Yes. Get hired on at Valve as a full time employee, walk down the hall, poke your head into one of the Valve old timers' office and say "Hey, I have a question about the Quiver engine." :)
They read this list. If they are going to answer your question, they will. If not, they won't. I doubt what you want is possible as it would require access to the Half-Life engine source code which was never publicly released (even the NDA released source code early on only covered the AI code that was eventually released publicly without requiring an NDA, as I understand it). You would be better off starting with the Quake source code and trying to implement Half-Life's C++ code on top of it. At least then you'd have access to the engine source code needed to make the kind of change you are wanting. On 9/23/2009 6:58 AM, Olivér Horváth wrote: > 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 >>> >>> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

