[hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread 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 engine. We would like to achieve a frame-by-frame (frame advancing when you press a specifi

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Rodrigo 'r2d2rigo' Diaz
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Olivér Horváth
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Saul Rennison
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Olivér Horváth
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 :) >

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-22 Thread Joshua Scarsbrook
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-22 Thread 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's all, and everything else still works. I doubt that there would be any command that should TOTALLY blocks client/server

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-22 Thread Rodrigo 'r2d2rigo' Diaz
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'

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-22 Thread Olivér Horváth
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-22 Thread Heimo Stieg
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-22 Thread Olivér Horváth
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-22 Thread Joshua Scarsbrook
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-23 Thread Olivér Horváth
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-23 Thread Olivér Horváth
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-23 Thread 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." :) They read this list. If they are going to answer your question, they will. If not, they won't. I doub

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-23 Thread Olivér Horváth
: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." :

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-23 Thread Joshua Scarsbrook
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...

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-23 Thread Kyle Jansen
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,

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-24 Thread Doeke Wartena
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-24 Thread Olivér Horváth
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