[TAS] Half-Life - Residue Processing showcase

Опубликовано: 17 Сентябрь 2020
на канале: quadrazid
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2.3k

Trying out some new tricks and routes with BXT TAS editor.

Long time since my last video. The reason I'm back is that I noticed YaLTeR releasing a new Bunnymod XT version featuring a in-game TAS editor. Can't believe how far the development have come!
Watch the TAS editor introduction here:    • Half-Life TASing Introduction v2  
Bunnymod XT: https://github.com/YaLTeR/BunnymodXT/...
hltas script: https://pastebin.com/GHJGyR8h

Steam version (uncapped FPS, capped bhop) with default server settings.


The run is using several precise FPS changes:
First off lowering FPS to 4 to escape the teleportation trigger, enables you to head back for collection (thanks to EddWardG/mxpph for the trick). The weapon strip happens on trigger touch while teleportation happens first one frame after touch. With the long frame time of 4 FPS (0,25s), it's possible to get out of the trigger before teleportation executes. With more tweaking this can probably be done with higher FPS to save time.
After the grenade boost, a 20 FPS frame the earliest possible before landing. Resulting in 1 instead of 10 fall damage.
The stacked boxes are stuck. I use a 20 FPS frame to unstuck them before being able to object boost.
Then there is the first showcase ever of 0ms object boosting and 0ms duck spam in push triggers. 0ms meaning sky-high about 10000000000 FPS which in practice is no time at all.
I came up with this because it was the only way to make the object boost at the upwards belt possible. With 0ms boost I could achieve desired boost before the slope sent me flying vertical. This is vital because pushables cannot be used when player is not on ground.
For push trigger duck spamming, it's mostly simply getting all the boost in 0ms (instead of 27 frames at most at 2800ups boost before fire). But also making it possible to get all the speed at the very edge of the trigger, making some moves more potential. Reach most height, avoid collision etc.
A 20fps frame was used for every water entrance at the very last frame in air to avoid water friction for longer, saving up to 0,081 at the biggest drop.


Other notes:
Depending on how much HP/AP you need to take during capture scene, you could also take barneys 9mm handgun. It could be used to break boxes and save about 0.185s at the upwards belt obbo and most likely be helpful later in the game as well.
To prevent fall damage down the drain after getting the crowbar, I tried both jump bug and edge bug but wall bug just above ground turned out fastest. Meaning strafing into a wall not parallel to X nor Y plane and getting stuck.
Using duck spam in push trigger out of the pipe above HL21 style turned out slower. 200ups more but breaking to set it up made it overall slower.
I had to use the opportunity that max velocity (2000ups/axis) doesn't seem to apply under water in order to be able to make the new Magnum route possible. The push trigger boost is at about 2600 ups, 2000 would not be enough due to the high friction in water.



While the in-game TAS editor saved a lot of time to create sections of pure movement, complex runs like this still spend a ton of time in the text editor. YaLTeR himself estimated 40 minutes of work per second of gameplay on average, which is 5 times more than HLKZ map TASes.

Due to an initial mistake, the run doesn't use 0ms frame ducktaps for bunnyducking. The grenade boost isn't perfected due to RNG trouble and slow computer/slow execution times, so I let it be to keep motivation.


Bonus, collision hull clip:
   • TAS RP collision hull 0  

Some timings along the way
Lever section:
5,836 direct route
5,856 object boost route

Tripmine climb:
2,3 TAS
4,2 HL21

Toxic pipes:
5,977 hallway + grenade boost
7,876 object boost pipe route

Upwards belt:
2,802 object boost
2,868 ducktap belt


Magnum section:
1,982 skipping
3,743 new route
5,528 ordinary route


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