how is the pm code shared between the master server and the client servers?
(just being nosey :) )

your idea sounds really cool, hope to try it out in the future, be really
good having a mass killing :)

BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader
of uncrossable parallels which i really do dought, he said this after people
asked if the maps had been scaled down, he said no and that the maps were of
unlimited size) perhaps you could also try this, but i guess you'll end up
at a dead end

----- Original Message -----
From: "Tim Holt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, April 03, 2002 7:47 PM
Subject: Re: [hlcoders] DoD 3.0 to support client side servers and > 32
player games


> --
> [ Picked text/plain from multipart/alternative ]
> True, but when you're in a server with 1023 other players, you won't be
> looking at textures.  If we didn't scale it down, we'd definitely see a
> flood of "WTF YOU AER BLOKING TEH DOORWAY YU BEOTCH!"
>
> Oh yea, we're disabling team and public chat, as clearly it would cause
> an unbelievable flood.  Can you imagine being on a 1024 player server,
> and having some guy type "Hye, sup" - and 512 other guys going "Sup"?
>
> Adam Saltsman wrote:
>
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Hey  - Only thing about scaling your players down to 16 units, doesn't
taht mean that the
> >largest details you'll be able to have in your levels will be the
equivalent of 4 normal
> >HL units?  While it's not a major limitation, I think that it's still
something to
> >consider - especially for doing detail work inside barracks and stuff (If
I'm right)...
> >
> >Adam Atomic
> >
> >
> >
> >[EMAIL PROTECTED] wrote:
> >
> >>Hum...it's interesting but...
> >>Each player becomes a server ... so each players must have a good
> >>connection.
> >>I'll think about this, it interests me ;>
> >>
> >>On 3 Apr 2002 at 10:08, Tim Holt wrote:
> >>
> >>>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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> >>>>please visit:
> >>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>--
> >>>I think...I think it's in my basement. Let me go upstairs and
check. -M.C. Escher
> >>>
> >>>
> >>>
> >>>_______________________________________________
> >>>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:
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> >>
> >
> >--
> >===============================================================
> >"Shackle your mind                Adam Saltsman
> >and you're left on the cross.     Internet Software Development
> >Where ignorance reigns,           Internet2/UCAID
> >life is lost."                    Ann Arbor, MI
> >                                  [EMAIL PROTECTED]
> >        - Zachary de La Rocha
> >
> >Visit New Oxford's website here:
> >http://www.geocities.com/newoxfordannarbor/
> >===============================================================
> >
> >
> >--
> >
> >_______________________________________________
> >To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> --
> I think...I think it's in my basement. Let me go upstairs and check. -M.C.
Escher
>
>
> --
>
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