My Half Life 2 Speedrun Stream: • Half-Life 2 Speedrunning
Today I took advantage of a speedrunning glitch with an airboat that gave me yesclip and quickclip, where I had noclip mode and then I could teleport through walls when I got onto the ground. The Half-Life 2 Engine is not broken at all!
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I really enjoy speedrunning Source games, such as Portal or Half-Life series, so here are some fun Half Life 2 Speedrun glitches and tricks in action.
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My favourite speedrun channels:
DeSinc - adding comedic value to speedrunning HL2 glitches, famous for his Using Glitches and Tricks series / super6plx
SourceRuns - Showcase of the best possible segmented speedruns of Half Life or Portal games, including some TAS (tool assisted speedruns), with their best project, Half-Life 2 Done Quicker - HL2 Speedrun in 40:49 / sourceruns
quadrazid - Author or project leader of Half-Life in 20:41 legendary segmented Half-Life 1 speedrun
/ quadrazid
Maxam or maxamswe - Best Half Life 1 speedrunner, currently beating world record almost every week, his most viewed run being Half-Life 28:06.640 World Record Speedrun
/ @maxamswe
Maltemller - World record holder of Half-Life 2
/ @maltemller
Games Done Quick - Best collection of all kinds of speedruns, they also featured Half-Life 1, Half Life 2 and Portal 1 runners
/ gamesdonequick
Slvm - active russian Half-Life Speedrun streamer livestreams
/ @slvmy
shar - His project Half-Life: Done Enormously Warped - Speedrun in 6:26 - WR using Save warp glitch
/ nok3a897cu
Half-Life 2 Done Quicker - HL2 Speedrun in 40:49 - WR by SourceRuns
• Half-Life 2 Done Quicker - HL2 Speedr...
Half-Life 2 Gravity-Gun Only speedrun in 49:34.215
• Half-Life 2 Gravity-Gun Only speedrun...
Using Glitches and Tricks to Beat Half-Life 2
• Using Glitches and Tricks to Beat Hal...
World Record Progression: Half Life 2 (New Engine) - Episode 15
• World Record Progression: Half Life 2...
Glitch explained:
Each entity in source engine has two hitboxes - one in quake physics world, and another in havok (or vphys) physics world. This second hitbox is called "physics shadow".
Depending on type of the entity one of the hitboxes is dominant. Each frame results of havok physics simulation for barrels, rollermines, vehicles and etc will be copied over quake hitboxes of entities. For NPCs, rockets and elevators state is copied in reverse direction - quake to havok.
Player is special. Normally quake hitbox will overwrite havok shadow, but only if its movement is not blocked by any havok hitboxes. Player's hitbox will be copied in reverse - from havok to quake - if (a) havok hitbox is valid (not stuck in quake world), (b) player is touching a vphys object.
Quickclip works, because in vehicles havok hitbox has collisions masked out for everything except pickups (health, ammo). When you exit a vehicle, collision mask for havok physics should be changed to normal, but only if vehicle is present in the world. Barnacle forces you to exit a vehicle, but this process is interrupted as vehicle handle value, stored in Player class, is not valid. This allows you to "throw" havok hitbox through walls by colliding with a vphys object and teleport to a new location after it passes throug the wall into an empty space behind it.
You can see how it works by enabling "physicsshadow_render 1". Blue boxes are physics shadow and red boxes are quake boundary box. When you perform quickclip, you can notice how red box stays in place, but blue one keeps traveling through the wall. Use noclip and timescale to see it from the side.
family friendly pg clean
#HalfLife2 #HalfLife #Speedrun
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