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You are correct, Jeremy. Existing mods will still work when tf2 is released.

The Ep1 engine will still be available and that is the one that SDK Base 
references. Mods based on Ep2 will reference the orange box engine.

So teams with mods in development shouldn't feel immediately compelled to 
switch to the new engine because we will not be forcing them to.

-Mike

----- Original Message -----
From: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com <hlcoders@list.valvesoftware.com>
Sent: Fri Sep 14 07:09:14 2007
Subject: Re: [hlcoders] SDK Update heads up?

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How do you figure?

Why would mods stop working on TF2 day? My understanding is that mods use
sdk base as their engine snapshot in large part due to its static nature,
while they can update hl2dm, cs:s, etc independently around it.. I can't
imagine TF2 or EP2 would require SDK base to change, and I would hope they
wouldn't up and change that for the hell of it on TF2 or Orange box release
day. I'm interested in a confirmation on this subject one way or the other.
To me it sounds like pure speculation on your part.

If you're saying that all players from all mods are somehow going to jump
ship for TF2 that's an even stupider speculation. It has never happened in
any mod or games release, and isn't going to happen this time either, least
of all for a pay for 'beta' product.

Jeremy

On 9/13/07, Nick <[EMAIL PROTECTED]> wrote:
>
> all of our mods will have no players when TF2 is released :( sad day
> for modders everywhere
>
> On 9/13/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> > c. Mike is busy right now working on the TF2 beta for Monday :)
> >
> > So the answer is: we will not be shipping the CSS Bot code but I am in
> > the process of working with some community members on new interfaces
> > that will provide additional functionality for bots. So we won't ship
> > you bot code, but we will enable you to make good ones of your own.
> >
> > -Mike
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
> > Kammersgaard
> > Sent: Thursday, September 13, 2007 5:20 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] SDK Update heads up?
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > So you picked b.? Good choice.
> >
> > /ProZak
> >
> >
> > On 14/09/2007, Mark Chandler <[EMAIL PROTECTED]> wrote:
> > >
> > > Lol then whos mike? OMG HES FROM VALVE!
> > >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Nick
> > > Sent: Friday, September 14, 2007 1:31 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] SDK Update heads up?
> > >
> > > a. valve didn't read your question
> > > b. valve doesn't want to answer
> > >
> > > pick one
> > >
> > > On 9/13/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
> > > > 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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> > > > > >
> > > > > >
> > > > > > _______________________________________________
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> > > archives,
> > > > > please visit:
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> > > > > >
> > > > > >
> > > > >
> > > > > _______________________________________________
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> > archives,
> > > > > please visit:
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> > > > >
> > > > > _______________________________________________
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> > archives,
> > > > > please visit:
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> > > > >
> > > > >
> > > > --
> > > >
> > > > _______________________________________________
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> > archives,
> > > > please visit:
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> > > >
> > > > _______________________________________________
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> > archives,
> > > please visit:
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> > > >
> > > >
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > > _______________________________________________
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> > > 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
> >
> >
> > _______________________________________________
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> _______________________________________________
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> please visit:
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>
>
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