I only asked for a new features list, not a sterling silver cast of
his schpincter...

Seriously though, I've only heard hear-say on what the new engine
features in soundbites by Valve bods giving interviews to game sites.
Better handling of outdoor areas was one of them. Our mod has some
pretty open outdoor maps and more are planned so if moving to Source
2007 is going to ease our issues it's something we need to consider in
our production planning.

- Jed

On 15/10/2007, Tom Leighton <[EMAIL PROTECTED]> wrote:
> Oh wow, requests really go down well here...
>
> How about a copy of the CSS Source code? :P
>
>
> Jed wrote:
> > Hey Mike, can I make another request? :D
> >
> > After playing EP2 theres a lot of visual niceties that I'd like to
> > consider for my mod, but with development times being what they are, I
> > have to really justify making a switch to the new codebase (heck, it
> > took nearly 9 months to get back to where it was with the HL2 codebase
> > after switching to the EP1 code!).
> >
> > When you release the updated SDK code, can you post on the Wiki a
> > summary of what new features it makes available to mods against what
> > is in the EP1 SDK base? Think of it as a "sales pitch" to modders but
> > leave out the corporate bull - just tell us the specifics in a
> > language that means something :D
> >
> > For example, as a modder things I'd like to know about:
> >
> > - Specfic new features such as better open terrain handling, particle
> > effects, etc.
> > - Persistent bugs/issues from the first two incarnations of the SDK
> > that have been resolved.
> > - Any Improvements to networking code.
> > - Elements from existing Valve titles added to the base games produced
> > from the SDK such as proper team/class handling, prone movment and
> > deployable player weapons (a la DoD)
> > - Specific/recommended requirements for build environments (VS
> > Editions, Service Packs/Hotfixes)
> > - Additional VGUI stuff.
> >
> > Items above, such as team/class and prone have been roll your own
> > affairs and to some degree buggy. If say the SDK update adds stuff
> > like that it will help with making a pro/con list when it comes to
> > deciding to port - i.e. use whats there and works vs. spend time
> > porting the buggy homegrown solution.
> >
> > Err, hope you get my point :)
> >
> > - Jed
> >
> >
> >
> > On 15/10/2007, Mike Durand <[EMAIL PROTECTED]> wrote:
> >
> >> Yeah, you are welcome to get the new code and as long as you are
> >> targeting the new engine. But you couldn't use the SDK code with a mod
> >> that is based on the Ep1 engine. That's why I answered the question from
> >> the Jonathan the way I did because his mod is based on 240. But then
> >> once 240 is converted to the new engine he will probably need the new
> >> SDK code.
> >>
> >> Told you it was kinda complicated. :)
> >>
> >> -Mike
> >>
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
> >> Sent: Monday, October 15, 2007 12:40 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] SDK Update heads up?
> >>
> >> Why will we not want to merge straight to the new SDK code, just too
> >> much
> >> changed? Or is it that there will be no way to work off of the new
> >> engine
> >> until those are updated?
> >>
> >> I think if we got the new SDK code pretty quickly we can have a merge
> >> already in-place for when you release the new engine.
> >>
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
> >> Sent: Monday, October 15, 2007 2:26 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] SDK Update heads up?
> >>
> >> It's a little bit complicated, but hopefully I can explain it well.
> >>
> >> CS:S (along with DoD:S and HL2MP) are going to be migrated to the new
> >> engine over the next couple of months. Until then you should *not* merge
> >> in the new SDK code as it will not work with the old engine. Once we
> >> convert the three MP games you *will* want to create a new version of
> >> the mod using the updated SDK source code.
> >>
> >> Makes sense? Sorry I can't be more specific about exactly when the games
> >> will be converted to the new engine.
> >>
> >> -Mike
> >>
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
> >> Middleton
> >> Sent: Monday, October 15, 2007 9:39 AM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] SDK Update heads up?
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> I'm confused about the SDK update's compatibility with various AppID's.
> >> Our
> >> mod uses AppID 240 (for CS:S). Will merging with this update break our
> >> mod?
> >>
> >> Jonathan
> >>
> >> On 10/15/07, Adam Foster <[EMAIL PROTECTED]> wrote:
> >>
> >>> On 15 Oct 2007, at 17:41, Mike Durand wrote:
> >>>
> >>>
> >>>> I'm shooting for an update that includes the updated tools this
> >>>> week or early next. After that I will work on an update that
> >>>> includes the new game DLL code and I am hoping that it will be
> >>>> available in beta by the end of the month.
> >>>>
> >>>> I'll let you guys know if I run into any problems that invalidate
> >>>> these timeframes.
> >>>>
> >>> Fantastic - I've been looking forwards to playing round with the new
> >>> Episode Two stuff, but didn't want to annoy anyone by asking exactly
> >>> when the updated SDK tools would be available.
> >>>
> >>> It's my birthday on the 25th, just so you know. Potential tools
> >>> deadline to aim for? ;-)
> >>>
> >>>
> >>> Adam
> >>>
> >>> --
> >>> Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/
> >>>
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >> --
> >>                                 I
> >>             think                                poem
> >>    that              never               as                a
> >> I       shall    see        a     lovely      as     binary   tree
> >> --
> >>
> >> _______________________________________________
> >> 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:
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> >>
> >>
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> >>
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> >> http://www.eset.com
> >>
> >>
> >>
> >> _______________________________________________
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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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