-- [ Picked text/plain from multipart/alternative ] Well the whole thing started on April 1, which we will always consider to be the anniversary date of this idea. I believe it was what you might call a "Flash of Insight" (or flash of something else maybe) moment. However we do not at this time want to share the technical details, as they are fully based on Biometric Stenography (BS).
Tom wrote: >rewriting the netcode - erm why? You'll bodge it > >Thought the guy from DOD said he had made the client and server basically >the same so you could have 32^32 people playing on a server (each client >acted as a mini server for others to connect to with the main server being >the master server). > >I have no idea how they did this though....... perhaps they would like to >enlighten us :) > >----- Original Message ----- >From: "Oskar Lindgren" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Monday, April 15, 2002 3:49 PM >Subject: Re: [hlcoders] 64 players servers are no problem... :-) > > >for once botman, you arnīt rigth. > >The only network controll you have to bulid is the one between the server, >but the part about loseing voice is true if the servers are deadicated. So >if a monster or a player moves this happens: > >entity id and now pos -> the "client" server -> the "client" serverīs >players > >and if the "client" serverīs players move: > >the "client" serverīs players pos -> the "real" server -> the real server >clients > >More bugs? > >/ Zoot > >----- Original Message ----- >From: "botman" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Monday, April 15, 2002 4:34 PM >Subject: Re: [hlcoders] 64 players servers are no problem... :-) > > >>>So where is the bugs that i have forgotten? >>> >>In the engine. >> >>Since the network stream between client and server is encrypted (with an >>embedded sequence number), you can't just redirect network packets from >> >one > >>server to another server. The engine itself handles the network >>connecting/disconnecting of players. The engine only has space allocated >> >for > >>32 players. >> >>If you want to bypass the Half-Life network protocol and create your own >>network protocol (and get rid of prediction, encryption, and services like >>voice communication in the process), you could do this. Each player would >> >be > >>created as a normal entity (much like monsters are in the single player >> >game), > >>however, you lose too much of the networking features built into the >> >engine > >>when you do this (IMHO). >> >>If you want to use the Half-Life engine for client/server network >> >messages, you > >>are stuck with 32 player servers. End of story. >> >>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 > -- 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