Re: [hlcoders] SDK Update heads up?
-- [ Picked text/plain from multipart/alternative ] I find balancing elephants on spoons pretty easy myself ;) Anyways, cheers for the update Mike, good to see theres been care taken this time around :) On 11/3/07, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > On 11/2/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > > > 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. > > > Tony (omega) and I always joke that we wouldn't want to have your job ;) > It's like balancing an elephant on a spoon. > > -- > Jorge "Vino" Rodriguez > -- > > ___ > 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
Re: [hlcoders] SDK Update heads up?
-- [ Picked text/plain from multipart/alternative ] On 11/2/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > 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. Tony (omega) and I always joke that we wouldn't want to have your job ;) It's like balancing an elephant on a spoon. -- Jorge "Vino" Rodriguez -- ___ 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?
-- [ Picked text/plain from multipart/alternative ] Agreed-- thanks very much for your work to get this put together cleanly, Mike. Can't wait to get my hands on the formal SDK, but it'll be worth the wait to have it well-organized and solid. Thanks for the update, -Mattie On 11/2/07, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > > 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 > > ___ > 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?
One side of me is a plugin maker, while the other side is working on a mod. Either way, I can say take your time. You helped me out with the early release for the plugins, but for our mod I'd rather the codebase be solid rather than having to merge and remerge. Keeper -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Friday, November 02, 2007 11:32 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? 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 ___ 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?
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 ___ 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?
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?
-- [ 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 -- ___ 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?
-- [ 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: > 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
Re: [hlcoders] SDK Update heads up?
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
-- [ 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?
-- [ 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 > > > > > > ___ > > 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?
-- [ 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 > -- > > ___ > 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
Re: [hlcoders] SDK Update heads up?
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 > > -- -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 ___ 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?
-- [ 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 -- ___ 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?
-- [ 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 > > -- -omega -- ___ 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?
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
Re: [hlcoders] SDK Update heads up?
-- [ 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?
-- [ 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?
-- [ 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
RE: [hlcoders] SDK Update heads up?
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
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". - 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: > 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?
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Update heads up?
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
Re: [hlcoders] SDK Update heads up?
-- [ 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 > > -- ___ 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?
-- [ 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
Re: [hlcoders] SDK Update heads up?
-- [ 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
Re: [hlcoders] SDK Update heads up?
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 ___ 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?
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?
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?
Oh wow, requests really go down well here... How about a copy of the CSS Source code? :P Jed wrote: Hey Mike, can I make another request? :D After playing EP2 theres a lot of visual niceties that I'd like to consider for my mod, but with development times being what they are, I have to really justify making a switch to the new codebase (heck, it took nearly 9 months to get back to where it was with the HL2 codebase after switching to the EP1 code!). When you release the updated SDK code, can you post on the Wiki a summary of what new features it makes available to mods against what is in the EP1 SDK base? Think of it as a "sales pitch" to modders but leave out the corporate bull - just tell us the specifics in a language that means something :D For example, as a modder things I'd like to know about: - Specfic new features such as better open terrain handling, particle effects, etc. - Persistent bugs/issues from the first two incarnations of the SDK that have been resolved. - Any Improvements to networking code. - Elements from existing Valve titles added to the base games produced from the SDK such as proper team/class handling, prone movment and deployable player weapons (a la DoD) - Specific/recommended requirements for build environments (VS Editions, Service Packs/Hotfixes) - Additional VGUI stuff. Items above, such as team/class and prone have been roll your own affairs and to some degree buggy. If say the SDK update adds stuff like that it will help with making a pro/con list when it comes to deciding to port - i.e. use whats there and works vs. spend time porting the buggy homegrown solution. Err, hope you get my point :) - Jed On 15/10/2007, Mike Durand <[EMAIL PROTECTED]> wrote: Yeah, you are welcome to get the new code and as long as you are targeting the new engine. But you couldn't use the SDK code with a mod that is based on the Ep1 engine. That's why I answered the question from the Jonathan the way I did because his mod is based on 240. But then once 240 is converted to the new engine he will probably need the new SDK code. Told you it was kinda complicated. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, October 15, 2007 12:40 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster <[EMAIL PROTECTED]> wrote: On 15 Oct 2007, at 17:41, Mike Durand wrote: I'm shooting for an update that includes the updated tools this week or early next. After that I will work on an update that includes the new game DLL code and I am hoping that it will be available in beta by the end of the month. I'll let you guys know if I run into any problems that invalidate these timeframes. Fantastic - I've been looking forwards to playing round with the new Episode Two stuff, but didn't want to annoy anyone by asking exactly when the updated SDK tools would be available. It's my birthday on the 25th, just so you know. Potential tools deadline to aim for? ;-) Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I thinkpoem that
Re: [hlcoders] SDK Update heads up?
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?
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 > -- > ___ > 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?
Yeah, you are welcome to get the new code and as long as you are targeting the new engine. But you couldn't use the SDK code with a mod that is based on the Ep1 engine. That's why I answered the question from the Jonathan the way I did because his mod is based on 240. But then once 240 is converted to the new engine he will probably need the new SDK code. Told you it was kinda complicated. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, October 15, 2007 12:40 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster <[EMAIL PROTECTED]> wrote: > > > On 15 Oct 2007, at 17:41, Mike Durand wrote: > > > I'm shooting for an update that includes the updated tools this > > week or early next. After that I will work on an update that > > includes the new game DLL code and I am hoping that it will be > > available in beta by the end of the month. > > > > I'll let you guys know if I run into any problems that invalidate > > these timeframes. > > Fantastic - I've been looking forwards to playing round with the new > Episode Two stuff, but didn't want to annoy anyone by asking exactly > when the updated SDK tools would be available. > > It's my birthday on the 25th, just so you know. Potential tools > deadline to aim for? ;-) > > > Adam > > -- > Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- I 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 __ NOD32 2591 (20071014) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ 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?
Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 15, 2007 2:26 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update heads up? It's a little bit complicated, but hopefully I can explain it well. CS:S (along with DoD:S and HL2MP) are going to be migrated to the new engine over the next couple of months. Until then you should *not* merge in the new SDK code as it will not work with the old engine. Once we convert the three MP games you *will* want to create a new version of the mod using the updated SDK source code. Makes sense? Sorry I can't be more specific about exactly when the games will be converted to the new engine. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Middleton Sent: Monday, October 15, 2007 9:39 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Update heads up? -- [ Picked text/plain from multipart/alternative ] I'm confused about the SDK update's compatibility with various AppID's. Our mod uses AppID 240 (for CS:S). Will merging with this update break our mod? Jonathan On 10/15/07, Adam Foster <[EMAIL PROTECTED]> wrote: > > > On 15 Oct 2007, at 17:41, Mike Durand wrote: > > > I'm shooting for an update that includes the updated tools this > > week or early next. After that I will work on an update that > > includes the new game DLL code and I am hoping that it will be > > available in beta by the end of the month. > > > > I'll let you guys know if I run into any problems that invalidate > > these timeframes. > > Fantastic - I've been looking forwards to playing round with the new > Episode Two stuff, but didn't want to annoy anyone by asking exactly > when the updated SDK tools would be available. > > It's my birthday on the 25th, just so you know. Potential tools > deadline to aim for? ;-) > > > Adam > > -- > Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- I 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 __ NOD32 2591 (20071014) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ 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?
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
Re: [hlcoders] SDK Update heads up?
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/ ___ 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
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
Re: [hlcoders] SDK Update heads up?
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
Re: [hlcoders] SDK Update heads up?
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 > > -- ___ 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?
-- [ 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 > > -- ___ 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?
-- [ 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 > -- 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
RE: [hlcoders] SDK Update heads up?
-- [ 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 -- ___ 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?
-- [ 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 > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 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
RE: [hlcoders] SDK Update heads up?
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
Re: [hlcoders] SDK Update heads up?
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?
-- [ 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 > > -- ___ 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?
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?
-- [ 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. > > -- ___ 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?
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 > > > > > > ___ > 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 Catch up on fall's hot new shows on Yahoo! TV. Watch previews, get listings, and more! http://tv.yahoo.com/collections/3658 ___ 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?
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
Re: [hlcoders] SDK Update heads up?
-- [ 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
Re: [hlcoders] SDK Update heads up?
> 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
Re: [hlcoders] SDK Update heads up?
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 ___ 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?
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 ___ 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?
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 > > > > > > > > > > ___ > 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?
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 ___ 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?
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 > > > ___ 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?
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
RE: [hlcoders] SDK Update heads up?
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Scanned with Copfilter Version 0.84beta2 (P3Scan 2.2.1) AntiSpam: SpamAssassin 3.1.8 by Markus Madlener @ http://www.copfilter.org =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Scanned with Copfilter Version 0.84beta2 (ProxSMTP 1.6) by Markus Madlener @ http://www.copfilter.org ___ 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?
> 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 > > > > ___ > 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?
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
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 > > -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 > > ___ 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?
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 ___ 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?
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 -- ___ 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 ___ 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?
-- [ 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 -- ___ 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?
-- [ 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
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
Re: [hlcoders] SDK Update heads up?
-- [ 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?
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?
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?
- 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 : ) ___ 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?
[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 ___ 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?
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 > > > ___ 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?
-- [ 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?
[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
Re: [hlcoders] SDK Update heads up?
-- [ 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?
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?
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?
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?
-- [ 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?
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?
-- [ 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?
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?
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?
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?
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 > > -- ___ 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?
-- [ 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 > > -- ___ 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?
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
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
RE: [hlcoders] SDK Update heads up?
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 > > ___ 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?
-- [ 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
Re: [hlcoders] SDK Update heads up?
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 Check out the hottest 2008 models today at Yahoo! Autos. http://autos.yahoo.com/new_cars.html ___ 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?
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
Re: [hlcoders] SDK Update heads up?
-- [ 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 -- ___ 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?
-- [ 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 > > > ___ > 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?
-- [ 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
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
RE: [hlcoders] SDK Update heads up?
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: > 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?
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: > 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?
-- [ 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: > 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