BUT>>>
You can still code the features in…
The game code (which is all the ET source package includes) doesn’t contain any of the rendering code, nor any of the code that deals with low level stuff like network traffic or demo playback. This is a fact, not guess or speculation. 
ag0n: Sauron|EFG is 100% right.
Of course, with enough reverse engineering, you can do just about anything without the source, but this is very significantly harder than doing it in something like q3 where you have the source to everything. In fact, depending on your exact goals, it might be easier to modify Q3 to load ET assets and demos. Either approach would require a LOT of work. There are likely to be some legal problems with the second approach.
ag0n:
Unfortunately the engine source isn’t available for ET*, so things like rewinding demos and modifying the renderer isn’t possible. It is possible to do some cool stuff by messing with OpenGL outside the game though (like Magarine did in the amazing RGB movie), but that requires another sort of knowledge than modding.
Or inside the source… Just code in what you want and send it to the engine to be rendered. Keep it simple…
Of course, with enough reverse engineering, you can do just about anything without the source, but this is very significantly harder than doing it in something like q3 where you have the source to everything. In fact, depending on your exact goals, it might be easier to modify Q3 to load ET assets and demos. Either approach would require a LOT of work. There are likely to be some legal problems with the second approach.
No real need to reverse engineer/hack it, just code in the desired features… it is very possible, and coding simple is easy. If you take the whole idea at once it will never get done, so take it in steps. The further you break the actual problem down the easier it will be to do. Sometimes when I do programming and I get stuck, it is usually from:
So, just keep it simple, it is definitely possible…
That’s great if what you want to do is simple. However, you can only send the engine things is understands, as defined by the limited API it exposes. If you want to do something else, like true demo rewinding or HDR, you simply cannot do it from normal gamecode.
As I said before, I’m not guessing about this :moo:
But you can create a new feature… which would include “rewinding”… 
New features should use new code…
Also, if he really wants, he can just create his own functions for rendering that specific part (after all, the engine is just source too…)
There’s a number of ways you could fake rewinding in game code, but they all have significant drawbacks.
Also, if he really wants, he can just create his own functions for rendering that specific part (after all, the engine is just source too…)
The ET engine is source that that is not publicly available. So no, it isn’t just source to the average ET modder. Which is where this whole discussion started :banghead:
Ok, I am a programmer analyst, so for me it is possible, but I get what you are saying.
Another option then is to just use what allready exists, which is recording the demo’s as a .avi
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bassically is a mod for moviemakers… with glow skins, menu, new hud, maybe add rewind in demo, HDR effects (dunno if is possible ), and some more ideas… this mod will come public with a program, that change popups fonts, skins, sounds etc… i have a list of ideas… i post then… now i have to go
Glow skins -> just use shaders
Menu -> Look at the existing menu files (located in the ui folder)
Demo -> Don’t bother, tools exist for similar features, otherwise code a similar system that will read the dm_84 file first, and transfer the data it to your new structure’s and include functions to rewind it, which I guess may be difficult depending on your skill level
HDR -> I wouldn’t waste the time here, this is a major change which would take a good headache and alot of coding and knowledge, besides the graphics (when you setup the renderer via exisiting cvars) are allready decent enough (especially when most gamers want the performance, not the looks, although the looks are nice for awhile). You basically need to code a new graphics engine for this (or use an exisiting one, which is still going to take you some work to re-route everything)… and are most likely to head in the direction of a standalone program this way.
lol :tapir:
That’s not an option since it’s not what’s needed.
The problem for movie makers is that they for example want to try different camera angles in the demo (while watching the action), and reloading the map every time makes this a slow procedure.
This is supposed to be a mod for movie makers, not for players.
use shader utilities, there are some HDRish shaders on the web working with drivers ( eg smartshader for ATI )
Quake 3 Movie Maker’s Edition
Maybe that has some things of interest. Never really checked it out, somethign for you to do 