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: [email protected]
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: [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
> > > > --
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list
archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list
archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > _______________________________________________
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> > please visit:
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> >
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> please visit:
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> >
> >
>
> _______________________________________________
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>
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>
--

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