Funny that I don't see your email being from valve. How bout we get a
response from valve instead of speculation.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Thursday, September 13, 2007 9:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
As mentioned before the CS:S bot code is property of Turtle Rock studios,
doubt Valve can distribute (parts of) it if they wanted to.

/ProZak


On 13/09/2007, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> Mike no css bot code? :'(
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nick
> Sent: Thursday, September 13, 2007 12:34 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SDK Update heads up?
>
>         Utilization of Multi-core Processors
>
> yaaaaaaaaaaaay....... too bad we have to wait until november :(
>
> On 9/12/07, 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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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > _______________________________________________
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> _______________________________________________
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>
> _______________________________________________
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>
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