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Edit history:
OlikA: 2009-07-11 10:28:12 am
So once again, i don't know that others has the same problem, but for me (with steam + fresh install, version number: check the last post), this happens: http://warcataclysm.atw.hu/framerate.zip.

ignore the random player names
hostframerate.dem: @ 23:00, I changed back to .001, but i couldn't "say" it cause the chat-delay.
You can clearly see, that i can't move, while the door opens easily. same @ 24:00, chat-delay, i already set back to .001

hostframerate2.dem: self-explanatory. @ 27:00 i fall out of the train cause sometimes if you change the host_framerate value, it will freeze the server for a little time (while the player/client can move freely).

btw i added you as a buddy on aim [horvath.oliver@index.hu]  Smiley

edit: prepause: i couldn't find anything console command for it, so the best thing should be that watching the net packets (net_showpackets 1), and send a "pause" command at the right time.
Svart Lyser Tronen
Prepausing is possible in the WON version?
Don't think!  feeeeeal
well host_framerate .001 doesn't pause to begin with it's just like 15 times slower.  Did you try with host_framerate .00000000000000001 or smaller?  It works fine in WON.  Trains, doors, everything stops.
some values (random) freezes out the server (our due to rapid host_framerate change, i don't know). I tried .00000000000000001 and it really works (pauses everything), and makes a fantastic 26 MB demo for a 9.3 secs length.
host_framerate .0000001 also works. As far as I see, you can advance frames by pre-setting the host_framerate low [for pre-pause], and then
bind k "host_framerate 0; wait; host_framerate .00000000000000001"
and according to the delta_stats (it's a command), you can see: Stats for 'entity_state_player_t' and there's animtime and frame.
Edit history:
OlikA: 2009-07-12 10:36:46 am
I'm thinking about making a plugin for amx mod x, and use it for HL... i'm just learning "pawn" language, and i think there's a lot possibility (for example, there's a "server_frame" function, that HL calls at every frame).
Other nice variables/functions/etc:
get_speed, get_user_velocity, all the delta_stats' stats, EV_FL_flFallVelocity, EV_FL_ideal_yaw, EV_FL_idealpitch, movetype constants...

However, i don't know that using addons (amx mod x) would have negative effects on the game-play.

edit: some links:
Don't think!  feeeeeal
I'm wondering how anyone is able to get over 60 fps with an LCD.  I have vsync off but it doesn't seem to matter... Sad Sad

EDIT:  -freq 100  Smiley
Quote from quadrazid:
Prepausing is possible in the WON version?

Prepausing for a specific map (with pausable 1):
changelevel t0a0; pause

Prepausing for "LOADING..":
bind p "pause"
press it before the map completely loads... it's a bit tricky so you should write down the loading times, and press it 0.2 sec before it loads. it's not hard  Wink

edit: i tested it in 1.1.0.8
torch slug since 2006
Quote from Spider-Waffle:
I'm wondering how anyone is able to get over 60 fps with an LCD.  I have vsync off but it doesn't seem to matter... Sad Sad

EDIT:  -freq 100  Smiley


IN CS 1.6 i get 75 fps. You need to type in console fps_max 75 (or what you want like fps_max 100 for 100fps) and you need to turn off Vsync. 100fps is impossible on LCD screen. I use lcd screen. Anyway is there an example video of how a HL1 TAS looks like?
Quote from DJS (lambdaN):
Quote from Spider-Waffle:
I'm wondering how anyone is able to get over 60 fps with an LCD.  I have vsync off but it doesn't seem to matter... Sad Sad

EDIT:  -freq 100  Smiley


IN CS 1.6 i get 75 fps. You need to type in console fps_max 75 (or what you want like fps_max 100 for 100fps) and you need to turn off Vsync. 100fps is impossible on LCD screen. I use lcd screen. Anyway is there an example video of how a HL1 TAS looks like?


Spider-Waffle had some problem with the vsync off, so i told him to use fps_max 100 and -freq 100. And he got 100 fps on LCD @ 60 Hz.
This is really a project I'd like to see finished, to perform humanly impossible tricks sounds so cool yet it doesn't absent Spider-Waffles awesome run, me approves Cheesy
Don't think!  feeeeeal
well OlikA and I have been figuring out a lot about the HL engine.  If we could get any more programmers/modders to help I think we could really start making progress fast.  Basically just need some mods/hooks or what not to help with this.  We've basically got a frame advance going.  There might be some problems with it, I'm not sure.  Olika knows more about the coding/engine snags than I do.
Quote from Spider-Waffle:
Olika knows more about the coding/engine snags than I do.

but still not enough to do a "perfect" TAS project, so i hope that people with more experience and knowledge about HL engine and hacks will contribute some handy things. I already saw some very good coder on SDA posting about the HL TAS.

btw... i thought that the "pause; wait; pause" method works the same in 1.1.2.1 and 1.1.0.8... but not... in steam 1.1.2.1 the pauses are not shown, therefore the gameplay [from the demo] seems to be seamless. While in won 1.1.0.8, it really shows those pauses.. i will try it again when i'm at home.
Don't think!  feeeeeal
But What about a host_framerate pause.  I noticed host_framerate exhibits strange behavior on WON 1.15 and steam 1.12.  Anything below .001 completely freezes HL .01 and higher and HL runs really fast.

I think using a mod to uncap bhop like hlsp bunny on WON 1.15 with host_framerate pauses might do everything we need for frame advance.
Svart Lyser Tronen
I think C-S Hide n Seek add-ons have some usable funktions for you. Especially for "acceljump" and "vibrating" script making. And as mentioned before, speed and velocity-meter.

Screenshot:
http://up.k10x.net/zakntzushwtrn/awp_rooftops0004.JPG
torch slug since 2006
Really 100fps on 60hz lcd?

Gotta try that one.

Are you sure its not fake fps? I mean on some games you get 300fps and thats fake  FPS
Quote from DJS (lambdaN):
Really 100fps on 60hz lcd?

Gotta try that one.

Are you sure its not fake fps? I mean on some games you get 300fps and thats fake  FPS

Of course that's fake becouse 60hz lcd couldn't physically display more than 60 Frames Per Second Wink
(user is banned)
Edit history:
Spider-Waffle: 2009-07-16 07:04:52 pm
Don't think!  feeeeeal
Well here's some things we need written before this project can start to move:

-demo play back function that disables pauses
-auto vibrate hook, auto circle jump hook
-ideal modular yaw calculator and adjuster.

For the last one there's various programs I have in mind.  Basically we want to be able to specify the parameters of a turn and have the program set your yaw to the ideal values on each frame during the turn.  The best program I can think of would be something that's lets you input an initial velocity vector, a sequence of (x,y) ordinates, and possibly a desired final velocity vector, and then the program figures out the fastest way to move through all the coordinates by specifying move left/right and the yaw on each frame.

I know of someone who has already programmed stuff like this for SNES TASes, maybe he could help.

maybe more hooks will be necessary but that would give us a great start.
Quote from Spider-Waffle:
-demo play back function that disables pauses

Just like the DemoPlayer.dll in steam (i hope this is the file that they use). It's ignores the pauses during playback and gives back a "full-motion", "seamless" gameplay.
Quote from quadrazid:
I think C-S Hide n Seek add-ons have some usable funktions for you. Especially for "acceljump" and "vibrating" script making. And as mentioned before, speed and velocity-meter.

Screenshot:
http://up.k10x.net/zakntzushwtrn/awp_rooftops0004.JPG


I think those things all show up in demos.  also for a second I thought you were trying to show off a 236 jump heh.

if you turn vsync off the game can actually render faster then your refresh rate, although of course your monitor wouldn't display it that fast.

also I'm hoping that the work you do will translate in some way to Counter-Strike, I think I would do TASs of some KZ maps if I could.
Edit history:
OlikA: 2009-07-19 03:59:40 am
Quote from fuzzerd:
I think those things all show up in demos.

True. However it can be easily wiped out from the demo (the text and hud message, they have specific prefixes).

Quote from fuzzerd:
also I'm hoping that the work you do will translate in some way to Counter-Strike, I think I would do TASs of some KZ maps if I could.

As far as i know, there's no such a kz community that would allow TASs, scripts or anything not human-related aid to complete KZ maps. Also these things can be easily detected (by eDarks (hacked by DBS :D) dem analyzer, already posted in this thread), unless you play with "intelligent" simulated mouse movements (not +left/+right).
If you just want to make it for fun (not for uploading it as a "legit" demo), you should use autohotkey and write some scripts, and also use host_framerate .001 or even lower.


HL TAS. I'm currently reading the SDK and trying to figure out some things (i only know c#), but there's definitely a lot of possibility to "pause" the gameplay entirely... there are specific functions that called once per every frame, so basicly you just have to check that what is the currently called function (which wouldn't be perfect), or writing a custom function (or finding one of those functions that are caled once per every frame, or even finding the "very last" frame processor function, that "closes" the last frame) and update them) to pause the game entirely (stop server-client communicating until you want to frame-advance). edit: Or extending the pause function.
Verified verifier and hangaround :)
I know very little about the scripting used in Half-life and all the addons, but wouldn't it be possible to borrow some scripts from other addons that might benefit this run?

There's alot of addons, like counter-strike etc etc that uses different kinds of script to allow certain things to happen in the game. Would it be possible to get some inspiration from those addons?

I mean there's alot of triggered events that does certain things to the way you look etc, etc.
Don't think!  feeeeeal
So I'm trying to find the HL programming community.  ie people that make mods/bots/plugins ect.  I'm sure there's some forums out there with a community of people that do this.  With CS being so big, I think the longest reign of most played online game in the history of the world, I know there's tons of people writing for that, not to mention other HL mods.
I love YaBB 1G - SP1!
Out of the ones I know you wouldn't find people willing to help since they have their own projects. But verc was the forum for coders (I think it was shut down though), hlcoders@list.valvesoftware.com is the current list for mod programmers (but since we are in HL2 era, its 99% Source engine), and there's one for plugin programmers, they are supposedly less skilled in Source's source code, but probably has more Goldsrc people since it should have people that have had servers all the time instead of mod programmers that come and go.
The Dork Knight himself.
Instead of making a hook that will remove the pause from demos, why not just code a mod that will only record to demos in a frame advance style? This way you can setup in advance what your target fps is and the mod can just have you play the game in frame advance and save each individual frame to the demo file (btw, I'm no programmer nor do I know how HL works, I'm just putting in my 2 cents heh).
Don't think!  feeeeeal
Well, mod(s) will likely be used.  The simplest thing for the demo problem is probably just something that disables pause during play back.