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
> >
> > _______________________________________________
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> >
> >
>
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