Isn't there a command called *singlestep*? If so, then do:

bind *<key>* "next 1"
singlestep

Then press *<key>* to advance a frame :)

Thanks,
- Saul.


2009/9/21 Olivér Horváth <[email protected]>

> 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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