Your best bet would be to run it in a debugger or virtual machine, and use
that to pause/unpause the engine.

As for contacting Valve, you've already done all you can. Valve doesn't
support it anymore beyond "The game currently on Steam will be playable."

Which is better than some. With Bioshock, the answer to sound not working
was "Buy a new computer". Less than a year after the game was out.

On 9/23/2009 6:58 AM, Oliv?r Horv?th wrote:
> Is there any way to "direct"-contact the valve software's Half-Life 1
engine
> coders?
>
> 2009. szeptember 23. 13:57 Oliv?r Horv?th ?rta,<[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
>>>
>>> Oliv?r Horv?th 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?
>>>>>
>>>>> Oliv?r Horv?th 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 Oliv?r Horv?th<[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.
>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>SNIP>>>>>>>>>>>>>>>>>>>>>>>
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