--
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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: [email protected]
> 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: [email protected]
> > 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: [email protected]
> > > Subject: Re: [hlcoders] SDK Update heads up?
> > >
> > >         Utilization of Multi-core Processors
> > >
> > > yaaaaaaaaaaaay....... 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
> > > > --
> > > >
> > > > _______________________________________________
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> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > > _______________________________________________
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> archives,
> > > please visit:
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> > > >
> > > >
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > > _______________________________________________
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
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> > please visit:
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> >
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> please visit:
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> >
> >
>
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>
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