Well for one you will need to use quakeworld engine and for 2 valve uses apis and wrapers, rewriting goldsrc is out of the question. just make a program to render the bsp using blender.
Olivér Horváth wrote: > :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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

