-- [ Picked text/plain from multipart/alternative ] <quote>Why would mods stop working on TF2 day?</quote> (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: [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 > > > > > > > > > > > > > > > > > > > > -- > > > > > > > > > > > > _______________________________________________ > > > > > > 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 > > > > > > > > > > > > > > _______________________________________________ > > > 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

