[hlcoders] SDK Update heads up?

2007-09-10 Thread Joel R.
--
[ 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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Re: [hlcoders] SDK Update heads up?

2007-09-10 Thread maarten
You have no idea how much easier my life would be with a SOLID_OBB on
Source =[

But oh well, if I'm still developing on Source when Episode 2 comes out, I
plan to jump off something anyways :p [ Not that it's that bad, mind you,
but four years has been long enough :D ]

> --
> [ 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
>
>
>



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Re: [hlcoders] SDK Update heads up?

2007-09-10 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Source already supports multi-pass shaders - what do you think Bloom is?
Also, the instruction limit in shaders is a shader model limit, not a Source
limit. Shader Model 2 only supports 64 instructions (2.0b, 3.0 support 512,
and 4.0 is unlimited).
As for the shader changing, its hard to write a system flexible enough to
allow simple, on-the-fly shader changes, especially one that uses lightmaps
like Source. I'd rather the material system was totally re-worked, the
shaders re-written to be less crap, easier setup for multipass shaders and
render targets, an easier way to pass variables to shaders from the client
and server DLLs, and shader debugging. I don't think any of that would
happen.

On 9/11/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> You have no idea how much easier my life would be with a SOLID_OBB on
> Source =[
>
> But oh well, if I'm still developing on Source when Episode 2 comes out, I
> plan to jump off something anyways :p [ Not that it's that bad, mind you,
> but four years has been long enough :D ]
>
> > --
> > [ 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
> >
> >
> >
>
>
>
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>


--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall HL2 Mod - http://www.nightfallmod.com
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Re: [hlcoders] SDK Update heads up?

2007-09-10 Thread Nick
What is a solid_OBB ? Is there any reason why source doesn't have one?

Since you are hinting at stopping to develop for source, what else
would you like added/improved in source?

On 9/10/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> You have no idea how much easier my life would be with a SOLID_OBB on
> Source =[
>
> But oh well, if I'm still developing on Source when Episode 2 comes out, I
> plan to jump off something anyways :p [ Not that it's that bad, mind you,
> but four years has been long enough :D ]
>
> > --
> > [ 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
> >
> >
> >
>
>
>
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> visit:
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Re: [hlcoders] SDK Update heads up?

2007-09-10 Thread Joel R.
--
[ Picked text/plain from multipart/alternative ]
OBB is Oriented Bounding Box.  That really wouldn't do much, the magic is
how the tracing is done.  Reason I'd want it would be to recreate my own
physics objects so I can control them as I want.  However that's just the
tip of the iceberg.  It'd be better to have low level access to plane data
so we could build our own traces instead of using the ones interfaced to
us.  Unless this is already possible that I have yet to see.

I'm definately not stopping development on the Source Engine, but there are
lots of limitations to what we have access to, that would be nice if they
were unleashed to us.

On 9/10/07, Nick <[EMAIL PROTECTED]> wrote:
>
> What is a solid_OBB ? Is there any reason why source doesn't have one?
>
> Since you are hinting at stopping to develop for source, what else
> would you like added/improved in source?
>
> On 9/10/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > You have no idea how much easier my life would be with a SOLID_OBB on
> > Source =[
> >
> > But oh well, if I'm still developing on Source when Episode 2 comes out,
> I
> > plan to jump off something anyways :p [ Not that it's that bad, mind
> you,
> > but four years has been long enough :D ]
> >
> > > --
> > > [ 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:
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Re: [hlcoders] SDK Update heads up?

2007-09-10 Thread maarten
For my purposes I'm pretty sure Source was the right engine choice; and I
haven't missed that much features at all.

Oriented bounding boxes I miss because I want to do accurate wallwalking.
With an axis-aligned bounding box only, there's no way to really do it
properly except on axis-aligned surfaces. I have a version working where I
use multiple raytraces, but there will always be edge cases that cause
bugs.

And I'm stopping development on Source not because it's Source, but
because after all this time it's time I finish my project and move on to
the next ;)

> What is a solid_OBB ? Is there any reason why source doesn't have one?
>
> Since you are hinting at stopping to develop for source, what else
> would you like added/improved in source?
>
> On 9/10/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>> You have no idea how much easier my life would be with a SOLID_OBB on
>> Source =[
>>
>> But oh well, if I'm still developing on Source when Episode 2 comes out,
>> I
>> plan to jump off something anyways :p [ Not that it's that bad, mind
>> you,
>> but four years has been long enough :D ]
>>
>> > --
>> > [ 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:
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RE: [hlcoders] SDK Update heads up?

2007-09-10 Thread Mark Chandler
What we have access to is a lot compared to a lot of sdk's for other games.
If you want to get that deep might as well buy a license and change the
engine to suit your needs.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
Sent: Tuesday, September 11, 2007 1:45 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
OBB is Oriented Bounding Box.  That really wouldn't do much, the magic is
how the tracing is done.  Reason I'd want it would be to recreate my own
physics objects so I can control them as I want.  However that's just the
tip of the iceberg.  It'd be better to have low level access to plane data
so we could build our own traces instead of using the ones interfaced to
us.  Unless this is already possible that I have yet to see.

I'm definately not stopping development on the Source Engine, but there are
lots of limitations to what we have access to, that would be nice if they
were unleashed to us.

On 9/10/07, Nick <[EMAIL PROTECTED]> wrote:
>
> What is a solid_OBB ? Is there any reason why source doesn't have one?
>
> Since you are hinting at stopping to develop for source, what else
> would you like added/improved in source?
>
> On 9/10/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > You have no idea how much easier my life would be with a SOLID_OBB on
> > Source =[
> >
> > But oh well, if I'm still developing on Source when Episode 2 comes out,
> I
> > plan to jump off something anyways :p [ Not that it's that bad, mind
> you,
> > but four years has been long enough :D ]
> >
> > > --
> > > [ 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:
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>
>
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RE: [hlcoders] SDK Update heads up?

2007-09-12 Thread Mike Durand
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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Re: [hlcoders] SDK Update heads up?

2007-09-12 Thread Joel R.
--
[ Picked text/plain from multipart/alternative ]
Awesome, thanks for the update on that!  Great stuff you listed there!

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
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlcoders] SDK Update heads up?

2007-09-12 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Can you give me an idea how cinematic physics works? A lot of the level
designers on Black Mesa have been asking about it and we've been holding off
on making certain sequences hoping that we will be able to use this new
feature, but nobody has any clue how it's done.

The rest of the features sound great. Thanks for the update.

Regards,

Paul

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
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] SDK Update heads up?

2007-09-12 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Paul I remember reading somewhere(Don't quote me on this) that you paint
break lines on a model(or maybe it's something you export from hammer) and
set a force and let another tool do the heavy lifting?



On 9/12/07, Joel R. <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Awesome, thanks for the update on that!  Great stuff you listed there!
>
> 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
> > --
> >
> > ___
> > 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
>
>


--
- Benjamin Davison
--

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Re: [hlcoders] SDK Update heads up?

2007-09-12 Thread Jed
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:
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Re: [hlcoders] SDK Update heads up?

2007-09-12 Thread Adam \"amckern\" McKern
Oh Fiddle Sticks!

Is the motion blur per pixel shader, or a post
process?

Its just that prime uses garrys motion blur for about
30% of its effects, including the soft world
rendering, and if i need to pull all that out, and add
per pixel, i'm going to be pissed!

I however do like the Enhanced Foliage Rendering &
Utilization of Multi-core Processors. :)

Adam


--- Jed <[EMAIL PROTECTED]> wrote:

> 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
>
>



Owner Nigredo Studios http://www.nigredostudios.com


  

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Re: [hlcoders] SDK Update heads up?

2007-09-12 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Does "Enhanced Shadows" mean we'll have shadowmapping techniques allowing us
to do trees like how FarCry does the shadows for their trees (as well as the
Splinter Cell series for stuff like fences and what have you). That would be
teh mansauce!


- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, September 12, 2007 9:26 AM
Subject: RE: [hlcoders] SDK Update heads up?


> 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
>

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RE: [hlcoders] SDK Update heads up?

2007-09-12 Thread Jay Stelly
Enhanced shadows is referring to the shadowmapping light code (e.g. ep2
flashlight), but the orange box vrad will trace through textures now to
generate tree/fence shadows from alpha-tested textures if that's what
you're after.

Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Minh
> Sent: Wednesday, September 12, 2007 3:50 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SDK Update heads up?
>
> --
> [ Picked text/plain from multipart/alternative ] Does
> "Enhanced Shadows" mean we'll have shadowmapping techniques
> allowing us to do trees like how FarCry does the shadows for
> their trees (as well as the Splinter Cell series for stuff
> like fences and what have you). That would be teh mansauce!
>
>
> - Original Message -
> From: "Mike Durand" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, September 12, 2007 9:26 AM
> Subject: RE: [hlcoders] SDK Update heads up?
>
>
> > 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
>
>

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Re: [hlcoders] SDK Update heads up?

2007-09-12 Thread Nick
 Utilization of Multi-core Processors

yy... 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
> --
>
> ___
> 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:
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>
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RE: [hlcoders] SDK Update heads up?

2007-09-12 Thread Mark Chandler
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

yy... 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
> --
>
> ___
> 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
>
>

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Re: [hlcoders] SDK Update heads up?

2007-09-13 Thread Tobias Kammersgaard
--
[ 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
>
> yy... 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
> > --
> >
> > ___
> > 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
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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RE: [hlcoders] SDK Update heads up?

2007-09-13 Thread Mark Chandler
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
>
> yy... 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
> > --
> >
> > ___
> > 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
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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Re: [hlcoders] SDK Update heads up?

2007-09-13 Thread Nick
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
> >
> > yy... 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
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > ___
> >

Re: [hlcoders] SDK Update heads up?

2007-09-13 Thread Adam \"amckern\" McKern
Black Turtle FTW :)

Adam


--- Nick <[EMAIL PROTECTED]> wrote:

> 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
> > >
> > > yy... 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 en

Re: [hlcoders] SDK Update heads up?

2007-09-13 Thread Tobias Kammersgaard
--
[ 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
> > >
> > > yy... 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 

RE: [hlcoders] SDK Update heads up?

2007-09-13 Thread Mark Chandler
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
> >
> > yy... 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
> > > --
> > >
> > > ___
> > > To uns

RE: [hlcoders] SDK Update heads up?

2007-09-13 Thread Mike Durand
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
> > >
> > > yy... 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
> > > >

Re: [hlcoders] SDK Update heads up?

2007-09-13 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Woot

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
> > > >
> > > > yy... 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

RE: [hlcoders] SDK Update heads up?

2007-09-13 Thread Mark Chandler
Thank you that's what I wanted to know. I never wanted the full bot code
just an interface or something that will use the nav mesh.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Friday, September 14, 2007 8:28 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

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
> > >
> > > yy... 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
> > >

Re: [hlcoders] SDK Update heads up?

2007-09-13 Thread Nick
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
> > > >
> > > > yy... 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 ]
> > > 

Re: [hlcoders] SDK Update heads up?

2007-09-13 Thread maarten
Open http://www.steampowered.com/v/index.php?area=stats and click on "View
detailed statistics by game". No mod reaches higher than 0.5% of the
official mod's playercount a short time after launch. The release of TF2
will not change this for the better or worse I'm sure.

There are many good reasons to make a mod for Source, but popularity or
playercount is not one of them and it will never be ;) Steam is a
commercial success already, so Valve has no interest in giving modders the
promotion they'd need to get the same order of magnitude of players as
their games, rather on the contrary, it'd compete with their real steam
clients ( ID etc ). Don't read an insult into this Mike, from a business
point of view, it's only logical; it's just that many modders start(ed)
out with (too) high hopes ( partly fed by Valve's promises though ).

I use(d) too many brackets in my sentences.

> 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
>> > > >
>> > > > yy... 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

Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Joel R.
--
[ Picked text/plain from multipart/alternative ]
A mod's success is by stability, gameplay, and balance.  Nothing more.  Some
gameplays get stale to quick, which is why mod's die.

On 9/14/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Open http://www.steampowered.com/v/index.php?area=stats and click on "View
> detailed statistics by game". No mod reaches higher than 0.5% of the
> official mod's playercount a short time after launch. The release of TF2
> will not change this for the better or worse I'm sure.
>
> There are many good reasons to make a mod for Source, but popularity or
> playercount is not one of them and it will never be ;) Steam is a
> commercial success already, so Valve has no interest in giving modders the
> promotion they'd need to get the same order of magnitude of players as
> their games, rather on the contrary, it'd compete with their real steam
> clients ( ID etc ). Don't read an insult into this Mike, from a business
> point of view, it's only logical; it's just that many modders start(ed)
> out with (too) high hopes ( partly fed by Valve's promises though ).
>
> I use(d) too many brackets in my sentences.
>
> > 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-c

Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Jeffrey \"botman\" Broome

[EMAIL PROTECTED] wrote:

Open http://www.steampowered.com/v/index.php?area=stats and click on "View
detailed statistics by game". No mod reaches higher than 0.5% of the
official mod's playercount a short time after launch. The release of TF2
will not change this for the better or worse I'm sure.

There are many good reasons to make a mod for Source, but popularity or
playercount is not one of them and it will never be ;) Steam is a
commercial success already, so Valve has no interest in giving modders the
promotion they'd need to get the same order of magnitude of players as
their games, rather on the contrary, it'd compete with their real steam
clients ( ID etc ). Don't read an insult into this Mike, from a business
point of view, it's only logical; it's just that many modders start(ed)
out with (too) high hopes ( partly fed by Valve's promises though ).


Yeah, I'm sure the modders that made Counter Strike and Day of
Defeat would agree with you there.

The success or failure of a mod depends on many things including;
gameplay, quality, frequent updates and bug fixes and others.

Release early and release often.  Don't set your sights too high for the
initial release (you can always add more features later and fine tune
the ones that need adjustment).  Make sure your team is willing to stick
it out for the long haul (find people who are dedicated and are going to
stick around for a while).  Find people who really care about what they
are working on and not just people who want to make "teh best mod evar!!!"

Success comes to those who are willing to do the hard work, be
innovative, and take criticism and learn from it.

--
Jeffrey "botman" Broome

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Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
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
> > > > >
> > > > > yy... 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
> &

Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread maarten
I agree with half of your post, everything except the releasing soon and
setting low sights part. I'm tired of the release soon argument though, or
the comparisons with earlier mods like CS or DOD. The modding & gaming
scenes have changed so drastically between the early halflife days and
Source, if not only for the release of CS (and to lesser extent DOD)
itself. The principles that were valid then are no longer now imho.

But anyway, this list is not the place for that old discussion, and I was
wrong in starting it in the first place, for which my apologies. If anyone
feels compelled to tell me just how wrong I am feel free to do so off-list
;)

> [EMAIL PROTECTED] wrote:
>> Open http://www.steampowered.com/v/index.php?area=stats and click on
>> "View
>> detailed statistics by game". No mod reaches higher than 0.5% of the
>> official mod's playercount a short time after launch. The release of TF2
>> will not change this for the better or worse I'm sure.
>>
>> There are many good reasons to make a mod for Source, but popularity or
>> playercount is not one of them and it will never be ;) Steam is a
>> commercial success already, so Valve has no interest in giving modders
>> the
>> promotion they'd need to get the same order of magnitude of players as
>> their games, rather on the contrary, it'd compete with their real steam
>> clients ( ID etc ). Don't read an insult into this Mike, from a business
>> point of view, it's only logical; it's just that many modders start(ed)
>> out with (too) high hopes ( partly fed by Valve's promises though ).
>
> Yeah, I'm sure the modders that made Counter Strike and Day of
> Defeat would agree with you there.
>
> The success or failure of a mod depends on many things including;
> gameplay, quality, frequent updates and bug fixes and others.
>
> Release early and release often.  Don't set your sights too high for the
> initial release (you can always add more features later and fine tune
> the ones that need adjustment).  Make sure your team is willing to stick
> it out for the long haul (find people who are dedicated and are going to
> stick around for a while).  Find people who really care about what they
> are working on and not just people who want to make "teh best mod evar!!!"
>
> Success comes to those who are willing to do the hard work, be
> innovative, and take criticism and learn from it.
>
> --
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>



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Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Jeffrey \"botman\" Broome

[EMAIL PROTECTED] wrote:

I agree with half of your post, everything except the releasing soon and
setting low sights part. I'm tired of the release soon argument though, or
the comparisons with earlier mods like CS or DOD. The modding & gaming
scenes have changed so drastically between the early halflife days and
Source, if not only for the release of CS (and to lesser extent DOD)
itself. The principles that were valid then are no longer now imho.


I agree that things are much more complicated for modders now than they
were back in the days of QuakeC.  2D artists have to deal with bump
mapping, specular reflection, diffusion and all kinds of shaders.
Programmers and 3d artists have to deal with physical materials and
different types of collision.  Animators have to deal with more complex
skeletal construction to allow richer character interactions.  Everybody
has to deal with having higher polygon counts and rendering more
polygons in highly detailed scenes.  It can be overwhelming for the
person who knows nothing about what it takes to create a game.

But still, a game doesn't have to have all of this to be fun.  Look at
the team that did Narbacular Drop.  That game looks like crap, but it is
fun to play.  It's innovative and it can evolve into something like
Portal.  If you take a look around at some of the student projects that
people at DigiPen or The Guildhall or other game development schools
have done, you see some really interesting ideas that are hardly ever as
beautiful as Half-Life2 or Doom3 or Far Cry 2.

The point is your game doesn't have to always compete graphically with
the best commercial product that's already on the market.  If the
gameplay is good, people will play your game even if the graphics aren't
the best they could possibly be.  Over time, you'll learn how other
people do all the fancy graphics stuff and begin to apply those
techniques to your mod.

In my humble opinion, it's still better to get something out there that
people can play and slowly build up your fan base over several years
time than it is to hold back a mod for 2 or 3 years until it's "done"
and then release it hoping that everyone will flock to it.

--
Jeffrey "botman" Broome

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Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Dominik Tugend

- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: 
Sent: Friday, September 14, 2007 4:34 PM
Subject: Re: [hlcoders] SDK Update heads up?


[]


The point is your game doesn't have to always compete graphically with
the best commercial product that's already on the market.  If the
gameplay is good, people will play your game even if the graphics aren't
the best they could possibly be.  Over time, you'll learn how other
people do all the fancy graphics stuff and begin to apply those
techniques to your mod.



That would explain the overwhelming success of CSS I guess.


In my humble opinion, it's still better to get something out there that
people can play and slowly build up your fan base over several years
time than it is to hold back a mod for 2 or 3 years until it's "done"
and then release it hoping that everyone will flock to it.

--
Jeffrey "botman" Broome



If you have to compete with other mods this might not be the best idea and
it somewhat hides that having an successfull mod often also requires to have
luck and make the right actions when its time for them. But in general I
agree on this one. At least this procedure allows you to estimate if the
concept can work out with the people playing it or if you better move on to
s.th. different. Also it gives the people s.th. they can get their hands on
instead of making them die for never fullfilled expectations.


Good luck to everyone developing s.th.out there : )


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Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Mike Durand
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
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 
Sent: Fri Sep 14 07:09:14 2007
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
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 M

Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Nick
I was going to reply, saying calm down it was only an exaggeration,
and nothing for you to make such an epic post about, but then i
realized you are programmer for FF so I decided not to. I am sure
FF(fortress-forever for those who do not know, just released their mod
after 4? years of development) will have players even after TF2 is
released. Even though dozens of Valve's best people got paid a great
deal to create TF2,  FF should still have some people, after all FF is
free. I've played FF, but I miss teleporters :(

On 9/14/07, Jeremy <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> 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-
> > > > &g

Re: [hlcoders] SDK Update heads up?

2007-09-14 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Why would mods stop working on TF2 day? (I know quote tags
don't work, thats not the point :P)

Because of what happened with Ep1 :)

On 9/15/07, Nick <[EMAIL PROTECTED]> wrote:
>
> I was going to reply, saying calm down it was only an exaggeration,
> and nothing for you to make such an epic post about, but then i
> realized you are programmer for FF so I decided not to. I am sure
> FF(fortress-forever for those who do not know, just released their mod
> after 4? years of development) will have players even after TF2 is
> released. Even though dozens of Valve's best people got paid a great
> deal to create TF2,  FF should still have some people, after all FF is
> free. I've played FF, but I miss teleporters :(
>
> On 9/14/07, Jeremy <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > 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 Up

Re: [hlcoders] SDK Update heads up?

2007-09-16 Thread Kori

This is question about the Dynamic Shadows, Is the flashlight the only thing
going to be able to cast them, or will you be able to set map lights to cast
them?

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, September 12, 2007 12:26 PM
Subject: RE: [hlcoders] SDK Update heads up?



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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Re: [hlcoders] SDK Update heads up?

2007-09-16 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
I remember being told it was just the flashlight that cast the dynamic
shadows but you'll have to wait till someone from Valve confirms this.


- Original Message -
From: "Kori" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, September 16, 2007 4:34 PM
Subject: Re: [hlcoders] SDK Update heads up?


> This is question about the Dynamic Shadows, Is the flashlight the only
> thing
> going to be able to cast them, or will you be able to set map lights to
> cast
> them?
>
> - Original Message -
> From: "Mike Durand" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, September 12, 2007 12:26 PM
> Subject: RE: [hlcoders] SDK Update heads up?
>
>
>> 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
>

--

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Re: [hlcoders] SDK Update heads up?

2007-09-16 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Even if its only the Flashlight that casts em, you could almost definitely
hack something in so other objects cast them too

On 9/17/07, Minh <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I remember being told it was just the flashlight that cast the dynamic
> shadows but you'll have to wait till someone from Valve confirms this.
>
>
> - Original Message -
> From: "Kori" <[EMAIL PROTECTED]>
> To: 
> Sent: Sunday, September 16, 2007 4:34 PM
> Subject: Re: [hlcoders] SDK Update heads up?
>
>
> > This is question about the Dynamic Shadows, Is the flashlight the only
> > thing
> > going to be able to cast them, or will you be able to set map lights to
> > cast
> > them?
> >
> > - Original Message -
> > From: "Mike Durand" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, September 12, 2007 12:26 PM
> > Subject: RE: [hlcoders] SDK Update heads up?
> >
> >
> >> 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
> >
>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall HL2 Mod - http://www.nightfallmod.com
--

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Re: [hlcoders] SDK Update heads up?

2007-09-18 Thread Christopher Harris

In the trailers there were shadows being cast from other lights. What that
exactly entails or if it will be available for use in final release is
unknown.
- Original Message -
From: "Minh" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, September 16, 2007 8:32 PM
Subject: Re: [hlcoders] SDK Update heads up?



--
[ Picked text/plain from multipart/alternative ]
I remember being told it was just the flashlight that cast the dynamic
shadows but you'll have to wait till someone from Valve confirms this.


- Original Message -
From: "Kori" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, September 16, 2007 4:34 PM
Subject: Re: [hlcoders] SDK Update heads up?



This is question about the Dynamic Shadows, Is the flashlight the only
thing
going to be able to cast them, or will you be able to set map lights to
cast
them?

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, September 12, 2007 12:26 PM
Subject: RE: [hlcoders] SDK Update heads up?



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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RE: [hlcoders] SDK Update heads up?

2007-09-19 Thread Keeper
The current games that will be upgraded to use the new engine (HL2MP, CS:S,
etc...):  Is there a lot involved in that?  The reason I ask is there are
several exploits that have never been fixed, as well as some netcode issues
that I've seen.  Playing TF2 I don't see any of those.

If the orange box engine means a fix to some of these exploits, then an
overhaul to some of our mod coding to fit the new SDK release might just be
worth it.  If you need examples of exploits, I can e-mail you offline.

Keeper

-Original Message-
From: Mike Durand
Sent: Wednesday, September 12, 2007 12:26 PM
Subject: RE: [hlcoders] SDK Update heads up?

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



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Re: [hlcoders] SDK Update heads up?

2007-09-19 Thread Nick
It might be helpful to share some of the things here, maybe people
already made fixes for them. Or they might not be problems after all.
What is the point of having a mailing list if you don't want to share
problems on it?
>
> If the orange box engine means a fix to some of these exploits, then an
> overhaul to some of our mod coding to fit the new SDK release might just be
> worth it.  If you need examples of exploits, I can e-mail you offline.
>
> Keeper


>
> -Original Message-
> From: Mike Durand
> Sent: Wednesday, September 12, 2007 12:26 PM
> Subject: RE: [hlcoders] SDK Update heads up?
>
> 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
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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RE: [hlcoders] SDK Update heads up?

2007-09-19 Thread Keeper
Because I don't ever publicly post exploits.  Pure and simple.

Keeper

-Original Message-
From: Nick
Sent: Wednesday, September 19, 2007 6:40 PM
Subject: Re: [hlcoders] SDK Update heads up?

It might be helpful to share some of the things here, maybe people
already made fixes for them. Or they might not be problems after all.
What is the point of having a mailing list if you don't want to share
problems on it?
>
> If the orange box engine means a fix to some of these exploits, then an
> overhaul to some of our mod coding to fit the new SDK release might just
be
> worth it.  If you need examples of exploits, I can e-mail you offline.
>
> Keeper



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Re: [hlcoders] SDK Update heads up?

2007-09-19 Thread Nick
> Because I don't ever publicly post exploits.  Pure and simple.

That is okay, I know you wouldn't have gone through all of that
trouble to find the exploits if you were not planning on using them. I
just thought instead of keeping them to yourself and using them until
they got fixed, you would be kind enough to share the exploits with
the rest of us so we can fix them for everyone. Maybe one day you will
get tired of exploiting and then you can help the rest of us out by
fixing them...



On 9/19/07, Keeper <[EMAIL PROTECTED]> wrote:
> Because I don't ever publicly post exploits.  Pure and simple.
>
> Keeper
>
> -Original Message-
> From: Nick
> Sent: Wednesday, September 19, 2007 6:40 PM
> Subject: Re: [hlcoders] SDK Update heads up?
>
> It might be helpful to share some of the things here, maybe people
> already made fixes for them. Or they might not be problems after all.
> What is the point of having a mailing list if you don't want to share
> problems on it?
> >
> > If the orange box engine means a fix to some of these exploits, then an
> > overhaul to some of our mod coding to fit the new SDK release might just
> be
> > worth it.  If you need examples of exploits, I can e-mail you offline.
> >
> > Keeper
>
>
>
> ___
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> visit:
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RE: [hlcoders] SDK Update heads up?

2007-09-19 Thread taytrrs
Agreed; please don't post details--it only encourages abuse.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Wednesday, September 19, 2007 7:29 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

Because I don't ever publicly post exploits.  Pure and simple.

Keeper

-Original Message-
From: Nick
Sent: Wednesday, September 19, 2007 6:40 PM
Subject: Re: [hlcoders] SDK Update heads up?

It might be helpful to share some of the things here, maybe people
already made fixes for them. Or they might not be problems after all.
What is the point of having a mailing list if you don't want to share
problems on it?
>
> If the orange box engine means a fix to some of these exploits, then an
> overhaul to some of our mod coding to fit the new SDK release might just
be
> worth it.  If you need examples of exploits, I can e-mail you offline.
>
> Keeper



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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Emiel Regis

Well, I though we are all mature here and in the end we are the coders who
should be fixing, not breaking, right?:P


Agreed; please don't post details--it only encourages abuse.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Wednesday, September 19, 2007 7:29 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

Because I don't ever publicly post exploits.  Pure and simple.

Keeper

-Original Message-
From: Nick
Sent: Wednesday, September 19, 2007 6:40 PM
Subject: Re: [hlcoders] SDK Update heads up?

It might be helpful to share some of the things here, maybe people
already made fixes for them. Or they might not be problems after all.
What is the point of having a mailing list if you don't want to share
problems on it?


If the orange box engine means a fix to some of these exploits, then an
overhaul to some of our mod coding to fit the new SDK release might just

be

worth it.  If you need examples of exploits, I can e-mail you offline.

Keeper


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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread maarten
Keeper apparently refers to exploits in the *engine*. He is a modder
himself, so let's not insult his intelligence or good will and assume
that, had it been possible to fix these exploits in the SDK code, he would
have shared the fixes with us. Hence, it is not, and since we cannot fix
them anyway he's right not to publish them.

> Well, I though we are all mature here and in the end we are the coders who
> should be fixing, not breaking, right?:P
>
>> Agreed; please don't post details--it only encourages abuse.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Keeper
>> Sent: Wednesday, September 19, 2007 7:29 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] SDK Update heads up?
>>
>> Because I don't ever publicly post exploits.  Pure and simple.
>>
>> Keeper
>>
>> -----Original Message-
>> From: Nick
>> Sent: Wednesday, September 19, 2007 6:40 PM
>> Subject: Re: [hlcoders] SDK Update heads up?
>>
>> It might be helpful to share some of the things here, maybe people
>> already made fixes for them. Or they might not be problems after all.
>> What is the point of having a mailing list if you don't want to share
>> problems on it?
>>>
>>> If the orange box engine means a fix to some of these exploits, then an
>>> overhaul to some of our mod coding to fit the new SDK release might
>>> just
>> be
>>> worth it.  If you need examples of exploits, I can e-mail you offline.
>>>
>>> Keeper
>
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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Emiel Regis

Frankly it is so.

BTW, me and Keeper are in the same mod team ;)

EmielRegis a.k.a. Millz
www.invision-games.com


Keeper apparently refers to exploits in the *engine*. He is a modder
himself, so let's not insult his intelligence or good will and assume
that, had it been possible to fix these exploits in the SDK code, he
would
have shared the fixes with us. Hence, it is not, and since we cannot fix
them anyway he's right not to publish them.


Well, I though we are all mature here and in the end we are the coders
who
should be fixing, not breaking, right?:P


Agreed; please don't post details--it only encourages abuse.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Wednesday, September 19, 2007 7:29 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK Update heads up?

Because I don't ever publicly post exploits.  Pure and simple.

Keeper

-Original Message-
From: Nick
Sent: Wednesday, September 19, 2007 6:40 PM
Subject: Re: [hlcoders] SDK Update heads up?

It might be helpful to share some of the things here, maybe people
already made fixes for them. Or they might not be problems after all.
What is the point of having a mailing list if you don't want to share
problems on it?


If the orange box engine means a fix to some of these exploits, then
an
overhaul to some of our mod coding to fit the new SDK release might
just

be

worth it.  If you need examples of exploits, I can e-mail you offline.

Keeper


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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Nick
The only things I have seen is that Keeper:

1. Has exploits.
2. Knows how to use them.
3. Is willing to give them out via email.
4. Refuses to help others to fix them.
5. Refuses to make fixes available to others.
6. Refuses to give them to Valve.
7. Refuses to let others try fixing them.

All I can say, is wow. I am guessing he is trying to sell the exploits
to others on the list via email, because from what I have seen he
wants nothing to do with fixing them, or even letting others fix them.
Very bad.



On 9/20/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> Keeper apparently refers to exploits in the *engine*. He is a modder
> himself, so let's not insult his intelligence or good will and assume
> that, had it been possible to fix these exploits in the SDK code, he would
> have shared the fixes with us. Hence, it is not, and since we cannot fix
> them anyway he's right not to publish them.
>
> > Well, I though we are all mature here and in the end we are the coders who
> > should be fixing, not breaking, right?:P
> >
> >> Agreed; please don't post details--it only encourages abuse.
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Keeper
> >> Sent: Wednesday, September 19, 2007 7:29 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] SDK Update heads up?
> >>
> >> Because I don't ever publicly post exploits.  Pure and simple.
> >>
> >> Keeper
> >>
> >> -Original Message-
> >> From: Nick
> >> Sent: Wednesday, September 19, 2007 6:40 PM
> >> Subject: Re: [hlcoders] SDK Update heads up?
> >>
> >> It might be helpful to share some of the things here, maybe people
> >> already made fixes for them. Or they might not be problems after all.
> >> What is the point of having a mailing list if you don't want to share
> >> problems on it?
> >>>
> >>> If the orange box engine means a fix to some of these exploits, then an
> >>> overhaul to some of our mod coding to fit the new SDK release might
> >>> just
> >> be
> >>> worth it.  If you need examples of exploits, I can e-mail you offline.
> >>>
> >>> Keeper
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
>
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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Jeffrey \"botman\" Broome

Nick wrote:

The only things I have seen is that Keeper:

1. Has exploits.
2. Knows how to use them.


Knowing about them doesn't necessarily mean that you know how to
reproduce them.


3. Is willing to give them out via email.


To Valve.  He's willing to email them privately to Valve, which is what
everyone SHOULD do if they are aware of exploits and don't wish to
spread that knowledge around so that anyone lurking on an email list can
take advantage of them.


4. Refuses to help others to fix them.
5. Refuses to make fixes available to others.


If he can't fix them, how can he make those fixes available to others?


6. Refuses to give them to Valve.


That's completely the opposite of what the email said...

"If you need examples of exploits, I can e-mail you offline."


7. Refuses to let others try fixing them.

All I can say, is wow. I am guessing he is trying to sell the exploits
to others on the list via email, because from what I have seen he
wants nothing to do with fixing them, or even letting others fix them.
Very bad.


You, sir, are a moron and really aren't worth the time it took me to
compose this email.

--
Jeffrey "botman" Broome

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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Nick
> To Valve.  He's willing to email them privately to Valve, which is what
> everyone SHOULD do if they are aware of exploits

I don't know why he hasn't done this yet.

>You, sir, are a moron and really aren't worth the time it took me to
>compose this email.

If I had exploits, the first thing I would do would be to email Valve
and give them all of the help I could in reproducing and fixing them.
I wouldn't post on this mailing list about the numerous exploits I
found, and refuse to offer assistance in fixing them(like keeper did).
Personally, I find it very poor taste to call others names, especially
when you are the one mistaken here, not me. I could say that your IQ
is similar to your age, but I am not rude like that, and it would
probably take you a few minutes to fully understand anyway.

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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread John Sheu
On Thursday 20 September 2007, Nick wrote:
> The only things I have seen is that Keeper:
>
> 1. Has exploits.
> 2. Knows how to use them.
> 3. Is willing to give them out via email.
> 4. Refuses to help others to fix them.
> 5. Refuses to make fixes available to others.
> 6. Refuses to give them to Valve.
> 7. Refuses to let others try fixing them.
>
> All I can say, is wow. I am guessing he is trying to sell the exploits
> to others on the list via email, because from what I have seen he
> wants nothing to do with fixing them, or even letting others fix them.
> Very bad.

The only things I have seen is that Keeper:

1.  Has exploits.
2.  Knows how to use them
3.  Is willing to give them out via email.

He's trying to keep these from general circulation.  That's good.

Now, I have no clue where you are pulling items 4-7 from.  He cannot help
others or fix them himself, because they are *engine issues* (or so he says).
And where the fuck does the "refuses to give them to Valve" line come in?

-John Sheu

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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
How do you know he hasn't already sent the information to Valve? Those sort
of exchanges wouldn't be advertised to the mailing list. Your statements
were out of line and just plain wrong. It's poor taste to spout blatant BS
too, which is why you got called on it.

J

On 9/20/07, Nick <[EMAIL PROTECTED]> wrote:
>
> > To Valve.  He's willing to email them privately to Valve, which is what
> > everyone SHOULD do if they are aware of exploits
>
> I don't know why he hasn't done this yet.
>
> >You, sir, are a moron and really aren't worth the time it took me to
> >compose this email.
>
> If I had exploits, the first thing I would do would be to email Valve
> and give them all of the help I could in reproducing and fixing them.
> I wouldn't post on this mailing list about the numerous exploits I
> found, and refuse to offer assistance in fixing them(like keeper did).
> Personally, I find it very poor taste to call others names, especially
> when you are the one mistaken here, not me. I could say that your IQ
> is similar to your age, but I am not rude like that, and it would
> probably take you a few minutes to fully understand anyway.
>
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--

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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Nick
I don't know what you have to gain from defending an exploiter, but it
really isn't my place to judge. I don't know if you and Keeper are
friends or working together, but please don't turn this around and
start attacking me for no reason. Exploits should be given to Valve,
so Valve can fix them and help everyone out.

On 9/20/07, Jeremy <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> How do you know he hasn't already sent the information to Valve? Those sort
> of exchanges wouldn't be advertised to the mailing list. Your statements
> were out of line and just plain wrong. It's poor taste to spout blatant BS
> too, which is why you got called on it.
>
> J
>
> On 9/20/07, Nick <[EMAIL PROTECTED]> wrote:
> >
> > > To Valve.  He's willing to email them privately to Valve, which is what
> > > everyone SHOULD do if they are aware of exploits
> >
> > I don't know why he hasn't done this yet.
> >
> > >You, sir, are a moron and really aren't worth the time it took me to
> > >compose this email.
> >
> > If I had exploits, the first thing I would do would be to email Valve
> > and give them all of the help I could in reproducing and fixing them.
> > I wouldn't post on this mailing list about the numerous exploits I
> > found, and refuse to offer assistance in fixing them(like keeper did).
> > Personally, I find it very poor taste to call others names, especially
> > when you are the one mistaken here, not me. I could say that your IQ
> > is similar to your age, but I am not rude like that, and it would
> > probably take you a few minutes to fully understand anyway.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Adam "amckern" McKern
Sh!

Guys, if you want to bash each other the head with
email nurf, do it off list.

Adam


--- Nick <[EMAIL PROTECTED]> wrote:

> I don't know what you have to gain from defending an
> exploiter, but it
> really isn't my place to judge. I don't know if you
> and Keeper are
> friends or working together, but please don't turn
> this around and
> start attacking me for no reason. Exploits should be
> given to Valve,
> so Valve can fix them and help everyone out.
>
> On 9/20/07, Jeremy <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > How do you know he hasn't already sent the
> information to Valve? Those sort
> > of exchanges wouldn't be advertised to the mailing
> list. Your statements
> > were out of line and just plain wrong. It's poor
> taste to spout blatant BS
> > too, which is why you got called on it.
> >
> > J
> >
> > On 9/20/07, Nick <[EMAIL PROTECTED]> wrote:
> > >
> > > > To Valve.  He's willing to email them
> privately to Valve, which is what
> > > > everyone SHOULD do if they are aware of
> exploits
> > >
> > > I don't know why he hasn't done this yet.
> > >
> > > >You, sir, are a moron and really aren't worth
> the time it took me to
> > > >compose this email.
> > >
> > > If I had exploits, the first thing I would do
> would be to email Valve
> > > and give them all of the help I could in
> reproducing and fixing them.
> > > I wouldn't post on this mailing list about the
> numerous exploits I
> > > found, and refuse to offer assistance in fixing
> them(like keeper did).
> > > Personally, I find it very poor taste to call
> others names, especially
> > > when you are the one mistaken here, not me. I
> could say that your IQ
> > > is similar to your age, but I am not rude like
> that, and it would
> > > probably take you a few minutes to fully
> understand anyway.
> > >
> > > ___
> > > 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
> >
> >
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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Tony "omega" Sergi
--
[ Picked text/plain from multipart/alternative ]
Seriously, how do you know that he is an exploiter, and NOT contacting them?
Please, just give it a rest.


On 9/20/07, Nick <[EMAIL PROTECTED]> wrote:
>
> I don't know what you have to gain from defending an exploiter, but it
> really isn't my place to judge. I don't know if you and Keeper are
> friends or working together, but please don't turn this around and
> start attacking me for no reason. Exploits should be given to Valve,
> so Valve can fix them and help everyone out.
>
>
--

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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Skyler York

This is getting quite ridiculous.

1)  Finding an exploit does not make you an exploiter (i.e. someone who
*actively* uses the exploit to achieve an unfair advantage over other
players).  Where did that logic come from?  And if anything, as a
developer I would be *overjoyed* if people spent time finding exploits
and telling me about them.

2)  Keeper said he was going to help out any way he could.  Just because
he didn't explicitly say that he's sending a full report to Valve right
at this moment does not mean that he hasn't or won't.  Now if he didn't
or won't (and that's an *if*), then it would be shame on him.  But we
don't know that do we?

3)  He definitely should not post any information about the exploits
here.  This Utopian notion that everyone reading the list has only the
best of intentions at heart is utterly naive.  If I was a hacker this
would be the first mailing list I joined since specifics of inner
workings of the game and engine are discussed on a regular basis.  Any
details should be kept confidential and sent directly to Valve.

4)  I'm not a huge fan of people calling each other morons or other
names even when they do behave a little out of line
(*cough*botman*cough*) since that's just asking for things to spiral
into a flame battle and doesn't help the situation at all.  However with
you (Nick) posting such blatant misinformation and slander I can't say I
didn't see it coming.

Fin.

- Zipster

Nick wrote:


I don't know what you have to gain from defending an exploiter, but it
really isn't my place to judge. I don't know if you and Keeper are
friends or working together, but please don't turn this around and
start attacking me for no reason. Exploits should be given to Valve,
so Valve can fix them and help everyone out.

On 9/20/07, Jeremy <[EMAIL PROTECTED]> wrote:



--
[ Picked text/plain from multipart/alternative ]
How do you know he hasn't already sent the information to Valve? Those sort
of exchanges wouldn't be advertised to the mailing list. Your statements
were out of line and just plain wrong. It's poor taste to spout blatant BS
too, which is why you got called on it.

J

On 9/20/07, Nick <[EMAIL PROTECTED]> wrote:



To Valve.  He's willing to email them privately to Valve, which is what
everyone SHOULD do if they are aware of exploits



I don't know why he hasn't done this yet.




You, sir, are a moron and really aren't worth the time it took me to
compose this email.



If I had exploits, the first thing I would do would be to email Valve
and give them all of the help I could in reproducing and fixing them.
I wouldn't post on this mailing list about the numerous exploits I
found, and refuse to offer assistance in fixing them(like keeper did).
Personally, I find it very poor taste to call others names, especially
when you are the one mistaken here, not me. I could say that your IQ
is similar to your age, but I am not rude like that, and it would
probably take you a few minutes to fully understand anyway.

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--

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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Greg Scott
--
[ Picked text/plain from multipart/alternative ]
Guys, as was said, Please keep the arguing about exploits/who is an
exploiter/what have you off the email list.  We don't need our inboxes
filled with a 40 email long argument.  Email each other personally or take
it to a forum somewhere please.

- Khaim - Lunar Wind -

On 9/20/07, Skyler York <[EMAIL PROTECTED]> wrote:
>
> This is getting quite ridiculous.
>
> 1)  Finding an exploit does not make you an exploiter (i.e. someone who
> *actively* uses the exploit to achieve an unfair advantage over other
> players).  Where did that logic come from?  And if anything, as a
> developer I would be *overjoyed* if people spent time finding exploits
> and telling me about them.
>
> 2)  Keeper said he was going to help out any way he could.  Just because
> he didn't explicitly say that he's sending a full report to Valve right
> at this moment does not mean that he hasn't or won't.  Now if he didn't
> or won't (and that's an *if*), then it would be shame on him.  But we
> don't know that do we?
>
> 3)  He definitely should not post any information about the exploits
> here.  This Utopian notion that everyone reading the list has only the
> best of intentions at heart is utterly naive.  If I was a hacker this
> would be the first mailing list I joined since specifics of inner
> workings of the game and engine are discussed on a regular basis.  Any
> details should be kept confidential and sent directly to Valve.
>
> 4)  I'm not a huge fan of people calling each other morons or other
> names even when they do behave a little out of line
> (*cough*botman*cough*) since that's just asking for things to spiral
> into a flame battle and doesn't help the situation at all.  However with
> you (Nick) posting such blatant misinformation and slander I can't say I
> didn't see it coming.
>
> Fin.
>
> - Zipster
>
> Nick wrote:
>
> >I don't know what you have to gain from defending an exploiter, but it
> >really isn't my place to judge. I don't know if you and Keeper are
> >friends or working together, but please don't turn this around and
> >start attacking me for no reason. Exploits should be given to Valve,
> >so Valve can fix them and help everyone out.
> >
> >On 9/20/07, Jeremy <[EMAIL PROTECTED]> wrote:
> >
> >
> >>--
> >>[ Picked text/plain from multipart/alternative ]
> >>How do you know he hasn't already sent the information to Valve? Those
> sort
> >>of exchanges wouldn't be advertised to the mailing list. Your statements
> >>were out of line and just plain wrong. It's poor taste to spout blatant
> BS
> >>too, which is why you got called on it.
> >>
> >>J
> >>
> >>On 9/20/07, Nick <[EMAIL PROTECTED]> wrote:
> >>
> >>
> To Valve.  He's willing to email them privately to Valve, which is
> what
> everyone SHOULD do if they are aware of exploits
> 
> 
> >>>I don't know why he hasn't done this yet.
> >>>
> >>>
> >>>
> You, sir, are a moron and really aren't worth the time it took me to
> compose this email.
> 
> 
> >>>If I had exploits, the first thing I would do would be to email Valve
> >>>and give them all of the help I could in reproducing and fixing them.
> >>>I wouldn't post on this mailing list about the numerous exploits I
> >>>found, and refuse to offer assistance in fixing them(like keeper did).
> >>>Personally, I find it very poor taste to call others names, especially
> >>>when you are the one mistaken here, not me. I could say that your IQ
> >>>is similar to your age, but I am not rude like that, and it would
> >>>probably take you a few minutes to fully understand anyway.
> >>>
> >>>___
> >>>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
> >
> >
> >
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Nick
This is really getting on my fucking nerves. I know no good deed goes
unpunished but damn, this is insane. Keeper, exploit all you want, I
do not care any more. Have fun.


On 9/20/07, Greg Scott <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Guys, as was said, Please keep the arguing about exploits/who is an
> exploiter/what have you off the email list.  We don't need our inboxes
> filled with a 40 email long argument.  Email each other personally or take
> it to a forum somewhere please.
>
> - Khaim - Lunar Wind -
>
> On 9/20/07, Skyler York <[EMAIL PROTECTED]> wrote:
> >
> > This is getting quite ridiculous.
> >
> > 1)  Finding an exploit does not make you an exploiter (i.e. someone who
> > *actively* uses the exploit to achieve an unfair advantage over other
> > players).  Where did that logic come from?  And if anything, as a
> > developer I would be *overjoyed* if people spent time finding exploits
> > and telling me about them.
> >
> > 2)  Keeper said he was going to help out any way he could.  Just because
> > he didn't explicitly say that he's sending a full report to Valve right
> > at this moment does not mean that he hasn't or won't.  Now if he didn't
> > or won't (and that's an *if*), then it would be shame on him.  But we
> > don't know that do we?
> >
> > 3)  He definitely should not post any information about the exploits
> > here.  This Utopian notion that everyone reading the list has only the
> > best of intentions at heart is utterly naive.  If I was a hacker this
> > would be the first mailing list I joined since specifics of inner
> > workings of the game and engine are discussed on a regular basis.  Any
> > details should be kept confidential and sent directly to Valve.
> >
> > 4)  I'm not a huge fan of people calling each other morons or other
> > names even when they do behave a little out of line
> > (*cough*botman*cough*) since that's just asking for things to spiral
> > into a flame battle and doesn't help the situation at all.  However with
> > you (Nick) posting such blatant misinformation and slander I can't say I
> > didn't see it coming.
> >
> > Fin.
> >
> > - Zipster
> >
> > Nick wrote:
> >
> > >I don't know what you have to gain from defending an exploiter, but it
> > >really isn't my place to judge. I don't know if you and Keeper are
> > >friends or working together, but please don't turn this around and
> > >start attacking me for no reason. Exploits should be given to Valve,
> > >so Valve can fix them and help everyone out.
> > >
> > >On 9/20/07, Jeremy <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >>--
> > >>[ Picked text/plain from multipart/alternative ]
> > >>How do you know he hasn't already sent the information to Valve? Those
> > sort
> > >>of exchanges wouldn't be advertised to the mailing list. Your statements
> > >>were out of line and just plain wrong. It's poor taste to spout blatant
> > BS
> > >>too, which is why you got called on it.
> > >>
> > >>J
> > >>
> > >>On 9/20/07, Nick <[EMAIL PROTECTED]> wrote:
> > >>
> > >>
> > To Valve.  He's willing to email them privately to Valve, which is
> > what
> > everyone SHOULD do if they are aware of exploits
> > 
> > 
> > >>>I don't know why he hasn't done this yet.
> > >>>
> > >>>
> > >>>
> > You, sir, are a moron and really aren't worth the time it took me to
> > compose this email.
> > 
> > 
> > >>>If I had exploits, the first thing I would do would be to email Valve
> > >>>and give them all of the help I could in reproducing and fixing them.
> > >>>I wouldn't post on this mailing list about the numerous exploits I
> > >>>found, and refuse to offer assistance in fixing them(like keeper did).
> > >>>Personally, I find it very poor taste to call others names, especially
> > >>>when you are the one mistaken here, not me. I could say that your IQ
> > >>>is similar to your age, but I am not rude like that, and it would
> > >>>probably take you a few minutes to fully understand anyway.
> > >>>
> > >>>___
> > >>>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
> > >
> > >
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> _

RE: [hlcoders] SDK Update heads up?

2007-09-20 Thread Keeper
Wow, don't check the mailing list for a day and look what happens.  ::sigh::


Nick, man, you misunderstood my post.

I was responding directly to Mike's post.  Therefore my line about "I can
e-mail you offline." was directed at HIM ONLY.  Sorry for the confusion.


1. Has exploits.
"The reason I ask is there are several exploits that have never been fixed,
as well as some netcode issues that I've seen."
I see players doing things all the time that they aren't supposed to be able
to do.  I have examples and descriptions.  The netcode in HL2DM at least has
been completely shotty at best lately.  Plus Valve has put in time to fix
exploits both announced an unannounced since the last SDK release.  Since
they are moving to a new engine with new interfaces I wanted to be sure
those were put into the new SDK package.  If not, I was going to make sure I
tried to tackle those that I knew about in our mod.

As far as engine exploits, I wanted to make sure Valve knew about the ones
I've come across.  Obviously I have no control over fixing these.

2. Knows how to use them.
Mostly, no.  Know how to spot them ... yes.

3. Is willing to give them out via email.
Only to Valve.  I have several e-mail contacts there, but with the orange
box work they are doing, I didn't want to send it to the wrong person and
hope that it got to the right place.

4. Refuses to help others to fix them.
Nope.  I have constantly e-mailed valve about other problems and some have
been passed along and fixed.  Unfortunately you can't just post about them
here or they probably would be used as you can google any message from this
list at any time and usually get a link somewhere that has the archive.  Not
to mention those who only watch these lists for specific things they can
try.

5. Refuses to make fixes available to others.
See 4

6 & 7.  Dunno where those came from.

Again from your response "I am guessing he is trying to sell the exploits to
others on the list via email" I think you misunderstood my response to Mike
as a general announcement.  Again, sorry for the confusion.

Keeper



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Re: [hlcoders] SDK Update heads up?

2007-09-20 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Good to see you didn't get worked up about his response like a few other
people here :)

On 9/21/07, Keeper <[EMAIL PROTECTED]> wrote:
>
> Wow, don't check the mailing list for a day and look what
> happens.  ::sigh::
>
>
> Nick, man, you misunderstood my post.
>
> I was responding directly to Mike's post.  Therefore my line about "I can
> e-mail you offline." was directed at HIM ONLY.  Sorry for the confusion.
>
>
> 1. Has exploits.
> "The reason I ask is there are several exploits that have never been
> fixed,
> as well as some netcode issues that I've seen."
> I see players doing things all the time that they aren't supposed to be
> able
> to do.  I have examples and descriptions.  The netcode in HL2DM at least
> has
> been completely shotty at best lately.  Plus Valve has put in time to fix
> exploits both announced an unannounced since the last SDK release.  Since
> they are moving to a new engine with new interfaces I wanted to be sure
> those were put into the new SDK package.  If not, I was going to make sure
> I
> tried to tackle those that I knew about in our mod.
>
> As far as engine exploits, I wanted to make sure Valve knew about the ones
> I've come across.  Obviously I have no control over fixing these.
>
> 2. Knows how to use them.
> Mostly, no.  Know how to spot them ... yes.
>
> 3. Is willing to give them out via email.
> Only to Valve.  I have several e-mail contacts there, but with the orange
> box work they are doing, I didn't want to send it to the wrong person and
> hope that it got to the right place.
>
> 4. Refuses to help others to fix them.
> Nope.  I have constantly e-mailed valve about other problems and some have
> been passed along and fixed.  Unfortunately you can't just post about them
> here or they probably would be used as you can google any message from
> this
> list at any time and usually get a link somewhere that has the
> archive.  Not
> to mention those who only watch these lists for specific things they can
> try.
>
> 5. Refuses to make fixes available to others.
> See 4
>
> 6 & 7.  Dunno where those came from.
>
> Again from your response "I am guessing he is trying to sell the exploits
> to
> others on the list via email" I think you misunderstood my response to
> Mike
> as a general announcement.  Again, sorry for the confusion.
>
> Keeper
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
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http://www.wraiyth.com
NightFall HL2 Mod - http://www.nightfallmod.com
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RE: [hlcoders] SDK Update heads up?

2007-09-21 Thread Adam Donovan
--
[ Picked text/plain from multipart/alternative ]
I joined this mailing list to learn about the SDKNOT TO LISTEN TO 
POLITICS\
calm down girls..
stop spamming the mailing list with BS
AD

_
Roast a Rock Star: watch video interviews with hot music acts
http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=809&referral=hotmailtagline&URL=http://music.ninemsn.com.au/roastarockstar
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Re: [hlcoders] SDK Update heads up?

2007-10-07 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Mike, is there any chance that we'd be able to get the GameUI code in the
next update? I for one would love to be able to screw around with the
dialogs and menus without having to re-write em from the ground up

On 9/21/07, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> Good to see you didn't get worked up about his response like a few other
> people here :)
>
> On 9/21/07, Keeper <[EMAIL PROTECTED]> wrote:
> >
> > Wow, don't check the mailing list for a day and look what
> > happens.  ::sigh::
> >
> >
> > Nick, man, you misunderstood my post.
> >
> > I was responding directly to Mike's post.  Therefore my line about "I
> > can
> > e-mail you offline." was directed at HIM ONLY.  Sorry for the confusion.
> >
> >
> > 1. Has exploits.
> > "The reason I ask is there are several exploits that have never been
> > fixed,
> > as well as some netcode issues that I've seen."
> > I see players doing things all the time that they aren't supposed to be
> > able
> > to do.  I have examples and descriptions.  The netcode in HL2DM at least
> > has
> > been completely shotty at best lately.  Plus Valve has put in time to
> > fix
> > exploits both announced an unannounced since the last SDK
> > release.  Since
> > they are moving to a new engine with new interfaces I wanted to be sure
> > those were put into the new SDK package.  If not, I was going to make
> > sure I
> > tried to tackle those that I knew about in our mod.
> >
> > As far as engine exploits, I wanted to make sure Valve knew about the
> > ones
> > I've come across.  Obviously I have no control over fixing these.
> >
> > 2. Knows how to use them.
> > Mostly, no.  Know how to spot them ... yes.
> >
> > 3. Is willing to give them out via email.
> > Only to Valve.  I have several e-mail contacts there, but with the
> > orange
> > box work they are doing, I didn't want to send it to the wrong person
> > and
> > hope that it got to the right place.
> >
> > 4. Refuses to help others to fix them.
> > Nope.  I have constantly e-mailed valve about other problems and some
> > have
> > been passed along and fixed.  Unfortunately you can't just post about
> > them
> > here or they probably would be used as you can google any message from
> > this
> > list at any time and usually get a link somewhere that has the
> > archive.  Not
> > to mention those who only watch these lists for specific things they can
> > try.
> >
> > 5. Refuses to make fixes available to others.
> > See 4
> >
> > 6 & 7.  Dunno where those came from.
> >
> > Again from your response "I am guessing he is trying to sell the
> > exploits to
> > others on the list via email" I think you misunderstood my response to
> > Mike
> > as a general announcement.  Again, sorry for the confusion.
> >
> > Keeper
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> NightFall HL2 Mod - http://www.nightfallmod.com
>



--
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http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com
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Re: [hlcoders] SDK Update heads up?

2007-10-13 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Hey Mike,

Any word when the "big merge" will be ready for us to try? Now that the
Orange Box is out and we've played the games we're itching to get our mod
code working with the new engine. Any chance it will be this month?

Regards,

Paul

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
> --
>
> ___
> 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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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Mike Durand
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi List-

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.

-Mike


- Original Message -
From: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com 
Sent: Sat Oct 13 11:27:05 2007
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
Hey Mike,

Any word when the "big merge" will be ready for us to try? Now that the
Orange Box is out and we've played the games we're itching to get our mod
code working with the new engine. Any chance it will be this month?

Regards,

Paul

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
> --
>
> ___
> 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
>
>
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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Adam Foster


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

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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jonathan Middleton
--
[ 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
>
>


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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Christopher Harris

You will have to change to the sdk base soon I think because from what I
understand all source engine games are migrating to the newer engine. The
only older engine appID left is the current sdk base which is supposedly
being kept around for a long time while a newer sdk base for the new engine
is released.

Chris
- Original Message -
From: "Jonathan Middleton" <[EMAIL PROTECTED]>
To: 
Sent: Monday, October 15, 2007 12:38 PM
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/


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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Mike Durand
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
>
>


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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Ben Everett
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
>
>


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   that  never   asa
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RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Mike Durand
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
>
>


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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Marc Hörsken
Hello Mike,

thanks for the information you have given already :)

One more question: Is there any chance that there will be AMX-Style
menus, like they are used in CS:S or DoD:S, in HL2DM / HL2MP after it
has been ported to the new engine? That would make it much easier to
code interactive admin plugins for HL2DM.

Thanks in advance for any information.

-Marc

> 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
> thinkpoem
>that  never   asa
> I   shallseea lovely  as binary   tree
> --

> ___
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> please visit:
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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jed
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 

Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Tom Leighton

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/


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   that  

Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jed
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

Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Tom Leighton

Woops i've just read how that looked. Sorry Jed (didnt mean to be
sarcastic, more a like wow! they go down well here!)

Sorry ;)

Jed wrote

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 in

Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread andrew
With only the MP games being merged, will there be a new SDK base for
SP games using the new engine? Or will SP mods need to be based on
Episode 2 to use the new engine?

On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> 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
> thinkpoem
>that  never   asa
> I   shallseea lovely  as binary   tree
> --
>
> ___
> 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
>
>


--
Andrew Timson
==
"Niceness is the greatest human flaw, except for all the others."
--Brendan Moody

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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Jonathan Middleton
--
[ Picked text/plain from multipart/alternative ]
Thanks, Mike.

On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> 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
> thinkpoem
>that  never   asa
> I   shallseea lovely  as binary   tree
> --
>
> ___
> 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
>
>


--
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thinkpoem
   that  never   asa
I   shallseea lovely  as binary   tree
--

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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Yeah, I've been wanting to know the same thing as Andrew. Will we still be
able to use something similar to Source SDK Base, or if we want to use the
new engine will we require players to own Episode 2?

On 10/16/07, Jonathan Middleton <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Thanks, Mike.
>
> On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> >
> > 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
> > thinkpoem
> >that  never   asa
> > I   shallseea lovely  as binary   tree
> > --
> >
> > ___
> > 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
> >
> >
>
>
> --
> I
> thinkpoem
>that  never   asa
> I   shallseea lovely  as binary   tree
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com
--

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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
I believe Mike said there's going to be  a "EP2" Source SDK Base (2007) :)

/ProZak


On 16/10/2007, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yeah, I've been wanting to know the same thing as Andrew. Will we still be
> able to use something similar to Source SDK Base, or if we want to use the
> new engine will we require players to own Episode 2?
>
> On 10/16/07, Jonathan Middleton <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thanks, Mike.
> >
> > On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> > >
> > > 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
> > > thinkpoem
> > >that  never   asa
> > > I   shallseea lovely  as binary   tree
> > > --
> > >
> > > ___
> > > 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
> > >
> > >
> >
> >
> > --
> > I
> > thinkpoem
> >that  never   asa
> > I   shallseea lovely  as binary   tree
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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RE: [hlcoders] SDK Update heads up?

2007-10-16 Thread Keeper
Will vehicles be implemented or possible with the orange box SDK?

Thanks,
Keeper




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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Justin Krenz

Vehicles have always been possible with the Source SDK.  What do you mean?

Keeper wrote:

Will vehicles be implemented or possible with the orange box SDK?

Thanks,
Keeper




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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
yea, vehicles work for me.. and have worked since the first sdk was out.
Granted, in multiplayer, they aren't as well predicted as player movement
but they're "servicable".

- Original Message -
From: "Justin Krenz" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 16, 2007 11:15 AM
Subject: Re: [hlcoders] SDK Update heads up?


> Vehicles have always been possible with the Source SDK.  What do you mean?
>
> Keeper wrote:
>> Will vehicles be implemented or possible with the orange box SDK?
>>
>> Thanks,
>> Keeper
>>
>>
>>
>>
>> ___
>> 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:
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RE: [hlcoders] SDK Update heads up?

2007-10-16 Thread Keeper
Ahh, ok.  I know they were removed in HL2DM.

To be honest, I haven't looked at the code yet, but I just assumed they were
taken out of the SDK as well.

So in order to do it well, we'd have to overhaul the vehicle's prediction
system?  I don't want "serviceable"

Thanks,
Keeper

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Tuesday, October 16, 2007 2:33 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
yea, vehicles work for me.. and have worked since the first sdk was out.
Granted, in multiplayer, they aren't as well predicted as player movement
but they're "servicable".



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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tony "omega" Sergi
--
[ Picked text/plain from multipart/alternative ]
you have to realize that valve has nothing they need to use vehicles for
multiplayer in.
they're not going to devote extra time writing new vehicle code for the off
chance that some random mod needs them in MP.

the only reason the SDK is going to get the stuff from dod, is because it
was needed to be written. they wouldn't sit down and write it just for the
sdk.


On 10/16/07, Keeper <[EMAIL PROTECTED]> wrote:
>
> Ahh, ok.  I know they were removed in HL2DM.
>
> To be honest, I haven't looked at the code yet, but I just assumed they
> were
> taken out of the SDK as well.
>
> So in order to do it well, we'd have to overhaul the vehicle's prediction
> system?  I don't want "serviceable"
>
> Thanks,
> Keeper
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Minh
> Sent: Tuesday, October 16, 2007 2:33 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SDK Update heads up?
>
> --
> [ Picked text/plain from multipart/alternative ]
> yea, vehicles work for me.. and have worked since the first sdk was out.
> Granted, in multiplayer, they aren't as well predicted as player movement
> but they're "servicable".
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Don't remember reading that anywhere, might have just missed it

On 10/17/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I believe Mike said there's going to be  a "EP2" Source SDK Base (2007) :)
>
> /ProZak
>
>
> On 16/10/2007, Matt Stafford <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yeah, I've been wanting to know the same thing as Andrew. Will we still
> be
> > able to use something similar to Source SDK Base, or if we want to use
> the
> > new engine will we require players to own Episode 2?
> >
> > On 10/16/07, Jonathan Middleton <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Thanks, Mike.
> > >
> > > On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> > > >
> > > > 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
> > > > thinkpoem
> > > >that  never   asa
> > > > I   shallseea lovely  as binary   tree
> > > > --
> > > >
> > &g

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tony "omega" Sergi
--
[ Picked text/plain from multipart/alternative ]
he said 'probably'
quote:
You will have the option of still using SDK Base which will still be linked
to the Ep1 engine or you can base your mod on the new app IDs for Ep2,
Portal, or TF. We will probably make a new SDK Base that uses the Orange Box
engine too.

-Mike


On 10/16/07, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Don't remember reading that anywhere, might have just missed it
>
> On 10/17/07, Tobias Kammersgaard <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I believe Mike said there's going to be  a "EP2" Source SDK Base (2007)
> :)
> >
> > /ProZak
> >
> >
> > On 16/10/2007, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yeah, I've been wanting to know the same thing as Andrew. Will we
> still
> > be
> > > able to use something similar to Source SDK Base, or if we want to use
> > the
> > > new engine will we require players to own Episode 2?
> > >
> > > On 10/16/07, Jonathan Middleton <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Thanks, Mike.
> > > >
> > > > On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > 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
> > > > > >
> > > > > > --
> &g

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Nick
Lack of vechicles in mutliplayer is one of the biggest problems in the sdk imho.

On 10/16/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> you have to realize that valve has nothing they need to use vehicles for
> multiplayer in.
> they're not going to devote extra time writing new vehicle code for the off
> chance that some random mod needs them in MP.
>
> the only reason the SDK is going to get the stuff from dod, is because it
> was needed to be written. they wouldn't sit down and write it just for the
> sdk.
>
>
> On 10/16/07, Keeper <[EMAIL PROTECTED]> wrote:
> >
> > Ahh, ok.  I know they were removed in HL2DM.
> >
> > To be honest, I haven't looked at the code yet, but I just assumed they
> > were
> > taken out of the SDK as well.
> >
> > So in order to do it well, we'd have to overhaul the vehicle's prediction
> > system?  I don't want "serviceable"
> >
> > Thanks,
> > Keeper
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Minh
> > Sent: Tuesday, October 16, 2007 2:33 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] SDK Update heads up?
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > yea, vehicles work for me.. and have worked since the first sdk was out.
> > Granted, in multiplayer, they aren't as well predicted as player movement
> > but they're "servicable".
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tony "omega" Sergi
--
[ Picked text/plain from multipart/alternative ]
I'm not going to argue against that. My point is just simply, until they
have a reason to add multiplayer vehicles, they aren't going to spend the
time writing code that modders can do.


On 10/16/07, Nick <[EMAIL PROTECTED]> wrote:
>
> Lack of vechicles in mutliplayer is one of the biggest problems in the sdk
> imho.
>
> On 10/16/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > you have to realize that valve has nothing they need to use vehicles for
> > multiplayer in.
> > they're not going to devote extra time writing new vehicle code for the
> off
> > chance that some random mod needs them in MP.
> >
> > the only reason the SDK is going to get the stuff from dod, is because
> it
> > was needed to be written. they wouldn't sit down and write it just for
> the
> > sdk.
> >
> >
> > On 10/16/07, Keeper <[EMAIL PROTECTED]> wrote:
> > >
> > > Ahh, ok.  I know they were removed in HL2DM.
> > >
> > > To be honest, I haven't looked at the code yet, but I just assumed
> they
> > > were
> > > taken out of the SDK as well.
> > >
> > > So in order to do it well, we'd have to overhaul the vehicle's
> prediction
> > > system?  I don't want "serviceable"
> > >
> > > Thanks,
> > > Keeper
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Minh
> > > Sent: Tuesday, October 16, 2007 2:33 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] SDK Update heads up?
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > yea, vehicles work for me.. and have worked since the first sdk was
> out.
> > > Granted, in multiplayer, they aren't as well predicted as player
> movement
> > > but they're "servicable".
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > -omega
> > --
> >
> > ___
> > 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
>
>


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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Adam Donovan
--
[ Picked text/plain from multipart/alternative ]
If Vehicles worked in real life as they do in hldm..you would have a pretty 
sore head from banning it on the dashboard allot :p
adam




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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Christopher Harris

It is not very hard to fix vehicle view lag. Someone is writing a tutorial
on it, whom I had shown my fixes to, eventually.

Chris
- Original Message -
From: "Nick" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 16, 2007 11:35 PM
Subject: Re: [hlcoders] SDK Update heads up?



Lack of vechicles in mutliplayer is one of the biggest problems in the sdk
imho.

On 10/16/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
you have to realize that valve has nothing they need to use vehicles for
multiplayer in.
they're not going to devote extra time writing new vehicle code for the
off
chance that some random mod needs them in MP.

the only reason the SDK is going to get the stuff from dod, is because it
was needed to be written. they wouldn't sit down and write it just for
the
sdk.


On 10/16/07, Keeper <[EMAIL PROTECTED]> wrote:
>
> Ahh, ok.  I know they were removed in HL2DM.
>
> To be honest, I haven't looked at the code yet, but I just assumed they
> were
> taken out of the SDK as well.
>
> So in order to do it well, we'd have to overhaul the vehicle's
> prediction
> system?  I don't want "serviceable"
>
> Thanks,
> Keeper
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Minh
> Sent: Tuesday, October 16, 2007 2:33 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SDK Update heads up?
>
> --
> [ Picked text/plain from multipart/alternative ]
> yea, vehicles work for me.. and have worked since the first sdk was
> out.
> Granted, in multiplayer, they aren't as well predicted as player
> movement
> but they're "servicable".
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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--

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Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Tony "omega" Sergi
--
[ Picked text/plain from multipart/alternative ]
and if hldm was what every day real life was.. you'd be dead ;)

On 10/17/07, Adam Donovan <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> If Vehicles worked in real life as they do in hldm..you would have a
> pretty sore head from banning it on the dashboard allot :p
> adam
>
>
>
>
> _
> What are you waiting for? Join Lavalife FREE
>
> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Flavalife9%2Eninemsn%2Ecom%2Eau%2Fclickthru%2Fclickthru%2Eact%3Fid%3Dninemsn%26context%3Dan99%26locale%3Den%5FAU%26a%3D30288&_t=764581033&_r=email_taglines_Join_free_OCT07&_m=EXT
> --
>
> ___
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Re: [hlcoders] SDK Update heads up?

2007-11-01 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Hey Mike,

I don't mean to be a pest, but we're into November now, is there a new
estimated release time? Is there something in particular we're waiting on?

Regards,

Paul

On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi List-
>
> 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.
>
> -Mike
>
>
> - Original Message -
> From: [EMAIL PROTECTED] <
> [EMAIL PROTECTED]>
> To: hlcoders@list.valvesoftware.com 
> Sent: Sat Oct 13 11:27:05 2007
> Subject: Re: [hlcoders] SDK Update heads up?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hey Mike,
>
> Any word when the "big merge" will be ready for us to try? Now that the
> Orange Box is out and we've played the games we're itching to get our mod
> code working with the new engine. Any chance it will be this month?
>
> Regards,
>
> Paul
>
> 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
> > --
> >
> > ___
> > 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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Re: [hlcoders] SDK Update heads up?

2007-11-01 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Yeah, I thought that the release was gonna be End of October for the code
update, and if anything changed with that timeline, we'd be notified...

On 11/2/07, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hey Mike,
>
> I don't mean to be a pest, but we're into November now, is there a new
> estimated release time? Is there something in particular we're waiting on?
>
> Regards,
>
> Paul
>
> On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi List-
> >
> > 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.
> >
> > -Mike
> >
> >
> > ----- Original Message -
> > From: [EMAIL PROTECTED] <
> > [EMAIL PROTECTED]>
> > To: hlcoders@list.valvesoftware.com 
> > Sent: Sat Oct 13 11:27:05 2007
> > Subject: Re: [hlcoders] SDK Update heads up?
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hey Mike,
> >
> > Any word when the "big merge" will be ready for us to try? Now that the
> > Orange Box is out and we've played the games we're itching to get our
> mod
> > code working with the new engine. Any chance it will be this month?
> >
> > Regards,
> >
> > Paul
> >
> > 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

Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Mike Durand
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
No, you aren't being a pest at all. It's a fair question since I've missed my 
forecast release schedule.

The complication that arose is that I need to include two copies of all of the 
tools in this release since it needs to support both the Ep1 and Orange Box 
versions of the engine. And making a beta of this SDK is not an option since we 
had to make some changes to the SDK Steam depot structure to support having two 
copies of the tools. So I'm spending a lot of time tweaking the directory 
structure to get both versions to run and I've had to tweak the tools 
themselves to coexist properly. Also, since we can't do a beta I am spending 
more time testing than I anticipated.

So bottom line is I'd rather have you guys moderately mad at me for being late 
than REALLY mad at me for breaking the existing SDK functionality. I have been 
working on the SDK release but it is simply taking longer than I had planned.

When the new SDK is ready you guys will be the first to know.

-Mike


- Original Message -
From: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com 
Sent: Thu Nov 01 21:29:09 2007
Subject: Re: [hlcoders] SDK Update heads up?

--
[ Picked text/plain from multipart/alternative ]
Hey Mike,

I don't mean to be a pest, but we're into November now, is there a new
estimated release time? Is there something in particular we're waiting on?

Regards,

Paul

On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi List-
>
> 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.
>
> -Mike
>
>
> - Original Message -
> From: [EMAIL PROTECTED] <
> [EMAIL PROTECTED]>
> To: hlcoders@list.valvesoftware.com 
> Sent: Sat Oct 13 11:27:05 2007
> Subject: Re: [hlcoders] SDK Update heads up?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hey Mike,
>
> Any word when the "big merge" will be ready for us to try? Now that the
> Orange Box is out and we've played the games we're itching to get our mod
> code working with the new engine. Any chance it will be this month?
>
> Regards,
>
> Paul
>
> 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 m

Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Jorge Rodriguez
--
[ Picked text/plain from multipart/alternative ]
On 11/2/07, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
>
> Valve Time


Sounds like Cuban Time :)

http://www.urbandictionary.com/define.php?term=Cuban+Time

--
Jorge "Vino" Rodriguez
--

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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Heh yeah I know all about Valve Time. So true though

On 11/3/07, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
>
> Matt Stafford wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yeah, I thought that the release was gonna be End of October for the
> code
> > update, and if anything changed with that timeline, we'd be notified...
>
> I'm sure it will be coming out "Shortly".  See the Valve Time to Actual
> Time conversion table to determine what "Shortly" means...
>
> http://developer.valvesoftware.com/wiki/Valve_Time
>
> :)
>
> --
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com
--

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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Jeffrey "botman" Broome

Matt Stafford wrote:

--
[ Picked text/plain from multipart/alternative ]
Yeah, I thought that the release was gonna be End of October for the code
update, and if anything changed with that timeline, we'd be notified...


I'm sure it will be coming out "Shortly".  See the Valve Time to Actual
Time conversion table to determine what "Shortly" means...

http://developer.valvesoftware.com/wiki/Valve_Time

:)

--
Jeffrey "botman" Broome

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Re: [hlcoders] SDK Update heads up?

2007-11-02 Thread Jeffrey "botman" Broome

Mike Durand wrote:

This is a multi-part message in MIME format. -- [ Picked text/plain
from multipart/alternative ] No, you aren't being a pest at all. It's
a fair question since I've missed my forecast release schedule.


Thanks Mike.  We appreciate the time you put into making the SDK
available.  I'm sure we'd all much rather wait a few extra days to have
a fully working SDK rather than have a broken SDK released and then have
to wait for problems to be fixed.

In the meantime, I think I'll go play Portal again (for my 10th or 11th
time through).  :)

--
Jeffrey "botman" Broome

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