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
specifi
Try using the convars "host_framerate" and "pause".
2009/9/21 Olivér Horváth
> 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 eng
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 fr
Isn't there a command called *singlestep*? If so, then do:
bind ** "next 1"
singlestep
Then press ** to advance a frame :)
Thanks,
- Saul.
2009/9/21 Olivér Horváth
> Wow thanks for the fast response.
> Well, I already tried every cvar, but none of them makes the gameplay
> frame-by-frame. us
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
> Isn't there a command called *singlestep*? If so, then do:
>
> bind ** "next 1"
> singlestep
>
> Then press ** to advance a frame :)
>
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 th
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
Huh? In single-player game, pause command stops *everything*, except VGUI
interaction.
2009/9/22 Olivér Horváth
> 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'
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
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
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
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 funct
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
pu
Is there any way to "direct"-contact the valve software's Half-Life 1 engine
coders?
2009. szeptember 23. 13:57 Olivér Horváth írta, :
> 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
> mention
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 doub
:D Thank you for the valuable informations! Now I'm thinking about making a
hack...
2009/9/23 botman
> 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." :
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...
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,
Cheatengine can pause a game while scannin the memmory, and "the cheat"
(mac) can pause even when your not scan.
Maybe you can look at the source code of cheatengine to see how the pause is
done and program a program that pause's the game with intervals you want.
http://www.cheatengine.org/
I saw
Yeah I know CheatEngine and I thought the same as you, except about reading
the source code :D I know, that CheatEngine isn't a "cheat"-engine, it's a
handy tool that allows you to manipulate or just simply read from memory.
Manipulating memory [without knowledge] won't make you god in games :D
Al
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