Just hit "break" in the debugger?

Olivér Horváth schrieb:
> 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.
>>>>>>>> _______________________________________________
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>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>                 
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>>>       
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>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>               
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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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