Re: [hlcoders] Source SDK Update Released

2006-02-15 Thread Teddy
Any update on the SDK code update David? On 1/19/06, David Speyrer [EMAIL PROTECTED] wrote: We're working on the SDK code update now and it should be released within the next few weeks. -- David -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam

Re: [hlcoders] Source SDK Update Released

2006-02-15 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Wasn't there an update a couple of days ago that fixed the bot linker errors? Makes me think that they are getting close to something On 2/15/06, Teddy [EMAIL PROTECTED] wrote: Any update on the SDK code update David? On 1/19/06, David

Re: [hlcoders] Source SDK Update Released

2006-02-15 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] What bot linker errors? As a bot coder I'm absolutely starving for anything hl2 and bot related. J On 2/15/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Wasn't there an update a couple of

Re: [hlcoders] Source SDK Update Released

2006-02-15 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] Nothing to serious, it was just with the HL2MP SDK the SLN did not have the hl2mp_bot.cpp added to the project so it would produce compilation errors. Sorry :( On 2/15/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from

[hlcoders] Sample code for comparing lots of strings

2006-02-15 Thread Matt Judge
Hi, I have just started porting my plugin from cz/1.6 to css. In the process, I have looked at a lot of code samples and I have yet to see anyone implement this solution for comparing a single string against a number of search patterns. I am posting this in the hope that this will be useful to

Re: [hlcoders] Sample code for comparing lots of strings

2006-02-15 Thread Daniel Wilson
Nice code, If your list grows larger, you could use a hash table or, in such a case, I would prefer one of the tree structures like AVL. You would have to populate them at runtime, but that are much faster, especially with large amounts of entries. In this case a tree would be better because

[hlcoders] unannounced SDK changes?

2006-02-15 Thread [EMAIL PROTECTED]
-- [ Picked text/plain from multipart/alternative ] Does the SDK get updated by Valve without an announcement or mention in Steam news?nbsp; I could swear the HL2DM code generated by the Source SDK just changed significantly in the last 4 weeks.nbsp; For example, the new Ragdoll Violence

Re: [hlcoders] Sample code for comparing lots of strings

2006-02-15 Thread Matt Judge
Daniel Wilson randomly typed the following on 02/15/2006 11:36 PM: Nice code, Thank you. If your list grows larger, you could use a hash table or, in such a case, I would prefer one of the tree structures like AVL. You would have to populate them at runtime, but that are much faster,

Re: [hlcoders] Sample code for comparing lots of strings

2006-02-15 Thread John Sheu
On Wed, 2006-02-15 at 16:36 -0600, Daniel Wilson wrote: Nice code, If your list grows larger, you could use a hash table or, in such a case, I would prefer one of the tree structures like AVL. You would have to populate them at runtime, but that are much faster, especially with large amounts

RE: [hlcoders] unannounced SDK changes?

2006-02-15 Thread Alfred Reynolds
Nope. - Alfred [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Does the SDK get updated by Valve without an announcement or mention in Steam news?nbsp; I could swear the HL2DM code generated by the Source SDK just changed significantly in the last 4 weeks.nbsp;

Re: [hlcoders] unannounced SDK changes?

2006-02-15 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] I did a diff. of the code a few weeks ago, no changes. On 2/15/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Does the SDK get updated by Valve without an announcement or mention in Steam

[hlcoders] Depth buffer?

2006-02-15 Thread William Ewing
Is there a simple method of gaining access to the depth buffer? Searching for depth doesn't seem to yield anything. I'm looking to make a depth-of-field shader, and possibly some random effects to toy with. -- Will 'xENO' Ewing ___ To unsubscribe, edit

Re: [hlcoders] Depth buffer?

2006-02-15 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] what you should look for is z-depth and accessing that through a shader. The z-depth is already calculated when the scene is rendered. On 2/15/06, William Ewing [EMAIL PROTECTED] wrote: Is there a simple method of gaining access to the depth

Re: [hlcoders] Depth buffer?

2006-02-15 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] pShaderShadow-EnableDepthWrites( false ); ? First thing I saw relating to depth. On 2/15/06, William Ewing [EMAIL PROTECTED] wrote: Is there a simple method of gaining access to the depth buffer? Searching for depth doesn't seem

Re: [hlcoders] Depth buffer?

2006-02-15 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] Well isn't William looking for information on Depth of Field(DOF) type shaders? There are some good articles on ATIs site. http://www.ati.com/developer/shaderx/index.html

Re: [hlcoders] unannounced SDK changes?

2006-02-15 Thread Charles Solar
-- [ Picked text/plain from multipart/alternative ] Actually vangelis, I to have noticed a difference, but its at a more basic level then a diff machine would pick up. I was working with disassembling the compilled sdk dll's a month ago and I just picked my project up again and notice the new

Re: [hlcoders] Sample code for comparing lots of strings

2006-02-15 Thread John Sheu
On Wed, 2006-02-15 at 18:02 -0600, Daniel Wilson wrote: I shall have to check the CUtl* classes out, is that with the Source SDK? I only have the HLSDK at present. Yes, that's with the HL2SDK. I have no doubt, though, that you could just copy over the classes; they're just template classes,