Wow thanks for the fast response.
Well, I already tried every cvar, but none of them makes the gameplay
frame-by-frame. using the host_framerate or pause; wait; pause method won't
interrupt the server-client communcation. So this is basicly only a "visual"
frame advancing, and we would need real frame advancing. However I don't
have the real, full, compilable HL source code, and the downloadable free hl
sdk doesn't has the server_frame function or anything that processed in
every frame.

The best thing should be to have the same DemoPlayer's gui @ HL
singleplayer.

2009/9/21 Rodrigo 'r2d2rigo' Diaz <[email protected]>

> Try using the convars "host_framerate" and "pause".
>
> 2009/9/21 Olivér Horváth <[email protected]>
>
> > Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
> > We have a (currently in hold) Half-life 1 TAS [tool assisted] speedrun
> > project @ SDA (speeddemosarchive.com) and we have some questions about
> the
> > HL engine.
> > We would like to achieve a frame-by-frame (frame advancing when you press
> a
> > specific key) gameplay to abuse every bug and glitch in HL. However the
> > full
> > HL SDK (as far as I know) doesn't gives me possibility to have a custom
> > function that would interrupt everything and making a TOTAL engine-pause
> > whenever there's a frame advance. So my question would be this:
> >
> > Is there any possible way to play the game frame-by-frame?
> > (with absolutely no server-client communication or anything else during
> > frame-pause).
> >
> > If you don't understand what I'm talking about (tool assisted, speedrun,
> > why
> > abuse glitches, why we need frame advance), feel free to ask it.
> > btw I wanted to read the archives, but the txt files comes with
> > very-very-very slow bitrate.
> >
> > Thanks for responses in advance.
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> >
> >
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