Oh and by the way, the rumors about Kaazaa style spyware embedded in the
clients is false.  Drive light activity when not actually playing a game
is probably just some screwed up microsoft thing.

Tim Holt wrote:

> The DoD team has been working on this for some time, and I just wanted
> to announce here to you guys.  We've managed to code up a client side
> server for HL - which decidedly blurs the distinction between client and
> server.  Now, any client can be a server and any server a client.  What
> this means is that a client can join a server, then launch their OWN
> server at the same time.  Biggest thing you'll be able to do with this
> is run games with more than 32 players, as the players on the initial
> server and the "client server" combine.  We've done some test games with
> the DoD 2.1 test code, and have managed to run very smooth 64 player
> games with little problems.  Mugsy recently redid the spawn code to
> allow for a "all spawn points busy so please wait" system - which
> greatly has reduced the number of telefrag/spawns.
>
> Theoretically by the way, one should be able to have 32x32 players total
> (where all clients connecting to the master server then become client
> side servers, and then take on 32 players themselves).  The catch is
> that the bandwidth between the master server and the 32 client side
> servers must be VERY good.
>
> Another catch is map sizes - as clearly the old 8000x8000x8000
> limitations are going to be a bind for huge #'s of players.  Therefor
> we'll probably be tweaking the player hulls in DoD 3.0 to scale players
> to 16 units tall, thus effectively quadrupling the effective map sizes.
>
> We think this is really going to revolutionize HL mods.
>
> Tim "Waldo" Holt & DoD team
>
> --
> I think...I think it's in my basement. Let me go upstairs and check.
> -M.C. Escher
>
>
>
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--
I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher



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