A tool-assisted speedrun of Half-Life: Blue Shift completed in 5:59.679, using the save warping glitch (warp chains depicted on top left when performed)
Technical details:
TAS written, demos recorded, and run timed using BunnymodXT
Majority of TAS on 1000fps, with some portions on 100fps, 20fps, and 8fps
Executed in GoldSrc Package 2.4 running through wine32on64 (via PlayOnMac) on macOS Big Sur
Execution date: 10 April 2021; recording date: 31 December 2021
Demo playback recorded at 120fps using bxt-rs
Recording edited to final video in Shotcut
There's a lot going on behind the scenes here - I may aim to make a commentary video later to encapsulate it all. As an inadequate précis: this TAS took around a year of work, not the least of that time spent on beating desyncs into submission. This is why, incidentally, the recording is of demo playback rather than the TAS execution itself - recording while executing the TAS somehow changes the outcome of the TAS for me. The thing about TASing with save warping is, when a desync happens, the game will inevitably crash due to a warp chain going wrong. As a result, there are definitely improvements that can be made to the TAS, especially on the first few maps - I was just so concerned about getting this shit to complete consistently in the first place that absolute optimization felt like a pipe dream for this novice TASer. Getting it under six minutes in the first place honestly felt like a miracle. If someone is willing to take this ugly duckling and make something better of it, feel free to ping me for the scripts (yes, plural).
Also, the gap between TAS execution and demo capture is due to an issue with demo playback crashing to the main menu during warp chains that wasn't fixed until the 31 Dec 2021 releases of BXT and bxt-rs.
Thanks to shar for the idea, YaLTeR for the tools, and maltemller for the motivation
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