Half-Life (PC) - 0:56:09 - '-think.circle-'
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Pure speed run of Half-Life on hard mode, completed on April 5 2004. Available as DivX avi, 640x480 or 320x240 and
original recordings as .dem files, which require version 1.1.2.0 of Half-Life to play.
Half-Life times are done from the start of the "anomalous materials" episode, to the fade to green after beating nihilanth. A penalty of 0.5 seconds is added for each demo recorded beyond the first, because the engine seems to skip around 0.2 seconds for each new demo, and to discourage using a large number of demos. This entry was made before the penalty decision was made, so the old time of 55:48 is still in the filenames.
Author's comments:
Greetings! My nick is -think.circle- and I want to tell you something about my Half-life speed run. After having watched some awesome speed movies for several games I started to wonder if I could make a run through my favorite game that keeps me addicted since its release in 1998: Half-life As you can see I did it :)
I had to use the newest version (1.1.2.0 for "Steam") because this is the only version where demo recording is stable enough to make a demo across larger parts of the game. In all other versions the game was unable to record a demo across a "loading" where the game has to load the next level. Still I did NOT record the run in one part. I actually made 42 small parts. It took me almost two weeks to record it. Some tricks took many many tries to do flawlessly. For example after reaching the alien world "Xen" I do a great jump across the level. Getting this one recorded took me certainly over 100 tries :) For the final .avi file I appended the parts so it is often hard to see where one part ends and the next begins. Furthermore I cut out the "loadings" so don't wonder why the game never seems to load. Well there is one exception. At 36:15 I kill two soldiers and they start their dying sequence but before they finish the game loads the next map which then resets the dying animation of the marines. Just watch the .avi and you will see what I mean. Anyway this looks pretty strange so I left that part unedited to not make things worse.
There are some more issues with the .avi I want to explain: When a NPC is talking the sound-mouth sync is pretty screwed up. This happens when a ingame demo is converted to an .avi. Not much I could do about that. Furthermore the ammunition display sometimes shows 0 although I do have ammo. This is a bug in the demo recording. As soon as I fire / reload it displays the correct number again. Another small issue is that sometimes I seem to fire a weapon but there is no sound. That happens when I switch weapons (I really do not fire). The game then displays a muzzle flash for a short time beeing just a display bug.
Now there are some tricks I want to explain so you know why some things work and how. First some ways to avoid falling damage. One way is to hit a ladder. A ladder removes any movement speed from you when you touch it. Another way is to jump into water. Usually that's realistic but it also works if the water is very low just like the puddle I hit after the great jump at the beginning of the alien world at 48:50. A third way is to fall in a split between two tight walls. You will see what I mean when you watch the movie (at 33:40).
Now some miscellaneous tricks. At 33:15 I slowly slide up a steep wall and then move on through the skybrush. Sliding up a wall is easy. One just has to walk forward and if the wall is not too steep one gets up slowly. The skybrush is the outer border of the level. When seen from afar the game displays a sky there (That's why it is calles skybrush). But one can get inside and float through it since it acts as if it was water. Pretty strange ehh? I don't know either why it's like that. Anyway it allowes me to skip that dam so...
Another trick is to use buttons through walls. When the player presses the use-key the game only checks if there is something in range that can be used. It does not check if there is a wall in between so it's possible to activate some buttons through walls.
At 46:35 I shoot that guy with the helmet. This causes the scientist to run towards the end of the room where a door opens. Usually that door is opened by this scientist after a quite long briefing. But if you make the scientist run towards it it opens instantly.
One more thing that needs to be explained: At 34:45 I jump along a seemingly vertical wall where actually I should fall down. That's possible because there is an invisible edge. It's not meant to be there. But when a map is made in the editor and it is compiled to be playable then sometimes such small invisible edges are created due to a flaw in the compilation routines. Mostly it is not even noticed but here it creates a cool shortcut :)
There's one last thing I want to say: this movie is meant to be a fun movie! I do not want to hold a record with it for two reasons. Firstly the time is not measured very precisely in the .avi since I've also done some editing there. And I skipped the first (non-interactive) part of the intro. Secondly there are no fixed save points that determine where I may save and where I may not. It was up to me how often I saved. It's not very suitable for a competition. So just enjoy it :)
If there are any questions feel free to contact me via e-mail: 222.radon.86@gmx.de or ICQ: 71141078
Have fun ! -think.circle-
original recordings as .dem files, which require version 1.1.2.0 of Half-Life to play.
Half-Life times are done from the start of the "anomalous materials" episode, to the fade to green after beating nihilanth. A penalty of 0.5 seconds is added for each demo recorded beyond the first, because the engine seems to skip around 0.2 seconds for each new demo, and to discourage using a large number of demos. This entry was made before the penalty decision was made, so the old time of 55:48 is still in the filenames.
Author's comments:
Greetings! My nick is -think.circle- and I want to tell you something about my Half-life speed run. After having watched some awesome speed movies for several games I started to wonder if I could make a run through my favorite game that keeps me addicted since its release in 1998: Half-life As you can see I did it :)
I had to use the newest version (1.1.2.0 for "Steam") because this is the only version where demo recording is stable enough to make a demo across larger parts of the game. In all other versions the game was unable to record a demo across a "loading" where the game has to load the next level. Still I did NOT record the run in one part. I actually made 42 small parts. It took me almost two weeks to record it. Some tricks took many many tries to do flawlessly. For example after reaching the alien world "Xen" I do a great jump across the level. Getting this one recorded took me certainly over 100 tries :) For the final .avi file I appended the parts so it is often hard to see where one part ends and the next begins. Furthermore I cut out the "loadings" so don't wonder why the game never seems to load. Well there is one exception. At 36:15 I kill two soldiers and they start their dying sequence but before they finish the game loads the next map which then resets the dying animation of the marines. Just watch the .avi and you will see what I mean. Anyway this looks pretty strange so I left that part unedited to not make things worse.
There are some more issues with the .avi I want to explain: When a NPC is talking the sound-mouth sync is pretty screwed up. This happens when a ingame demo is converted to an .avi. Not much I could do about that. Furthermore the ammunition display sometimes shows 0 although I do have ammo. This is a bug in the demo recording. As soon as I fire / reload it displays the correct number again. Another small issue is that sometimes I seem to fire a weapon but there is no sound. That happens when I switch weapons (I really do not fire). The game then displays a muzzle flash for a short time beeing just a display bug.
Now there are some tricks I want to explain so you know why some things work and how. First some ways to avoid falling damage. One way is to hit a ladder. A ladder removes any movement speed from you when you touch it. Another way is to jump into water. Usually that's realistic but it also works if the water is very low just like the puddle I hit after the great jump at the beginning of the alien world at 48:50. A third way is to fall in a split between two tight walls. You will see what I mean when you watch the movie (at 33:40).
Now some miscellaneous tricks. At 33:15 I slowly slide up a steep wall and then move on through the skybrush. Sliding up a wall is easy. One just has to walk forward and if the wall is not too steep one gets up slowly. The skybrush is the outer border of the level. When seen from afar the game displays a sky there (That's why it is calles skybrush). But one can get inside and float through it since it acts as if it was water. Pretty strange ehh? I don't know either why it's like that. Anyway it allowes me to skip that dam so...
Another trick is to use buttons through walls. When the player presses the use-key the game only checks if there is something in range that can be used. It does not check if there is a wall in between so it's possible to activate some buttons through walls.
At 46:35 I shoot that guy with the helmet. This causes the scientist to run towards the end of the room where a door opens. Usually that door is opened by this scientist after a quite long briefing. But if you make the scientist run towards it it opens instantly.
One more thing that needs to be explained: At 34:45 I jump along a seemingly vertical wall where actually I should fall down. That's possible because there is an invisible edge. It's not meant to be there. But when a map is made in the editor and it is compiled to be playable then sometimes such small invisible edges are created due to a flaw in the compilation routines. Mostly it is not even noticed but here it creates a cool shortcut :)
There's one last thing I want to say: this movie is meant to be a fun movie! I do not want to hold a record with it for two reasons. Firstly the time is not measured very precisely in the .avi since I've also done some editing there. And I skipped the first (non-interactive) part of the intro. Secondly there are no fixed save points that determine where I may save and where I may not. It was up to me how often I saved. It's not very suitable for a competition. So just enjoy it :)
If there are any questions feel free to contact me via e-mail: 222.radon.86@gmx.de or ICQ: 71141078
Have fun ! -think.circle-
- Addeddate
- 2004-05-09 22:48:50
- Collectionid
- HalfLife_5548
- Color
- color
- Identifier
- HalfLife_5548
- Numeric_id
- 5896
- Proddate
- 2004
- Run time
- 57:52
- Sound
- sound
- Type
- MovingImage
comment
Reviews
Reviewer:
Craynor
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favoritefavoritefavoritefavoritefavorite -
December 27, 2006
Subject: Nice
Subject: Nice
Radon, your the best !!!
I love you =)
MfG Craynor
I love you =)
MfG Craynor
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