: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

