Huh? In single-player game, pause command stops *everything*, except VGUI
interaction.

2009/9/22 Olivér Horváth <[email protected]>

> I think that I tried every console command, but none of them makes the
> gameplay TOTALLY freeze. This is very essential. The command pause only
> blocks the players from move, that's all, and everything else still works.
> I
> doubt that there would be any command that should TOTALLY blocks
> client/server communication for a period of time (of course maybe lag
> should
> work...).
>
> 2009/9/22 Joshua Scarsbrook <[email protected]>
>
> > Well the easyest way i see to do this is with a little script involving
> > pause and some sort of scripting wait command if that is possable.
> > something with making a command, i have never played hl1 but i am
> > relativly good at hl2 scripting and programming convensions
> >
> > Saul Rennison wrote:
> > > 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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> archives,
> > >>>> please visit:
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> > >>>>
> > >>>>
> > >>>>
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> > >>>
> > >>>
> > >>>
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> > >>
> > >>
> > >>
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> > >
> > >
> > >
> >
> >
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> >
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