Is there any way to "direct"-contact the valve software's Half-Life 1 engine
coders?

2009. szeptember 23. 13:57 Olivér Horváth írta, <[email protected]>:

> 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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