No, I tried it numerous times. The command pause doesn't stops anything,
only the entities has no chance to change they speed. You can write
messages, look at entities special effects (which is animated, and you will
see it animated while in pause mode), and the biggest thing that we would
like to allow: the client communicates with the server.

I think I wasn't clear or something, so once again:
I would like to achieve that there is ABSOLUTELY NO packet send/recieve
between the server and client while there's a real "breakdown" mode. I think
that this can't be made with pure commands. I hope that someone, maybe on of
the Half-Life 1 maker should read my question, because I don't think that
anyone else should know, that there's a possibility of stopping the network
data for a period of time and also stop frame processing and advance one
frame whenever I want it.

By the way, I'm glad that I found a place where I can get answer for this
question, and that you answer it.

2009/9/22 Rodrigo 'r2d2rigo' Diaz <[email protected]>

> 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.
> > > >>>> _______________________________________________
> > > >>>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >>>> please visit:
> > > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>>>
> > > >>>>
> > > >>>>
> > > >>> _______________________________________________
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >>> please visit:
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>>
> > > >>>
> > > >>>
> > > >> _______________________________________________
> > > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > > >> please visit:
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> > > >>
> > > >>
> > > >>
> > > > _______________________________________________
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> archives,
> > > please visit:
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> > > >
> > > >
> > > >
> > >
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > >
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> > please visit:
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> >
> >
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