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
>>
>>
>>     
> _______________________________________________
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> visit:
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>
>
>   


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