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
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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
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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:
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Wasn't there an update a couple of
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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:
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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
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
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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
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,
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
Nope.
- Alfred
[EMAIL PROTECTED] wrote:
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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;
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I did a diff. of the code a few weeks ago, no changes.
On 2/15/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
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Does the SDK get updated by Valve without an announcement or mention in
Steam
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
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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
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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
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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
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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
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,
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