Half Life 1 Aimbot Hack

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PC Specs: Processor: AMD Phenom II x6 1100T Black Edition Motherboard: Gigabyte 990-FXA-UD3 Graphics Card: Gigabyte Radeon HD 7770 OC Ram: 8gb DDR3 I play HLDM/AG and here are the issues: 1.) fpsoverride 1 - Allows players to set fps above 100. This command is great for clients to achieve smoother image quality, however, it speeds up the game resulting in 'speedhack'. Values of 125, 250, etc.) 2.) auto bunnyhop - Since the removal of special alias, some players and admins found a way to get around this by replacing '.dll's'. They replace the current one with the old one. Even though there is server command to allow this or not, this is not enough.

  1. Half-life 1 Download Torrent

If the game would simply fail to launch with such modified.dll's (authentication required) then this may help solve this problem. Each and every steam user should use the original.dll. In conclusion, these two issues are very important. Why should a player be able to run, jump, spawn, and shoot faster with some command? Why should admins decide to allow modified.dll's? Skill wants a voice too. Below I have attached some links.

I'm showing this so you know exactly where I am coming from. I train very hard the right way and it's very discouraging to know players can do such things. I'm playing without scripts (not even bunnyhop script), default sprites/models/sound, and using 100 fps in 1920 x 1080 resolution. Nobody else plays this way, unfortunately. This game doesn't need scripts. Gameplay montage: The full demo.

I'm as well for block autobunny, ppl need to get skill, and should practice this as well, cause how far goes this? So i could simply use an 'Auto aimbot' too.

Same way, cheat is cheat, to move smoothed required alot of skill, which some ppl just doesn't have. Forcing 100fps is mb needed, but not really essential, i can reg perfect 125fps Players if they are using highrates: rate above 25000 updaterate 100 cmdrate 100 cmdbackup 0-8 maximal and yes, ofc force the original.dll make sense, valve updated as well the netcode, so why some dudes want to keep that old one? With that update we can use rate '100000' what just run so smoothed. Hello Alfred, An admin from the Elite Half-Life League speaking here, if that counts for anything.

I like the idea of fpsoverride needing to obey svcheats. Leaving it up to the server to allow these kind of bugs or not. However in our small community it will result in either of two things. Having more servers that enable svcheats with the other abilities that come with it. Losing players. How about letting fpsoverride obey svpure?

If such an server cvar does not exist yet please think about creating it. One could add 'special' to obey svpure as well or other functions. Such as mpconsistency. What Soaric mentioned would be ideal ofcourse for fps issues but I understand if this costs too much work.

Im sure our community would pay 5e per player easily for such an fps fix though. It means that much to us. Using 100+ FPS without having a matching refresh rate will not make it smoother. Only when your refresh rate matches or is higher then your FPS, will you notice the smoothness. This is because refresh rate is how many frames your monitor can show per second.

Say for example, you use 60Hz, and use 125 FPS. You are still seeing only 60 FPS since your refresh rate doesn't match your FPS. I remember I set my FPS to 160 and refresh rate to 160 to test out the new fpsoverride command, and it was smoother, but there were many glitches. Setting the FPS to be capped at 100 again will not stop people from playing, since until this year, people have been playing with 100FPS (hopefully) for over a decade of CS1.6's existence. If someone is going to stop playing because they cap the FPS back to 100, that would be ridiculous.

No one would quit playing for such an absurd reason. I'm totally for capping the FPS back to 100 (or at least making it only accessible with svcheats 1). 100FPS is more then enough. If you want CS to be smoother, buy a CRT and use 160Hz.

Certain commands that allow bunny hopping and other malicious exploits should be blocked for sure. There should also be a.dll check on clients so that they are not using old or modified.dlls. This just opens the door for hacks and other exploits. The server or Steam itself should check the users.dlls. Not only.dlls, I say it should check ALL the files. It should make sure there are no additional files that would be suspicious. There should be a server option (if not one already) to allow custom player models and skins.

I have heard of certain hacks that take advantage of this. I know ESEA doesn't allow custom models and skins, so maybe you should make it a server option on Steam servers also for additional security. CS1.6 and the whole Half-Life franchise of games are so popular (for good reason), so they are a number 1 target for hacks. They are in high demand for these games.

Something must be done. ESEA does a good job at preventing cheats, so should Steam. 'If you want CS to be smoother, buy a CRT and use 160Hz.' Do you realize how absurd this statement is?

Of course if you make people play on a tearing screen they'll eventually stop playing or lose their eyes. It's 2013, a game that's been working so far shouldn't be capped to a rate where it's unplayable for common configurations (most widescreen LCDs are 60 Hz). And the world doesn't spin around the fact you've heard of fpsmax a year ago - I've been playing on 120 fps for over 6 years (and 120 fps is actually slower than 100 fps, but it's smooth).

This is an example of screen tearing -take attention to when the camera is turning, or there are sudden moves. In HL these lines appear basically every time when you move the mouse. It's affecting a lot for a fast paced game like Half-Life. On the note about the.dlls, I agree completely - but they should be forced when the build is stable enough for that (or there should be a server command). Too many bugs have occurred. Ideally this should be a separate option from svcheats for the sake of servers/mods that aren't effected or can tolerate the side effects of playing at a higher fps. If I recall the physics were fixed for movement at higher fps in one of the beta builds.

So what's left? Higher fire rate with mp5? Is a.05 shot/s increase to the fire rate worth ruining the game feel on modern LCD's? Please implement svfpsmax or something to let server owners control what they want the max fps to be until the side effect issues are worked out.

This seems like the type of thing that should be policed by communities, not by the game itself. I come from the Science & Industry community. We're pretty casual - we all follow AG/Quake/etc, but most of us would prefer to have the FPS we expect on our monitors, and we don't care if someone is getting a tiny advantage out of it.

It's not even clear that there is any real advantage to be gained - I don't see any analysis or data above.just someone saying 'it results in a speedhack'. I would hope that people posting on github can put in the effort to act like scientists/engineers instead of just pushing a personal agenda. I don't want to be forced to run the game at 100FPS on my 144Hz monitor, because it will be crappy. It's as simple as that. Please keep in mind that more games use Half-Life than AG. You obviously have never played with above 100Hz, or else you would know that there is no screen tearing at all if you play with high refresh rates.

When your refresh rate is higher then your FPS, there will be no screen tearing, which is why I recommend 160Hz or 120Hz in the first place. If you play with 60/75Hz, there is LOTS of screen tearing. No matter how high you set your FPS, if you use low refresh rates like 60 or 75Hz, you will have screen tearing. So setting your FPS higher then 100+ will not eliminate screen tearing if you use 60/75Hz. This is why most players recommend using 100Hz+ for your refresh rate. High refresh rates eliminate screen tearing, not high FPS values. This is common knowledge, so you obviously have no idea what your talking about.

Just because you use 100+ FPS in other games, doesn't mean that its better, or is even necessary for Goldsrc games. Goldsrc is optimized for 100FPS.

Anything more or less will result is bad gameplay, from stuttering movement, to bad recoil, invisible nades, faster movement, missing sounds, etc. I played with 155FPS one day, and I would fire my gun, and it would make no sound when I shot. There are just numerous glitches when you play with above 100+ FPS. I've been playing since 1.3, you obviously haven't since you don't know what truly causes screen tearing.

I have been making scripts for a long, long time kid. Please stop from posting ignorant statements. You might make someone believe your lies.

Screen tearing does indeed occur when you use low refresh rates. You have it backwards. Pros use high REFRESH RATES to eliminate screen tearing, not high FPS. Setting your FPS higher when using low refresh rates will actually result in more screen tearing since more frames are being drawn that the monitor can't keep up with (which is why the tear occurs in the first place). 60Hz = 60 FPS.

When you try and render more frames then your monitor can draw, you will get tearing. This is common knowledge. You must be trolling. Everyone knows that only high end LCD's support above 60/75Hz.

The standard refresh rate for most LCD's are 60/75Hz. Only high end gaming LCD's go above 60/75Hz. Most gaming LCD's are 120Hz, and the standard LCD's far outweigh the gaming ones.

Half-life 1 Download Torrent

Pros use gaming LCD's that support 120Hz for smooth motion and to eliminate screen tearing. Using 60/75Hz will always result in screen tearing if you go above 60/75 FPS. This is also common knowledge.

The only reason you may not experience screen tearing is because you use VSync, and judging by your ignorance, I will assume this is the case. Only noobs use VSync. Shooter420, why are you trying to convince somebody they're wrong? When they are simply explaining the symptoms they are witnessing? I used to use a 60hz monitor, then 75hz and now i use 120hz.

I never noticed screen tearing until i got my 120hz monitor. I was testing different frequencies and at 100hz at 100fps i got screen tearing. It seems when my monitor hz is sync'd to my ingame fps i get tears. Even at 120hz (120fps) - which is why i now use 125fps because it is smooth. As you can see, your theory isn't correct, there are lots of differences in monitors which can cause screen tearing, which is why players don't want fps capped. Your refresh rate must be set at least 5 Hz higher then your FPS to eliminate screen tearing. If you use 100Hz and 100FPS, you will still get screen tearing.

Why you would use 100Hz when your monitor supports 120Hz is beyond me. With 100FPS and 120Hz you will get no screen tearing. Just as long as your refresh rate is 5Hz higher then your actual FPS you won't experience screen tear. Only noobs use 60Hz. Increasing your FPS above your refresh rate will NOT reduce screen tear, only increase it more. This is not a theory, this is a fact. Actually screen tearing is always present, the question is if it on screen or off screen, because screen tearing is a line when frame changes.

For VSync ON this happen when 'scan line' is off screen. For fps equal refresh rate there is a chance that screen tearing will be placed off screen too, but because of freq fluctuations it will appear on screen at some time and will be slow migrating or rarely randomly jumping. When fps differs from refresh rate screen tearing is happen at different places, i.e.

Migrating on the screen. Migration speed is higher when difference between fps and refresh rate is higher. Migration direction (to top or to bottom) depends on difference sign. Double frequencies (like 60 fps on 120Hz or 120 fps on 60Hz) will have same effect as on equal frequencies (60fps on 60Hz). When fps is far from refresh rate screen tearing migration speed is very high, so it looks like it is appearing on random places thus generating effect that it is absent. So there is no actual difference if you will play on 125 fps on 120Hz or 115 fps on 120Hz, just screen tearing will change its migration direction.

Well, if screen tearing is off screen, I wouldn't consider it present. Equal FPS+Refresh Rate still produces screen tear (on-screen), so using 60FPS and 120Hz will not have the same effect at all (since a 60FPS+120Hz setup would not produce screen tearing and a 120FPS+60Hz/60FPS+60Hz setup will produce screen tear). As long as your refresh rate is 5Hz higher then the FPS, you won't experience screen tear. Sure, it may happen off-screen, but if it does that it might as well not be happening at all.

I remember back when I first started playing PC games when I was a kid back in early 2000 when Quake 3 came out, I had no idea about refresh rate. I used 60Hz all the time. I didn't know any better. The Quake 3 engine supports FPS above 100. Even though my FPS was well over 120, I would still get screen tear when I played Quake 3 with 60Hz.

Not until I increased my refresh rate above my FPS, did it go away. I came to the conclusion that screen tear occurs when your monitor can't keep up with the FPS being thrown at it. So for example, if I have my monitor set to 60Hz, it can only display a maximum of 60FPS. When a game is generating more then 60FPS on a 60Hz display, the monitor can't keep up with those FPS, and starts tearing.

Too many FPS are being generated for the monitor to keep up with, so it starts to tear. Each frame is fighting for the slot, but the monitor can't display them all, so it tears.

Its a very simple concept. But, when you set your refresh rate to 120Hz for example, your monitor can now display 100FPS correctly. The monitor can now display 100FPS with no problems. No frame is fighting to be shown, since all of them can be displayed (and then some). So using 60FPS and 120Hz will not have the same effect at all This is wrong conclusion. 120 divide by 60 equals exactly 2, which means that screen tearing will happen at same location on screen and will be clearly visible. So I just run game on 60fps@120Hz and I clearly see screen tearing.

As long as your refresh rate is 5Hz higher then the FPS, you won't experience screen tear. Sure, it may happen off-screen No, if fps isn't divided without a remainder by refresh rate (or inversely if refresh rate is higher), then screen tearing can't happen at same location, it will migrate. Each frame is fighting for the slot, but the monitor can't display them all, so it tears. Its a very simple concept.

Simple, but not full, so it is wrong a bit. Hope you will take some info from here, for example:. So I just run game on 60fps@120Hz and I clearly see screen tearing. You will definitely not get screen tearing if you use 60FPS+120Hz. That is the most ignorant statement ever.

You obviously have no idea what your talking about or have a monitor that supports 120Hz to test it yourself (or just trolling). If you set your monitor to 120Hz, that means it can display 120 FPS. Meaning, it would have no problem drawing 60 FPS and would have no instance of the frames fighting for a frame since an additional 60 could be drawn.

You claiming that a 60FPS+120Hz will generate screen tear shows how little you know about what your talking about. Screen tearing can't happen at same location, it will migrate. If the screen tearing migrates, then it is indeed happening off-screen, since its 'migrating' off-screen. Simple, but not full, so it is wrong a bit. Hope you will take some info from here, for example: Wikipedia claims (even though I already know all this) that 'Screen tearing is a visual artifact in video display where a display device shows information from two or more frames in a single draw'. You know how this happens?

When your refresh rate is set to low. As long as your refresh rate is higher then the FPS, you won't ever have two or more frames in a single draw, since increasing the refresh rate will allow more frames to be drawn. Its very simple.

So as long as your refresh rate is 5Hz above your FPS, no frames will ever collide with each other in a single frame since all of them can be drawn. Refresh rate 101. You sir, are the one who needs to not only read up on these things, but test them yourself. You can believe or not I am sure tested all I wrote. I have XL2401T monitor which I run at 120Hz.

Sure I tested 60fps@120Hz and I clearly see screen tearing. About thought that if frames are less then refresh rate imagine this: 90fps@120Hz - this means that when video card rendered 3 frames, monitor will draw 4 screen frames. Shoober420 leave the discussion alone. I've heard enough about this.

It is obvious your information is not fully correct. Not sure when you played hl1 for the last time or tested this stuff out. But you are going along with holding f00t to ground about one thing you experienced in q3 engine and drawn your conclusion from? Anyone stating otherwise is ignorant, trolling or not correct?

Come on man that is not the way to discuss. For our community It is more important we get some information in regards to the implantation of fpsoverride. Would be great if it can obey some other server cvar (NOT svcheats) Rather leave it up to the communities to decide how to best approach this. Unless valve can fix most of the fps bugs that it provides right off the bat (for example fps causing indifferences in fire rate speed) Otherwise fpsoverride obeying an 'svpure' concept would be sweet.

Although that was my own Idea ive not read any other good ones. GuyonthecoucH made an nice simple to the point post about this. But you are going along with holding f00t to ground about one thing you experienced in q3 engine and drawn your conclusion from?

I only mentioned Q3 because its an engine that supports 100+ FPS by default (with no glitches). Why you couldn't come to that conclusion is beyond me. Not sure when you played hl1 for the last time or tested this stuff out. I have been playing CS since 1.3 (which I have already mentioned earlier), most likely, way longer then you. I have ran Goldsrc games at 120Hz/60FPS just to clarify if I was wrong and I'm not.

There was no screen tearing when I used 120Hz and fpsmax 60. Lev, all your math is meaningless. As long as your FPS doesn't go above 115 when you use 120Hz, you will get no screen tearing. I already know how and why screen tearing occurs.

Obviously you don't LevShisterov. 120Hz/60FPS results in no screen tearing.

I just tested this to make sure. Please check your eyes. 60Hz/60FPS sure did result in screen tears though. If you want use more then 100 FPS in Goldsrc games you are ignorant and don't understand how the Quake 1 engine works.

Enjoy your glitches. Maybe you don't get screen tearing on, let's say, 100 FPS, but you do get unsmooth gameplay.

I'm on a 120 Hz monitor. While watching videos at 60 FPS is completely smooth and all right but playing HL1 on 60, 72, 90, 100 FPS results in a very unsmooth experience. Setting my FPS to 125, 250, 115, 120, etc. Above 100, solves the problem. Shoober420, CS is a whole different game.

It is quite slower than HL1 / AG, for instance. I vote for svpure, or other, different from svcheats, FPS control, at least for HLDM and AG servers.

While watching videos at 60 FPS is completely smooth and all right but playing HL1 on 60, 72, 90, 100 FPS results in a very unsmooth experience. That's because your media player is most likely using VSync. Goldsrc games run perfectly smooth on 100FPS. You need nothing more or less then 100FPS. Just use 100FPS/120Hz. Its what all the pros use.

CS is a whole different game. It is quite slower than HL1 / AG, for instance. CS and HL are technically the same game, as in, they use the same engine (Goldsrc), which is built upon the Quake 1 engine. Just because they inherit different game play styles, doesn't mean that using different settings would result in different outcomes. The outcome would be the same since they use the same engine.

HL1 however since the start when the game came out. The same counts for more people posting here. I started HL when it first came out too dude. Even enjoyed lots of time playing TFC, but we are talking about CS here.

Though I have a feeling you're lying and don't even know what WON is. If you want to stand above me by such things, I recommend we should compare dick sizes next. I wouldn't be so sure of that.

You are talking to an Italian. So I would for sure have you beaten in that department too sir. 100FPS is more then enough.

If you want smoother gameplay, just increase your Hertz on the monitor (120Hz+). You can also buy a new one (which is the best idea). Make sure it has very low response times (or just be a man and use a CRT). There is no point ironing out all the bugs and glitches when 100FPS is perfectly fine. Even if Alfred did fix them, most would still continue to use 100, since Quake1 and Goldsrc are optimized for 100FPS. Increasing your FPS won't make you a better player, increasing you skills is the only way.

HEY GUYS IM SO PRO I USE 150FPS. Goldsrc games run perfectly smooth on 100FPS. I tested in HL1 and it runs much smoother on 125 FPS.

Its what all the pros use. Excuse me, but all pros in HL1 use more than 100 FPS, even if they have a 60 / 75 Hz monitor. We are talking about CS here Except that we are talking about HL1.

Most of the people who vote for autobhop and no svcheats for fpsoverride are HL1 / AG players. Increasing your FPS won't make you a better player I agree with that, however if you play with your screen being unsmooth, you become annoyed quickly and can't play at your best. Or just be a man and use a CRT Breaking one's eyes does not make them a man. 100FPS is more then enough. There is no point ironing out all the bugs and glitches I agree with you here, because, honestly, I wouldn't care if someone shoots his MP5 bullets 0.01 second faster than I do.

I care even less if for that I get smoother gameplay. I tested in HL1 and it runs much smoother on 125 FPS. I've ran Goldsrc games in the past at 125FPS and its not that big of a difference then 100FPS. I did notice a difference when I used 150+FPS, but I don't like playing with glitches. Excuse me, but all pros in HL1 use more than 100 FPS, even if they have a 60 / 75 Hz monitor. This update to allow FPS over 100+ was just released this year in February.

Pros have been playing HL1 since the days of WON, when there was no way to increase your FPS over 100. So a pro would not use over 100 FPS. Using over 100FPS brings numerous glitches in Goldsrc games, and no pro plays with glitches.

Except that we are talking about HL1. Most of the people who vote for autobhop and no svcheats for fpsoverride are HL1 / AG players. If you need over 100FPS to bhop, then you can't bhop. Yes, using 100+ FPS does increase your characters moving speed, but this is a glitch. Some may even consider it speedhacking.

You can bhop in Goldsrc games perfectly fine without the need to raise your FPS over 100+. If you need to use more then 100FPS to bhop, you need to work on raising your skills, not your FPS. I agree with that, however if you play with your screen being unsmooth, you become annoyed quickly and can't play at your best. 100FPS is more then enough. If you have unsmooth display on 100FPS, you need a new monitor.

There must be something wrong with it. Trust me, I like smooth gameplay too, which is why I play with 160Hz. I would use 100+ also, but there are glitches if you do this. And no serious player (or legit player) uses glitches while he plays. Breaking one's eyes does not make them a man. You know nothing about CRTs.

A CRT display has less screen latency then any LCD on the market, and is why I still use them to this day. If CRTs hurt your eyes, its because you used the default 60Hz.

Just because you are too ignorant to increase your refresh rate, doesn't mean CRTs hurt your eyes. Increase your refresh rate and they are even smoother then LCDs and don't hurt your eyes at all. Staring at a blurry LCD hurts my eyes.

In all Goldsrc games, 100FPS is more then enough. Remember, this update only came out 6 months ago.

All HL1 players prior to this update used 100FPS and were perfectly fine with it. No serious HL1 player would play with glitches which using 100+ FPS creates.

I agree with you here, because, honestly, I wouldn't care if someone shoots his MP5 bullets 0.01 second faster than I do. I care even less if for that I get smoother gameplay. Go tell that to ESEA and all the other professional leagues. There can be no unfair advantage when playing. Only a noob would glitch a game in such a way to have an advantage over the other player.

Bro, go play XBOX. I bet you're not even old enough to buy alcohol. You have no idea what your talking about. You're just a kid. I bet you don't even have 100 hours of HL1 gameplay.

Please remove yourself from the discussion. Using 100+ FPS will not make you a better player, and if your display is unsmooth even if you use 100FPS, you need a new monitor. If you divide the 120 by 2, you get 40.

You take that 40 and square it to get 160 (40+40+40+40=160). Then, you try setting your fps value at 200, while using a 120hz monitor and you should get 80 extra hidden FPS. Then, add on 4 more fps and take that 84 fps calculation and divide it by 4, times that by 2 and your answer is: 42 You have to be trolling. Remember, Hertz = FPS. So if you use 120Hz, your monitor can display a maximum of 120FPS. Anything more will have no benefit. You will just be exhausting your video card to render more frames then your display can draw.

Half

Let alone, all the bugs and glitches that running Goldsrc games with 100+ FPS causes. If you want to use over 100+ FPS so bad, just go play a Source engine game. Btw, making the override1 (fps values over 100) linked to svcheats 1 would be a grave mistake. For a player running on a 60hz monitor, reducing a fast-pace fps game to 100 is a death sentence. No it wouldn't. Since the monitor is set to 60Hz, he wouldn't benefit from any FPS increase, since his monitor would only be able to display 60 frames.

60Hz = 60FPS. HL1 is fast paced enough when using 100FPS. All the players prior to the February update where not complaining that the game was too slow. Using values higher then 100+ will make your character run a tad bit faster, but this could be considered speed hacking. There are just way too many glitches when using over 100+ FPS in Goldsrc games because the engine wasn't designed with it in mind. It creates glitches that people can exploit. I would even consider it hacking.

If you run and shoot faster then other players, it sounds like speed hacking to me. Alfred, I assume you know the right thing to do here. Goldsrc just wasn't designed for using 100+ FPS.

You should make it so that only svcheats can allow the fpsoverride command to be used. It creates unfair glitches and numerous bugs that people can exploit.

Hack

There are already enough cheaters who play Goldsrc games, don't open the door for them to exploit even more. Shoober420, u aren't right, all LevShisterov information is correct, u should read more, before write.

Watch this video our world is not static and in the near future we will see displays which will handle more than 250 and 500 Hz, or even 1000 Hz. Proceeding from the aforesaid: the more fps, the better. Here's what should be done FPS-independent physics, complies with physics that calculated for 100 frames per second (shooting, movement, etc.) The number of gaming world FPS should be greater than number of FPS which displayed at the client display PS: LevShisterov add any ur contact details (e-mail, icq, jabber, etc.) to ur profile, or write it to my e-mail, thanks. Fpsoverride isn't needed at all, just fix fps dependet physics bugs and uncap fpsmax. To fix fps dependet aspects just add new cvar that control it like in quakeworld clients clphysfps and use it instead of fpsmax.

You can add server variable like svphystickrate or svphysfps to control it on server. Or you can cap it at 100.

In result we will have predictable behavior, no matter how much fps is set. Goldsrc is a modified qw engine, in qw engine that issue is fixed due to gpl release. In forks created by enthusiasts. Ridiculous that valve didn't fix that, while in similar circumstancies it has fixed by enthusiasts long time ago. NOT IMPORTANT, SKIP THIS PART Pros have been playing HL1 since the days of WON, when there was no way to increase your FPS over 100. Since Steam, in Half-Life 1 you were ALWAYS able to raise your fps above 100, just by entering 'developer 1' and then 'fpsmax' commands.

If you need to use more then 100FPS to bhop, you need to work on raising your skills, not your FPS. All Half-Life 1 speedrunners out there, even quadrazid or Spider-Waffle use 250fps to Bunnyhop. You can't argue about their skills, as they're clearly better than you'll ever be and they know the engine inside out. You have no idea what your talking about.

You're just a kid. I bet you don't even have 100 hours of HL1 gameplay.

Please remove yourself from the discussion. Using 100+ FPS will not make you a better player, and if your display is unsmooth even if you use 100FPS, you need a new monitor. Dude, what the hell is your problem?

All he did is expressed his opinion nicely. You have no idea how much I want to punch you in the face right now for insulting him. Also, I can guarantee he plays HL1 10 times better than you, he has more than 100hrs of HL1 gameplay and he has even got a few segments on the new 20 minute HL1 speedrun that's coming out.

Get out of the HL1 scene as you clearly don't know how much this whole thing means to us, PLEASE. IMPORTANT PART In my opinion, you should leave the FPS raising alone and just somehow fix the bugs that they create. I wrote an article about all of the bugs that you can get by changing your fps. Also, bring back special for us speedrunners ^^. Our world is not static and in the near future we will see displays which will handle more than 250 and 500 Hz, or even 1000 Hz. Proceeding from the aforesaid: the more fps, the better.

This is fine for games that are designed for 100+ FPS. Goldsrc and the Quake 1 engine isn't designed for 100+ FPS, which is why it glitches out when you use developer 1 or fpsoverride. So more FPS isn't always better. Just fix fps dependet physics bugs and uncap fpsmax. I agree that this should be done. But, until these FPS dependent bugs are fixed, developer and fpsoverride should be controlled via svcheats. Since Steam, in Half-Life 1 you were ALWAYS able to raise your fps above 100, just by entering 'developer 1' and then 'fpsmax' commands.

Doing this still creates the same bugs that using fpsoverride causes (actually, even more). Playing with developer 1 is a bad idea, even worse of an idea then to use fpsoverride. If you re-read what I said, I said in the days of 'WON'. Back then, you couldn't have more then 100FPS, even if you set developer to 1. All Half-Life 1 speedrunners out there, even quadrazid or Spider-Waffle use 250fps to Bunnyhop.

You can't argue about their skills, as they're clearly better than you'll ever be and they know the engine inside out. It does increase your momentum a little bit but this could be considered speed hacking. Using developer 1 can even slow you down. If someone needs to increase there FPS higher then 100 to Bhop better then they are not legit. A legit player Bhops at 100FPS.

You have no idea how much I want to punch you in the face right now for insulting him. Don't internet tough guy me kid.

Also, I can guarantee he plays HL1 10 times better than you, he has more than 100hrs of HL1 gameplay and he has even got a few segments on the new 20 minute HL1 speedrun that's coming out. I have 2150+ hours of CS1.6. Don't even talk to me about hours kid. For a legit speedrun, you need to use 100FPS. You can't use developer 1 for a speedrun. That's not even legit. If you need to use more then 100FPS to speedrun and bhop better you just need to work on your skills.

Allowing 100+ FPS creates more problems then it solves. I think its more important for players to all shoot the same speed and have no glitches, then to have slightly higher movement speed (which could be considered speed hacking).

Speedrun like a man and use 100FPS. Using 250FPS in the Goldsrc engine instead of 100FPS, is like someone running Super Mario World at 150FPS instead of the default 60FPS, just so Mario can run and jump faster. Its not a legit way to do a speedrun. Alfred, please, lock developer and fpsoverride to svcheats. If someone wants to speedrun with higher then 100+FPS, then fine.

Just make it so they have to use svcheats 1. Since speedrunning is single-player anyway, this shouldn't be a problem. I just wouldn't consider that speedrunner legit. This is fine for games that are designed for 100+ FPS. Goldsrc and the Quake 1 engine isn't designed for 100+ FPS, which is why it glitches out when you use developer 1 or fpsoverride.

Actually Quake 1 was patched to separate FPS and Physics into different cvars: clindependentphysics 1 clphysfps 77 See: After separating FPS and physics it's entirely up to the player to set their frame rate to whatever they desire with zero effect on the engine. Point being, if the game engine that Half-Life was built upon can manage separating the two, then surely it's worth investigating a similar solution. Shoober, you really seem to have a bad case of the 'know-it-all' syndrome. You have been wrong about important things and that is something HOPEFULLY Valve just ignore just about everything you have said thus far. Maybe before you continue to comment, you check out the mod we have been talking about (adrenaline gamer), because it IS NOT counterstrike, which involves very little real actually mouse movement compared to the mod we play. Most of the contributors of this thread have a great degree of experience regarding the issue on hand because YOU HAVE NOT PLAY THIS MOD and we have played counterstrike. Dealing with FPS, its really apples to oranges to how much a difference 125 makes over the 100 fps counterpart.

CS involves very small precise mouse movements most of the time. Our mod requires very large 180 degree mouse movements at incredibly high speeds (1000-1600 speeds), while trying to visualize the target and make a hit.

Until you FIRST-HAND experience our situation, all you are doing is trolling and getting on people's nerves. I guess it must be nice to have Momma Valve and Papa Valve keep deleting most people's responses voiced to you. Hopefully you actually receive email updates so you can clearly see how all other people see how unproductive and dim you are. I don't think you could survive a forum where there isn't censorship. Bring your know-it-all behavior to another thread. My voice is for 125 not being linked to svcheats 1!

You really seem to have a bad case of the 'know-it-all' syndrome. I don't know everything, just whatever I decide to talk about is something I'm very educated on. Like if you started talking to me about Football, I would not even talk to you. So no, I don't consider myself a know-it-all. But, if you see me talking about something, you better hope you are educated, because I sure do know a thing or two about the things I do decide to discuss. You have been wrong about important things Like what?

You check out the mod we have been talking about (adrenaline gamer) This looks like HL1 DM to me, nothing special. Because it IS NOT counterstrike, which involves very little real actually mouse movement compared to the mod we play. This is the most ignorant thing I've ever read. Any FPS requires precise mouse movements.

No FPS requires more precision then another. All FPS need precise mouse movements. Most of the contributors of this thread have a great degree of experience regarding the issue on hand because YOU HAVE NOT PLAY THIS MOD Just because I haven't played this mod, doesn't mean what I say is inaccurate. Everything I've said makes complete sense and are facts.

Until you FIRST-HAND experience our situation, all you are doing is trolling and getting on people's nerves. Your game is no different then Quake. I've played all of them.

HL1DM and Quake are very similar. In fact, all DM games have very similar gameplay. I would crush you on Quake 2/3 rail server, something that requires very, very high mouse speed movements and precision. Your mod isn't special. I guess it must be nice to have Momma Valve and Papa Valve keep deleting most people's responses voiced to you. Hopefully you actually receive email updates so you can clearly see how all other people see how unproductive and dim you are. I don't think you could survive a forum where there isn't censorship.

The only message that I have seen that was deleted was from TheFalcon, and he was talking about CRT monitors, and how they give off radiation. CRT's are superior to LCD in everyway. They have more color and lower latency. He knows nothing about CRT and it shows.

This is why graphic designers still prefer CRT displays. The admins most likely deleted his comment, because of how ignorant the comments were. Bring your know-it-all behavior to another thread. I'm not a know-it-all. You are just intimidated and threatened by how well I can hold up the argument with facts.

Let's look at the HL1 player base.not too many people. Let's look at the CS1.6 player base.you get my picture.

I doubt Valve will cater to your needs, especially when what your asking for will bring glitches to all Goldsrc games. The only way I support allowing 100+ FPS is if they make the physics independent from FPS, which would not allow you to bhop faster and exploit the game engine, which is what you want. All physics will be the same, regardless of FPS. I support this. The only way I would increase my FPS above 100 is if they make the physics independent from the FPS. That will be one serious update. So there are two ways of fixing these exploits and glitches:.

Block use of developer 1 and fpsoverride via svcheats. Make FPS independent from physics I'm all in favor for option 2, since it would not allow you to exploit the game by moving faster, and allow you to have FPS higher then 100+ with no glitches. But, until Valve patches the Goldsrc engine to make FPS independent from physics (if they even do this), developer 1 and fpsoverride should be locked via svcheats 1 so no one can exploit the game engine. Trust me, I play most other games with 100+ FPS, just not Goldsrc games because it is too buggy. On top of that, using developer 1 is illegal in ESEA and most other leagues and tournaments. GEE, I WONDER WHY?

As far as i'm aware, cs1.6 for the most part is capped at 100fps (at least for league play) and i understand the reasons behind this, in a slow-paced fps game, having consistent weapon fire rates is the most important control measurement regarding gameplay. Long before the recent valve updates players were aware of the exploits and bugs caused by fps and in hldm/ag, leagues decided to cap fps at 125fps, as a large proportion of players use 125fps. However, the reasoning behind allowing 125fps is NOT centered around the exploitation of faster movement speeds, or the small increase in weapon rate of fire (which accounts to being 0.0575/s faster than at 100fps). 125fps was decided as a compromise - it balanced smoother motion image qualit with a weapon fire rate difference (which is not as noticeable as say, 250fps) and also some other bugs which occur at high-fps (such as ghost models left behind ). Contrary to shoober420's information, higher frame rates actually produce smoother motion quality, for example at 250fps+ there are even less jitters when moving at high speed than at 125fps. This is perhaps not immediately noticeable, but when moving at high speed (speeds of up to 2000units/s) in conjunction with fast mouse-movement, frame rate jitters caused by lower fps are accentuated and result in unsmooth image quality.

I can't speak for cs, but hldm/ag would benefit greatly if bugs caused by fps could be fixed. As far as i'm aware movement speed has been made independent and is no longer an issue (correct me if i'm wrong) but weapon fire rates are still fps-dependent. If the bugs could be fixed it would allow players to use as high a frame rate as possible resulting in the best quality motion image. And we wouldn't be here listening to countless arguments on the issue, arguments which have been ongoing for years, since the discovery of these fps-exploits.

Ideally implementing the idea outlined by f4k3 fpsoverride isn't needed at all, just fix fps dependet physics bugs and uncap fpsmax. To fix fps dependet aspects just add new cvar that control it like in quakeworld clients clphysfps and use it instead of fpsmax.

You can add server variable like svphystickrate or svphysfps to control it on server. Or you can cap it at 100. In result we will have predictable behavior, no matter how much fps is set.

Alfred incase you are interested in the fps matter for hl1dm/AG players. Pretty much from all the posts crustypig described it most accurate (one post above). Forgive me for not entering the discussion in more depth. Im full about the subject. We talked about it for some years in our community. Where I created an server side fps cap for our league.

With the required testing. I'm sure you can imagen. Fixing the fps bugs is something us hldm fans have been longing for. And are grateful for the movement fixes if I may speak on all players. This will be my last post about the matter.

If further fps fixing can not be realized. The other suggested idea (svpure concept or something) would be nice.

Think that is clear by now. Greetings:) vamp. 125fps was decided as a compromise - it balances better image quality FPS has nothing to do with image quality. If I took a static wall texture, and looked at it with 100FPS, then 250FPS. It would look the same. Sure, it makes gameplay smoother, but when your monitor is set to 120Hz, its kind of pointless, since your monitor could only draw 120FPS at 120Hz.

You're just exhausting your video card to push out all these frames that you can't even see. I would rather play with no bugs, then have my movements a tad bit smoother. Seriously, 100FPS is smooth enough.

Half Life 1 Aimbot Hack

Playing with above 100+ FPS will not make you a better player. When I was testing playing with above 100+FPS, 125FPS was a minimal difference compared to 100FPS.

But, when I set ti to 150FPS, you can really feel the difference. It was very smooth. But, you can also really feel the movement bugs to, which I couldn't stand.

My dude would jitter at random times, especially when I jumped. If Valve decides to make physics independent from FPS, I will consider going above 100+FPS, but until then, developer and fpsoverride should be locked down by svcheats. 125fps was decided as a compromise - it balances better image quality corrected to it balances smoother motion image quality (to most it was clear this was what i meant) I would rather play with no bugs, then have my movements a tad bit smoother. This is your opinion, which agreeably is shared by some, but the majority within the hldm/ag community spoke years ago on this matter and decided that 125fps was an acceptable cap.

Obviously an unlimited cap without bugs would be ideal. Until then, the harm which would be caused by capping fps is unnecessary this late in the game. Smoother motion image quality It wasn't clear that you meant this, let alone this makes very little sense anyway. I have never heard anyone ever say 'smoother motion image quality' when they are talking about increasing the smoothness of motion. It hardly makes any sense. Like honestly, who says that. Most people would think you are trying to justify being incorrect by changing what you previously said into something that is laughably the strangest wording I have ever read for someone trying to say increased smoothness in motion.

Until then, the harm which would be caused by capping fps is unnecessary this late in the game. No harm is done capping the FPS to 100. What does harm the game, is letting it be uncapped to further allow players to exploit the engine.

This isn't a 'patch'. Its a source port. EZQuake is a source port of the original Quake 1 engine. The original Quake 1 engine (which Goldsrc is based on) does not seperate FPS and physics. Isn't EZQuake a client, not a source port?

You can play in the same quakeworld servers with other clients, but it's up to the server to regulate things.? This issue is more analogous to changing quakeworld itself (which must have already been done if any of the clients support disconnected clientside FPS and physics). Isn't EZQuake a client, not a source port? EZQuake is a source port of the QuakeWorld client. It is a client, but its a source port of the QuakeWorld client.

So its most definitely a source port. QuakeWorld, and all its source ports can be considered clients. Source ports can also be considered 'forks'. EZQuake is a source port because its based on the original QuakeWorld client. So its a source port and a client, not just a different client. Having FPS independent from physics is for sure not impossible. There are numerous source ports of the original QuakeWorld client to prove this.

Its just will Valve take the time to do this massive update. I say, its totally worth it. It not only fixes the glitches and exploits we all are talking about, it also lets you play with FPS above 100 bug free. So you get the best of both worlds and each side will get what they want.

Features: - Custom PanicKey - Vector AimBot / AimKey / FOV, Smooth, DrawFOV, DrawVec - BoxESP / DistanceESP / FarESP / NameESP / VisibleESP - PlayerGlow / WallHack / ThirdPerson - Radar / RadarPosition (X,Y,Thickness) / RadarColour (R/G/B/A) - CrossHair (1/2/3/4) / CrossHairColour (R/G/B/A) - FlashRemoval / FlashPercentage (0/100%) - BunnyHop / BunnyHopKey - RussianDuck (1 = RussianDuckKey / 2 = LCTRL) - TimeAndDate - LTFXSpeed / LTFXSpeedKey (0 = Off / Value divided by 5) - Adjustable Configurations (In/Out Game) - Non-Steam Compatible Downloaded 288.467 times.

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