Right now the bot examples in the SDK just use the basic fakeclient
engine functionality to move a player around a server. In future updates
we will be exposing some services derived from the CS:S bots (for
example, access to their navigation mesh ).

- Alfred

----Original Message----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Thursday, January 20, 2005 6:54 AM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

> Just A quick question, I assume because we use bot_add that the
> sample bots are built off the turtle rock CS:S bots?
>
> So will we see more examples and code in later releases?
>
> On Thu, 20 Jan 2005 10:16:57 -0000, Mike Blowers
> <[EMAIL PROTECTED]> wrote:
> > Great suggestions..... I'd love for that to be implemented too.
> >
> > Mike.
> >
> > ----- Original Message -----
> > From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
> > To: <hlcoders@list.valvesoftware.com>
> > Sent: Thursday, January 20, 2005 9:17 AM
> > Subject: RE: [hlcoders] SDK update
> >
> > > This would be a good idea, for those that also only work with the
> > > code
> > >
> > >
> > > --- "Tony \"omega\" Sergi"
> > > <[EMAIL PROTECTED]> wrote:
> > >
> > > > Couldn't you guys add an option to "Extract Source Code" which
> > > > would just put an untouched version of the sdk, read only inside
> > > > the sourcesdk folder, so we can diff whenever without actually
> > > > running create a mod and creating new configurations? It would
> > > > make things easy. And thenm let the refresh sdk content update
> > > > that one if it exists, but only if. (so non-programmers don't
> > > > need to have the source out of the GCF)
> > > >
> > > > What I ended up doing this time was using GCFScape and just
> > > > unpacked the source dir to a folder off of c: so I could diff.
> > > >
> > > > Would be cool to have an option right there in the sdk for it.
> > > >
> > > >
> > > > -----Original Message-----
> > > > From: Alfred Reynolds
> > > > [mailto:[EMAIL PROTECTED]
> > > > Sent: January 19, 2005 9:46 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] SDK update
> > > >
> > > > Refresh SDK content just updates the various tools
> > > > and example content
> > > > in the SDK. You need to "Create A Mod" to extract
> > > > the new code.
> > > >
> > > > - Alfred
> > > >
> > > > ----Original Message----
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On
> > > > Behalf Of Jeffrey
> > > > "botman" Broome Sent: Wednesday, January 19, 2005
> > > > 6:28 PM To:
> > > > hlcoders@list.valvesoftware.com Subject: Re:
> > > > [hlcoders] SDK update
> > > >
> > > > > Ben Davison wrote:
> > > > > > I've run a diff on the old code and the new code, and for
> > > > > > some reason it's coming up with no changes to the code.
> > > > >
> > > > > Did it say "Copying Files.  Please wait..." for about 2 or 3
> > > > > minutes right after you clicked on "Play Games->Source SDK"?
> > > > >
> > > > > I also did a "Refresh SDK Content", just for fun.
> > > > >
> > > > > I got differences all over the place (first 2 files in
> > > > > cl_dll\game_control, NavProgress.cpp and NavProgress.h are
> > > > > new).
> > > > >
> > > > > There's LOTS of changes in sdk\nav_*.*
> > > > >
> > > > > Are you doing a Single Player MOD or Multiplayer MOD?
> > > >
> > > > _______________________________________________
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> > > >
> > > >
> > > >
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