up to, checking this thread will continue to be sufficient.


MAP LIST:

Legend:
Green - Completed maps
Orange - The map we're currently attempting
Red - Maps we have done, but must redo for various reasons
Purple - Maps that get skipped in this run and HL2DQ
Blue - Maps we've not yet started to attempt

d1_trainstation_01 - 3 segments - Gocnak, Gocnak, and Darkevil
d1_trainstation_02 - 2 segments - S. and Pruno
d1_trainstation_03 - 1 segment - Darkevil
d1_trainstation_04 - 2 segments - Darkevil (both)
d1_trainstation_05 - 2 segments - Matmo and eXeC
d1_trainstation_06 - 1 segment - eXeC
d1_canals_01 - 2 segments - Gocnak and z1mb0bw4y
d1_canals_01A - 3 segments - Darkevil, Matmo, and S.
d1_canals_02 - 1 segment - eXeC
d1_canals_03 - 3 segments - Gocnak (all 3)
d1_canals_05 - 3 segments - Matmo, Gocnak, and Gocnak
d1_canals_06 - 1 segment - Gocnak
d1_canals_07 - 2 segments - UnrealCanine and Gocnak
d1_canals_08 - 1 segment - S.
d1_canals_09 - 1 segment - UnrealCanine
d1_canals_10 - 1 segment - Gocnak
d1_canals_11 - 5 segments - UnrealCanine, Gocnak, Pruno, Gocnak, and Gocnak
d1_canals_12 - 4 segments - Matmo, z1mb0bw4y, Gocnak, and Gocnak
d1_canals_13 - 1 segment - Matmo
d1_eli_01 - 3 segments - Pruno, Matmo, and Gocnak
d1_eli_02 - 4 segments - Matmo, Matmo, Gocnak, and z1mb0bw4y
d1_town_01 - 3 segments - Gocnak (all 3)
d1_town_01A - 1 segment - Matmo
d1_town_02 - 3 segments - Gocnak, z1mb0bw4y, and Matmo
d1_town_02A - 1 segment - Gocnak
d1_town_03
d1_town_04 - 4 segments - Gocnak, Matmo, Gocnak, and YaLTeR (got his segment back!)
d1_town_05 - 5 segments - Gocnak, Matmo, Gocnak, z1mb0bw4y, Matmo
d2_coast_01 - 1 segment - Gocnak
d2_coast_03 - 1 segment - Gocnak
d2_coast_04 - 2 segments - Matmo and Pruno
d2_coast_05 - 1 segment - Gocnak
d2_coast_07 - 2 segments - z1mb0bw4y and D4rw1N (first segment!)
d2_coast_08
d2_coast_09 - 2 segments - z1mb0bw4y and Gocnak
d2_coast_10 - 1 segment - Matmo
d2_coast_11 - 3 segments - Gocnak, Matmo, and Matmo
d2_coast_12 - 2 segments - Gocnak and D4rw1N
d2_prison_01 - 5 segments - Gocnak, S., Matmo, Matmo, and Gocnak
d2_prison_02 - 3 segments - Gocnak, Matmo, and z1mb0bw4y
d2_prison_03 - 3 segments - Matmo, Gocnak, and Gocnak
d2_prison_04 - 2 segments - Inexistence (first segment!), and eXeC
d2_prison_05 - 3 segments - Gocnak, Gocnak, and Matmo
d2_prison_06 - 8 segments - Matmo, OnTrigger (first segment!), Gocnak, Matmo, Matmo, Matmo, Matmo, and Matmo
d2_prison_07 - 7 segments - Pruno, Matmo, Matmo, Gocnak, UnrealCanine, Matmo, and Matmo
d2_prison_08 - 3 segments - Matmo, Gocnak, and Matmo
d3_c17_01 - 1 segment - Matmo
d3_c17_02 - 2 segments - Gocnak and Gocnak
d3_c17_03 - 2 segments - Matmo and Matmo
d3_c17_04 - 2 segments - Pruno and Pruno
d3_c17_05 - 3 segments - Gocnak, Gocnak, and Matmo
d3_c17_06a - 5 segments - Pruno, D4rw1N, Gocnak, Gocnak, and Matmo
d3_c17_06b - 4 segments - D4rw1N, Gocnak, Pruno, and Gocnak
d3_c17_07 - 5 segments - Matmo, z1mb0bw4y, Matmo, Gocnak, and Gocnak
d3_c17_08 - 5 segments - Matmo, Gocnak, Gocnak, Gocnak, and Gocnak
d3_c17_09 - 2 segments - Pruno and Pruno
d3_c17_10a - 5 segments - Matmo, Gocnak, Pruno, Pruno, and Gocnak
d3_c17_10b - 9 segments - Gocnak, Gocnak, Gocnak, Gocnak, Matmo, Matmo, Matmo, S, and Gocnak
d3_c17_11 - 3 segments - Matmo, Gocnak, and Matmo
d3_c17_12 - 3 segments - Matmo, Pruno, and Pruno
d3_c17_12b - 3 segments - Pruno (all 3)
d3_c17_13 - 5 segments - Gocnak, Gocnak, Pruno, Gocnak, and S
d3_Citadel_01 - 6 segments - Gocnak (all 6)
d3_Citadel_02 - 7 segments - Matmo, Matmo, Gocnak, Matmo, D4rw1N, D4rw1N, and D4rw1N
d3_Citadel_03 - 4 segments - Cameron D (first segment!), Pruno, Gocnak, and Gocnak
d3_Citadel_04 - 4 segments - Gocnak, TacticalToastStrike (winner of the Orb Launch Race!), Gocnak, and Matmo
d3_Citadel_05 - 1 segment - Gocnak
d3_breen_01 - 6 segments - eXeC., Matmo, Matmo, Gocnak, Gocnak, and S.

Maps completed: 66
Maps left: 0




List of Contributors

CBenni
CooL / Centaur1um
coolkid
CZF
DarkEvil
D4rw1N
DemonStrate
eXeC / execut4ble
Gocnak
igge
Inexistence
Matmo
OnTrigger
pruno
quadrazid
S.
Shiningface
turre
TYPICAL
UnrealCanine
YaLTeR
z1mb0bw4y

Update Log

5.18.13 - 50 maps completed.

5.5.13 - Finally out of prison, and happy to be back in the open.

4.17.13 - Congrats to OnTrigger for his first segment!

4.14.13 - I have not updated this as much as I should be, I suppose. We're now done with the "Nova Prospekt" chapter and have moved onto "Entanglement". Soon we will again be out in open environments and we'll be letting our ABH's lead us to victory.

4.7.13 - prison_05 now.

4.4.13 - Up to prison_04. We're finding the confined corridors of the prison to be a bit of a damper on our progress, but we're also finding new ways to save time. We've also been routing the future maps and we're discovering again and again that we might not lose as much time as we thought on some of the "flying" maps.

3.29.13 - Done with "Sandtraps" chapter, as we're now finished with prison_01. Progress was delayed for a while because S. REALLY REALLY wanted the segment he got, but didn't have access to a mouse for a few days. D'oh!

3.23.13 - Done with Coast. Prison, you're next!

3.18.13 - Almost done with Coast. We've hit a bit of a planning hiccup on coast_11, in that we don't know which route will be the fastest for the 2nd half of the map. We'll probably slow down a bit for the next day or so, but after this map we've got one more and then prison.

3.15.13 - Halfway done with coast! Let's just say we're flying through it...

3.14.13 - Happy pi day guys! We're up to coast_04, with a massive amount of time saved already in just two maps. Check the gdoc if you want specifics, but Coast is definitely going to be the highlight of this run!

3.9.13 - OMGWE'REONCOASTWE'REALLSOEXCITEDWECAN'TWAITOMGOMGOMGOMGCOASTCOASTCOASTCOAST *ahem*, I mean today we finished Ravenholm and moved onto the Highway 17 maps.

3.8.13 - YaLTeR finished off town_04 last night, majority agreed to move on this morning. One more map until coast, consisting of 1 VERY hard segment and two that should go by pretty quickly. Coast will likely slow progress down a bit, since we'll all want to compete for the HIGH OCTANE ACTION that will be had during those segments.

3.6.13 - We discovered an error in a previous segment in which the runner might have used the wrong save. The runner is away on a ski trip so we can't be certain... Worst case scenario: we lose 0.1s.

3.5.13 - We finished up town_02a last night and will be starting on town_04. We're almost to coast, which is when this run will get SERIOUSLY interesting! (Late night update: New member! Shiningface joined up after watching our livestreams on twitch.tv, and will likely wind up getting the 2nd segment on town_04.)

3.4.13 - We've been unsure about possible improvements on segments we've already completed for a long time, but so far nobody's improved them and I just got an incredible 2nd segment on town_02. As such we're "officially" (if that even really means anything) back up to town_02a. Some route uncertainties are going to have to be worked out between now and when we finish town_04, due to possibly wanting/needing extra SMG grenades that we can pick up on that map in exchange for a few seconds.


Run Timeline

TIMELINE

2011
October 23, 2011 - turre uploads HL2 CANALS speedrun
October 27, 2011 - igge suggests to start the Half-Life 2 Re-Run.
October 27, 2011 09:12 PM GMT - Phase 1 run starts!
November 14, 2011 - Flying (re)discovered
2012
January 20, 2012 10:33 PM GMT - Phase 2 run starts!
July 4, 2012 - "Point Insertion" completed!
August 8, 2012 - "A Red Letter Day" completed!
2013
January 18, 2013 - "Route Kanal" completed!
February 20, 2013 - "Water Hazard" completed!
February 24, 2013 - "Black Mesa East" completed!
March 9, 2013 - "'We Don't Go To Ravenholm'" completed!
March 15, 2013 - "Highway 17" completed!
March 29, 2013 - "Sandtraps" completed!
April 14, 2013 - "Nova Prospekt" completed!
May 3, 2013 - "Entanglement" completed!
May 28, 2013 - "Anticitizen One" completed!
June 17, 2013 - "'Follow Freeman!'" completed!
June 26, 2013 - "Our Benefactors" completed!
Thread title:  
I liek cookies
Just a quick heads-up:

This run uses scripts (AutoHotkey), so we will not submit it to SDA once it's done.
And I thought "DWaHMoV" was a HL2 Klingon mod...
Edit history:
AdHoc: 2013-03-03 04:25:07 am
Good stuff, looking forward to see it in motion.

One question: is your team also working on that run with ABH going backwards? I'm talking about this:

Edit history:
eXeC: 2013-03-03 04:55:44 am
eXeC: 2013-03-03 04:43:49 am
I liek cookies
This IS the run that goes backwards! Smiley

EDIT: Well, except we won't ABH during canals (the part in the video above). Turns out the Airboat is unskippable :/
Beautiful Cheesy
I liek cookies
We might also put up the time saved from HL2DQ in this thread soon, so you'll see how much faster we are on certain maps/overall.
What little I saw looked amazing. Stream more attempts plz
Edit history:
z1mb0bw4y: 2013-03-03 05:27:17 am
Gets the cake.
PS, mods, if I've done wrong by making this post or making it here, feel free to move or delete >_>

And yes we're redoing 4+ maps. We found that if we swap our weapons 1 map sooner, it lets us do a grenade boost 1.5s sooner. So yeah, we're dedicated to making this optimized.

Also, any comparisons we wind up making between this run and HL2DQ are made only because there's not a run on the current engine to compare to. The two versions of the source engine are VASTLY different, so naturally this run will be faster in some places and slower in others. Think of this not as an improvement to HL2DQ, but as a run of a seperate game.

Finally, while it seems like we're... not very far through the run, much of the first half of the game contains unskippable cutscenes.
Edit history:
ShadowWraith: 2013-03-03 05:31:56 am
.
This post is fine here. Smiley

Looking forward to more progress from you guys.
FFS I told you to wait til coast.

Might as well make the entire google document public then <_<
(No, don't do that. If we're going to make it public, I wanna take a look at it first because I broke it slightly last week.)

Quote from z1mb0bw4y:
Think of this not as an improvement to HL2DQ, but as a run of a seperate game.

Very true. We cannot stress that enough. While this run is likely to beat HL2DQ's time, there's little reason to say this one is 'better' than HL2DQ.

If you watch HL2DQ and then the preview video on canals posted earlier, you can understand why this run is going to be faster.
However, on the more close corridor maps, it isn't so obvious because we can't keep the speed.
Most of the flying in HL2DQ we have replaced with ABH launches, but in the few cases where we do have to resort to flying, we are so terribly slow that we go into a skype call and cry together.

Well, if we're going to talk openly about this.
Gets the cake.
Quote from S.:
FFS I told you to wait til coast.

Might as well make the entire google document public then <_<


But we can't do that! The GDoc has important information, like the fact that we always forget to update it because we're lazy!
I used to keep that thing up to date pretty well. I can do that again (I basically always have been in charge of that document)

I'm gonna fix her up, and then tell Cameron to make it public.
we have lift off
Awesome stuff, HL2DQ is still one of my favourite runs. If you were to apply the same level of optimisation to the old version of the game (with flying), is the ABH version still faster?
I liek cookies
Hard to tell, but probably yes.
ABHing into Mordor
Quote from S.:
but in the few cases where we do have to resort to flying, we are so terribly slow that we go into a skype call and cry together.


Hahahahah... heh... it's true Sad

But then again there's some times where we act surprisingly retarded when we get a segment.
Edit history:
S.: 2013-03-03 04:56:44 pm
Quote from ridd3r.:
Awesome stuff, HL2DQ is still one of my favourite runs. If you were to apply the same level of optimisation to the old version of the game (with flying), is the ABH version still faster?

Yes, Half-Life 2: Done Quick is really optimized. We might be able to shave a minute or so off, but I doubt it's enough to beat new engine, especially now that we found fast ways to do citadel, which was previously thought to be the bane of this run.

As said by eXeC, it's hard to tell, since the differences are so big.
Quote from S.:
Might as well make the entire google document public then <_<
(No, don't do that. If we're going to make it public, I wanna take a look at it first because I broke it slightly last week.)

Blah

http://bit.ly/hl2dwahmov enjoy folks!
You are too good, Sir.
Looking forward to this run immensely, best of luck to you guys!
Looking backwards to this rum immensely, best of luck to you guys!
Edit history:
z1mb0bw4y: 2013-03-04 12:22:20 pm
Gets the cake.
Quote from Blubbler:
Looking backwards to this rum immensely, best of luck to you guys!


When we finish it, we'll get BACK to you! Bwahahahahaha!

>_>

update: added an update to the update log. Added the gdoc to the main post. Updated the map to reflect our current progression.
I liek cookies
We just lost 0.1s because we've noticed that pruno used a bad save in one of the segments in d1_canals_11. However, we will use the previous demo (0.1 slower than the one we were going to use) so the saves match up and that way we avoid redoing half of the run.
Hang him! Tongue

Ha! That's nothing. It's actually a good story to mention in your commentary. It's always interesting to discover the making of a speedrunthumbsup
I liek cookies
It's going to be funny to know that this speedrun could've been done 0.1s faster when its actually completed.

The only sad thing is that YaLTeR loses the segment, making his segment count 0 :/