I recal a youtube video that rendered hl1 frame by frame, just search 
youtube for nuclear halflife hammer

Olivér Horváth wrote:
> As far as i know, no one has the full, up-to-date Half-Life 1 1.1.2.1 or
> even the 1.1.0.8 SDK all-in-all @ SDA. Does the downloadable Half-Life SDK
> 2.3 has a function that processed each frame? Please let me know it, because
> I couldn't find (not mentioning that I couldn't compile it dunno why). And
> is it the same like 1.1.0.8? However it would be a pain in the ass to make a
> speedrun while alt-tabbing like a maniac cause of break.
>
> It would be a dream if the source code would be free and I could just simply
> put in a readkey : (
>
> 2009/9/22 Heimo Stieg <[email protected]>
>
>   
>> 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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>>>>>>>>>>
>>>>>>>>>>                     
>>>>> 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:
>>>>>>>> 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
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>               
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>>>>>> please visit:
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>             
>>>>> _______________________________________________
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>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>           
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>>         
>>> _______________________________________________
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>>>       
>> please visit:
>>     
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>       
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>>
>>
>>     
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>
>
>   


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