[hlcoders] Half-Life 1 frame-by-frame gameplay?
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
Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?
Try using the convars host_framerate and pause. 2009/9/21 Olivér Horváth ol...@cubeclub.hu 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
Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?
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 r2d2r...@gmail.com Try using the convars host_framerate and pause. 2009/9/21 Olivér Horváth ol...@cubeclub.hu 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
[hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may be something similar still available. On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
I would be very surprised if the compiler doesn't still support SMD for legacy reasons. Suppose I better brace myself for the inevitable flood of emails asking me when I'll add DMX support to my plug-ins... - Jed 2009/9/21 Andrew Ritchie gotta...@gmail.com: Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may be something similar still available. On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
does anyone know what advantages the .dmx format has over smd? Jed wrote: I would be very surprised if the compiler doesn't still support SMD for legacy reasons. Suppose I better brace myself for the inevitable flood of emails asking me when I'll add DMX support to my plug-ins... - Jed 2009/9/21 Andrew Ritchie gotta...@gmail.com: Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may be something similar still available. On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Everybody should just use COLLADA... https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema :) On 9/21/2009 8:40 AM, Minh wrote: does anyone know what advantages the .dmx format has over smd? Jed wrote: I would be very surprised if the compiler doesn't still support SMD for legacy reasons. Suppose I better brace myself for the inevitable flood of emails asking me when I'll add DMX support to my plug-ins... - Jed 2009/9/21 Andrew Ritchiegotta...@gmail.com: Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may be something similar still available. On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwardst_edwa...@btinternet.comwrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
I concur. I've been pushing the idea with Tony and Mike for at least 18 months. :) - Jed 2009/9/21 botman botman.hlcod...@gmail.com: Everybody should just use COLLADA... https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema :) On 9/21/2009 8:40 AM, Minh wrote: does anyone know what advantages the .dmx format has over smd? Jed wrote: I would be very surprised if the compiler doesn't still support SMD for legacy reasons. Suppose I better brace myself for the inevitable flood of emails asking me when I'll add DMX support to my plug-ins... - Jed 2009/9/21 Andrew Ritchiegotta...@gmail.com: Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may be something similar still available. On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwardst_edwa...@btinternet.comwrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?
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 ol...@cubeclub.hu 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 r2d2r...@gmail.com Try using the convars host_framerate and pause. 2009/9/21 Olivér Horváth ol...@cubeclub.hu 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?
I tried it in HL 1.1.2.1 and 1.1.0.8 but none of them recognize these commands while I'm playing the single player. [unknown command]. 2009/9/21 Saul Rennison saul.renni...@gmail.com 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 ol...@cubeclub.hu 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 r2d2r...@gmail.com Try using the convars host_framerate and pause. 2009/9/21 Olivér Horváth ol...@cubeclub.hu 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then exported it. There seems to be no flex- part in the qc anymore, and it all seems to be done via the DMX File. Very curious... But yes, I'd love updated tools for Max. Someone get Jed what he needs please. :) On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote: Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
This is exactly what I was worried about. There's several new flex animation features in those files, chiefly wrinklemaps and tongues, that (AFAIK) can't be achieved with SMD. Matt Hoffman wrote: Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then exported it. There seems to be no flex- part in the qc anymore, and it all seems to be done via the DMX File. Very curious... But yes, I'd love updated tools for Max. Someone get Jed what he needs please. :) On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote: Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
And some of us who strive for quality work and animation are continuously locked out. Even now that we FINALLY (Months late) have a model source, we still can't do much with it. Neither of us (Me and Mystfit who did this: http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly correcting this to make up for the lack of DMX for Max but... It kinda means throwing out all of our CAT motion rigs and such. It's kind of a bummer. We've been fighting against what we have since day one... no vtas for a while... finally got vta's working, massive amounts of work... Decided to put it off until we got model sources because they were Coming and now we still can't use them. Such is life. On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.comwrote: This is exactly what I was worried about. There's several new flex animation features in those files, chiefly wrinklemaps and tongues, that (AFAIK) can't be achieved with SMD. Matt Hoffman wrote: Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then exported it. There seems to be no flex- part in the qc anymore, and it all seems to be done via the DMX File. Very curious... But yes, I'd love updated tools for Max. Someone get Jed what he needs please. :) On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote: Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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:
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Wouldn't your time and energy be better spent on an open game engine? or some program that provides actual value besides entertainment ? If you need ideas, msg me. On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: And some of us who strive for quality work and animation are continuously locked out. Even now that we FINALLY (Months late) have a model source, we still can't do much with it. Neither of us (Me and Mystfit who did this: http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly correcting this to make up for the lack of DMX for Max but... It kinda means throwing out all of our CAT motion rigs and such. It's kind of a bummer. We've been fighting against what we have since day one... no vtas for a while... finally got vta's working, massive amounts of work... Decided to put it off until we got model sources because they were Coming and now we still can't use them. Such is life. On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.comwrote: This is exactly what I was worried about. There's several new flex animation features in those files, chiefly wrinklemaps and tongues, that (AFAIK) can't be achieved with SMD. Matt Hoffman wrote: Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then exported it. There seems to be no flex- part in the qc anymore, and it all seems to be done via the DMX File. Very curious... But yes, I'd love updated tools for Max. Someone get Jed what he needs please. :) On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote: Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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,
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Thanks. I already map, model, and animate. Source is my toolset. I've debated another engine such as UT3 but there's just not the content for it... Plus I don't like how little content is available. And source on-the-hole is open, no? Unless you mean open as in another way? And not only does Source provide entertainment, it also provides practice, skill, and knowledge that would work in any engine. On Mon, Sep 21, 2009 at 1:03 PM, Nick xnicho...@gmail.com wrote: Wouldn't your time and energy be better spent on an open game engine? or some program that provides actual value besides entertainment ? If you need ideas, msg me. On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: And some of us who strive for quality work and animation are continuously locked out. Even now that we FINALLY (Months late) have a model source, we still can't do much with it. Neither of us (Me and Mystfit who did this: http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly correcting this to make up for the lack of DMX for Max but... It kinda means throwing out all of our CAT motion rigs and such. It's kind of a bummer. We've been fighting against what we have since day one... no vtas for a while... finally got vta's working, massive amounts of work... Decided to put it off until we got model sources because they were Coming and now we still can't use them. Such is life. On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.com wrote: This is exactly what I was worried about. There's several new flex animation features in those files, chiefly wrinklemaps and tongues, that (AFAIK) can't be achieved with SMD. Matt Hoffman wrote: Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then exported it. There seems to be no flex- part in the qc anymore, and it all seems to be done via the DMX File. Very curious... But yes, I'd love updated tools for Max. Someone get Jed what he needs please. :) On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote: Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ To unsubscribe, edit your list preferences, or view the list