:D Thank you for the valuable informations! Now I'm thinking about making a
hack...

2009/9/23 botman <[email protected]>

> 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
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to