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
> --
>
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