Mike, I heard that some stuff like the proning movement code from DoD:S, deployable weapons and proper team support would be added in the next SDK update.
Can you confirm/deny that? Reason I ask is I'm on the brink of hand coding some of that stuff myself and I'd rather hold off if it's coming as part of an update. - Jed On 12/09/2007, Mike Durand <[EMAIL PROTECTED]> wrote: > Hi All- > > Once I do the "big merge" I will be able to provide a better preview of > changes that you will be getting with the next SDK update. But for now > here is the high-level list of new features and improvements in Orange > Box games and the latest version of the Source Engine: > > Non-photo-realistic Rendering > Cinematic Physics Simulations > Utilization of Multi-core Processors > Improved HDR > Enhanced Particle System > Human Skin Shader Improvements > Enhanced Foliage Rendering > New Motion Blur Effect > Pixel Shader Model 3.0 > Enhanced Shadows > > Hopefully some of this stuff looks interesting to some of you. :) > > -Mike > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Joel R. > Sent: Monday, September 10, 2007 1:43 PM > To: hlcoders > Subject: [hlcoders] SDK Update heads up? > > -- > [ Picked text/plain from multipart/alternative ] > There hasn't been much talk about what updates we'll be receiving to the > SDK > for Episode 2. I was hoping you guys at Valve would enlighten us a bit > on > what to expect. The only things I've heard are from the Ep 2 video that > was > shown, regarding the new technologies put in, like the cinematic > physics, > enhanced foliage rendering and better expansive outdoor rendering. > > It'd be great to have a heads up on what we'll be receiving. It's not > very > fun to just throw us these new updates, and have us figure out whats > new. > Updates I'm hoping for is some enhancement with the Physics system to > allow > for better network predicting. Shaders to allow multiple passes, or > dynamically change a shader for one model without having to switch skins > of > the models, and an increase on the limit of 64 instructions for the .fxc > shaders. > > I've also been trying to implement my own physics, however its a bit > hard to > do with the standard line and ray traces we have. I know we won't be > receiving SOLID_OBB or anything of that sorts, but this engine is > suppose to > be top of the line, and it is still using only AABB. > > I'm sure there is more things others have been hoping for, shedding some > light on us would be much appreciated! > > Thanks. > -Joel > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders