[TAS] bkz_goldbhop in 1:07,8
Hai guys, I make HL1 TASes and, as an experiment, decided to try to make a CS1.6 one.
Here's a copy of description because no one reads those and because it contains important information:
[blockquote]Another TAS (tool-assisted speedrun, basically scripted run the goal of which is to achieve the best possible time if human reflexes are not taken into account) of bkz_goldbhop, this time in Counter-Strike 1.6!
This is the _watchable_ version of the TAS, where all settings were set to legal (by Xtreme-Jumps' rules), EXCEPT cl_sidespeed, which was modified. This was done ONLY for making the TAS watchable and is NOT required to achieve the exact same time: it is possible using W-only, A-only, S-only or D-only strafing and I have actually made a version of this TAS as a proof which is absolutely the same, but uses W-only strafing and does NOT change cl_sidespeed from its default value (and therefore is completely compliant to XJ's rules): the video can be found at http://youtu.be/TXdocQtDw1A and the demo is bundled with the watchable one.
Demos: https://mega.nz/#!VAhhhSBA!-s7e0cndErUV-KsPxyU52DVZeEKGoYFFpZ1AW0HPTYI
Script: http://pastebin.com/ZQ9Y69wN
Video of executing: https://youtu.be/Tv58Wp2xrg4
Done on Windows on the latest Steam Counter-Strike 1.6 using a special version of Bunnymod XT from the cs branch of its github repository which is experimental and most likely won't be released (but you can compile one yourself!). Bunnymod XT is an injection tool that is used for TASing things, it has functionality such as perfect strafing (calculating the player angles and inputs), automatic jumping and ducktapping and alike. Everything is done on the client side by invoking console commands (such as +forward, +left, etc.), which you can actually see in the demo yourself by using some demo exploring utility.
I had to modify things a little bit to make this TAS: I patched host_framerate to work on listen servers (host_framerate is used to achieve constant framerate) and I patched the angle modifying functions on the client to remove the cl_yawspeed and cl_pitchspeed caps (as this is how BXT rotates the player around).
I dunno why the silencer disappears from the pistol, I blame CS. When recording the demo there was no silencer at all.[/blockquote]
EDIT: I wanted to start the timer travelling at 250 ups, that's why I press the button so early, to start accelerating as soon as possible.
EDIT 2: A .25x speed render with additional HUDs: https://youtu.be/9ccVNXmWRxk
But why!?

it would be interesting to see an actual good player like myself on the controls for the tas
looks...pretty amazing. Haven't thought of this kind of run before. How long did it take to record it? or is it easy and someone can do it in like 2-3 runs only?
Interesting to see whats possible...maybe one day we will see a nearly equal run by a human :>
Originally posted by Keolooks...pretty amazing. Haven't thought of this kind of run before. How long did it take to record it? or is it easy and someone can do it in like 2-3 runs only?
It's not exactly "recorded" in the sense you're used to, I basically write a big script that tells Bunnymod XT what things to do for me. For example, I can tell it to strafe to this yaw for 20 frames, then to this other yaw for 10 frames, etc. It took me about 5 days of at least 5 hours each to make this TAS, if we exclude the breaks.
Wow really impressive I would say bibo did it again.
Originally posted by YaLTeROriginally posted by Keolooks...pretty amazing. Haven't thought of this kind of run before. How long did it take to record it? or is it easy and someone can do it in like 2-3 runs only?
It's not exactly "recorded" in the sense you're used to, I basically write a big script that tells Bunnymod XT what things to do for me. For example, I can tell it to strafe to this yaw for 20 frames, then to this other yaw for 10 frames, etc. It took me about 5 days of at least 5 hours each to make this TAS, if we exclude the breaks.
I understand now. Thought it was a "normal" tool that you use. Time consuming, and yet an effective way to see what is the maximum possible in such a map. Saw 1-2 areas where i think that the run can be improved (with TAS ofc).
standard run imo
Originally posted by McLWow really impressive I would say bibo did it again.
Hahaha!! ;D
OLD thing. Some people call it WAYPOINT.
Is that LyNn on the video? I'm confused ._.
Originally posted by badgamerIs that LyNn on the video? I'm confused ._.
This is a video of my TAS that I made myself using tools that I made myself.
How I Can Compile Bunnymod XT?
I Try Download This From Github and I Have C++ Project Files
It Says How To There In The Readme
you're not juice by any chance, are you?
Originally posted by Fantasmit would be interesting to see an actual good player like myself on the controls for the tas
Kanye ?
Here's a slowmo render with additional HUDs for anyone interested: https://youtu.be/9ccVNXmWRxk
That's amazing, never though that TAS would be done in CS. I love to watch speedgame and TAS, apply this to 1.6 is so cool. Keep going, goodjob!
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