I searched for it, and found: http://www.youtube.com/watch?v=bqo9o9OzyxA
However he probably used pause; wait; pause or host_framerate which already
mentioned that it won't help us. I don't have idea why would he used a
complex, total frame advancing without client/server communication, when the
purpose was to make a video. This is still a visual frame by frame
advancing.

2009/9/23 Joshua Scarsbrook <[email protected]>

> 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.
> >>>>>>>>>> _______________________________________________
> >>>>>>>>>> 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
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> 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
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>> _______________________________________________
> >>>> 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
> >>
> >>
> >>
> > _______________________________________________
> > 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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