what happens to the netcode? i thought the original reason for the limit was because once you went passed that in quake, the netcode had to be changed to allow for larger values of origins.
----- Original Message ----- From: "Miguel Aleman" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, April 04, 2002 12:37 AM Subject: Re: [hlcoders] DoD 3.0 to support client side servers and > 32 player games > LOL, I was convinced for awhile, but I couldn't look past some very real > technical limitations. > > I feel much better now. > > Back to the Viscosity Engine. ;-) > > ----- Original Message ----- > From: "botman" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Wednesday, April 03, 2002 2:51 PM > Subject: Re: [hlcoders] DoD 3.0 to support client side servers and > 32 > player games > > > > > You can have unlimited map sizes if maps are compeltely or partially > > > generated based on algorithms > > > (a'la Tribes). Most half-life mods, however, require 'traditional' > designer > > > created levels. > > > > Most Half-Life MODs also use the Half-Life engine to render video frames > (which > > is another thing limiting maps to 8129x8192x8192). > > > > Jeffrey "botman" Broome > > > > _______________________________________________ > > 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

