Re: [hlcoders] AI Nodes - Shortest Route Algorithm
Google - A* (A star) Ian Warwick wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am trying to figure out the shortest route between following AI nodes leading from start point to end point. Does anyone know if something like this already exists in the SDK before I start making my own? regards Ian This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error you are on notice of its status. Please notify us immediately by return email if you are not the intended recipient and delete this message. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of FusionPeople Ltd. FusionPeople Ltd may monitor outgoing and incoming emails and other telecommunications on its email and telecommunication systems. === This message has been checked for all known viruses by MessageLabs, The service does not scan any password protected or encrypted attachments. FusionPeople Ltd accepts no liability for any damage caused by any virus transmitted by this email. -- ___ 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
Re: [hlcoders] [OT] Big Map EVER
...where can I download this shit?! :) NuclearFriend wrote: -- [ Picked text/plain from multipart/alternative ] Haha that is pretty awesome. On Apr 9, 2005 10:40 PM, tei [EMAIL PROTECTED] wrote: [OFF TOPIC] Size: 6378.14 Km tall. Screenshots: http://telejano.berlios.de/option/bigevermap1.png History: A bunch of Quake1 modders make a giganteous map (1/3 maximum limit) to test limits and have fun. Links: http://forums.inside3d.com/viewtopic.php?p=1458#1458 http://icculus.org/twilight/darkplaces/ ___ 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
Re: [hlcoders] MOTD, STEAMID
I Sweden we have a law called PUL, which forbids tracking users without informing them. Michael Hobson wrote: Soham: At 07:55 AM 3/31/2005, Soham Roy wrote: there is but is not legal On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett [EMAIL PROTECTED] wrote: Any chance that there is a built in function that doesn't require modding where in the MOTD we can pass STEAMID as a variable? Re: http://www.mysite.com/?steamid=%steamid% of some sort? Please cite exactly which law in which country you think tracking STEAM I.D.'s violates. And, as I am sure you are not a lawyer by trade, provide the readership with a link to the source of this information. Sneaky_Bastard! Michael A. Hobson yahoo: warrior_mike2001 icq: #2186709 ___ 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
[hlcoders] I think I found something that isnt right.
Hi, I am not sure if this is an bug, but still. If you have rcon access or simular you can read files from the servers harddrive. Do do that you only need to set: motdfile /etc/passwd or whatever file you would like to read. / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] STOPP FUCKING
So.. size matters? Spencer 'voogru' MacDonald wrote: His brain is oh too small for that. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Frank Weima Sent: Wednesday, February 23, 2005 12:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] STOPP FUCKING Hey look, We got nice people in the mail-script coding team. It says: To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders; Heey! What the... it's at the bottom, maybe you should press it? Do you Yah... Code!? :-) Frank ___ 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
Re: [hlcoders] CS:S as SDK mod base
I don´t care about gmail, and after weeks of gmail SPAM on this list I am pretty sure most of us are kind of tired of it. Draco wrote: For those who don't know what he means by grouped email, take a look at this http://perfectdark.game-mod.net/gmail.jpg -Draco ___ 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
[hlcoders] Serverplugin linux makefile?
Hi, I am trying to compile the serverplugin sample under linux, but the makefile seems to be missning(And no, it isnt Makefile.plugin in ./linux_sdk/)? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fun with the Code
I got one too. I am going to make a server plugin, for linux. Its nothing fancy about that.. yet. I was thinking about a OpenGL render plugin that allows serveradmins to play in linux :) This will be a very big project, so I will have to cutdown on all details.. what do you guys think? I know it will be a pain in the ass to render the world, maybe someone has allready made a bspviewer? / Oskar Lindgren [EMAIL PROTECTED] tei wrote: I have lots of ideas with the new stuff: - Hunting MiniMod (hunt birds, fish and headcrabs) - Rainbow Warrior Mod (explosions spawn birds, weapons increase health, all melee weapons replaced by love phrases) - Universal Perl Makefile for Half-life2 SDK - Write ofuscated Perl scripts that autogenerate the SDK source - Hitchcoth Birds (replace headcrabs by violent birds) - Hand Nuclear Grenade 1x1 Deathmach (self-explanatory) - TransMutagen-X ( touching NPC will change the npc to another one randownly ) - Hip Hop Rasta Player ( make illegal graphitys and avoid police as posible (graphitis are illegal on C17) ) - Barrel O Fun ( ability to spawn barrels, build structures, and publish screenshots to a central website to review) - Crazy Cars, Fool Men ( build your own fliing machines with crap and barrels. National Pimball Cars Crap Race ) hehehe... Will be lotsa fun to mod for hl2 :D More people here use VC6? I am triing to write a prj for it. Here its a prof of concept: www.servicios-dpi.com/hl_sdk_vc6.zip Will be interesting to see a full .dsw for the sdk :I I dont really want to swich to other compiler, patched VC6 work very well (the processor pack, etc..) ___ 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
Re: [hlcoders] H /\ L F - L I F E - 2
So valve, what was the decryption key? :) wiCk3D.de wrote: blitzmerker ^^ - Original Message - From: tei [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, November 16, 2004 3:13 PM Subject: [hlcoders] H /\ L F - L I F E - 2 Its out!. :D ___ 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
Re: [hlcoders] What MSVC version do you use/have?
GCC3 :) Hasan Aljudy wrote: VC 6 here .. On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds [EMAIL PROTECTED] wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred ___ 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
Re: [hlcoders] HL2 Dev CPU Requirements
hah, poor botman. I dont like mine, so i only use it to chuck the rubbish away! http://frank-martin.de/galerie/Burkersdorf/porsche.jpg Jeffrey botman Broome wrote: Jeff Fearn wrote: I bet you're kicking yourself you took that job at at Gearbox and didn't hold out for a job offer from Valve! Must be hell being forced to slum it in a Porsche! Yes. Sadly, here's the only Porsche that I can afford... http://www.gifthome.com/redpo9111scd.html :( -- 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
Re: [hlcoders] :)
oh, cool!! - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 11, 2004 10:38 PM Subject: [hlcoders] :) -- The access is open !!! archive password: 03715 -- [ TextDocument.zip of type application/octet-stream deleted ] -- ___ 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
Re: [hlcoders] The account
Looks more like a virus/trojan :( I hope this don´t lead to something else... - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 01, 2004 5:54 PM Subject: Re: [hlcoders] The account [EMAIL PROTECTED] wrote: -- Subj -- [ ebbebecde.zip of type application/octet-stream deleted ] -- Testing removing .zip files from the hlcoders list? :) -- 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
Re: [hlcoders] Crazy Ideas for Crazy Modding!
)Linux( A port of Linux that runs under HL, this would make cheating easier and enable the user to broswse, check thier mail and a lot more while playing. - Original Message - From: tei [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 17, 2004 7:56 PM Subject: [hlcoders] Crazy Ideas for Crazy Modding! Hi modders! I have some ideas for /crazy/ mods. I am slighty bored of normal mods people write, so I have this examples of crazyness to break boredoom. )The Crazy Monkey Mod.( Thats a tiny one, a generator of random messages to stress the half-life client to death. Thats may expose some undocumented bugs or reveal powerfull features. )GPL SDK( Thats other crazy idea. Write from scrach a SDK for Half-Life to able GPL mods. Maybe to use GPL code (like png loaders, ODE, whatever...) (note1) )Quake For HalfLife( Thats a quakeC vm for HalfLife that can load and run progs.dat files, so you can reuse old mods and old bots for Half-Life. Lets Reaper bots alive again or Teamfortres Quakeworld run on Half-Life! ( qw netcode functions can be faked with dummies to avoid breakind the hl netcode ). We have not spare time, but we have ideas! rogh :D --Tei (note1) Some code to load Quake3 QVM is available has GPL out here. Maybe some complete fool can make Wolfestein: Enemy Unknom mod run with the half-life engine and new medias :D ___ 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
Re: [hlcoders] Entity calls to play mp3 files?
I use fmod to play mp3s.. but i like .ogg better :) PS. Svenskar är vi alleihopa, alleihopa.. DS. - Original Message - From: Jonny Bergström [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 27, 2004 6:38 PM Subject: SV: [hlcoders] Entity calls to play mp3 files? Have to agree on that. Let's all hope for support for mp3 files with EMIT_SOUND! :-) It would revolutionise (hm) a lot of things, I'm sure :) I hate making huge waves for all the stuff that uses sounds for mods of this engine. -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Tony omega Sergi Skickat: den 24 januari 2004 23:40 Till: [EMAIL PROTECTED] Ämne: Re: [hlcoders] Entity calls to play mp3 files? now, it would be nice if they enabled the sound playing calls to automatically recognize mp3 instead of just wav, so you could specify a mono mp3 and play it with the standard EMIT_SOUND / PlaySound calls on the client. *nudge* valve *nudge* ;) -omega -- Blackened Interactive - http://www.blackened-interactive.com FLF:Defiance - http://www.frontline2.com Wavelength - http://www.thewavelength.net Caleb 'Ghoul' Delnay wrote: I don't believe so, I think they modified the engine so that when told to play a CD, it plays an mp3 equivlant instead. Otherwise they'd have to go through and update all the HL .bsp files for Steam. -- Caleb 'Ghoul' Delnay www.nocensmundus.net ___ 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
Re: [hlcoders] Huh?
I don´t think thier is one, but check out botman´s site www.planethalflife.com/botman - Original Message - From: K. Mike Bradley [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, December 25, 2003 5:56 PM Subject: [hlcoders] Huh? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am new (brand new) to HL coding and have been reading the SDK doc's but I don't see anything that explains from the begining. I see lotsa doc's on this and that but I need an overview and I can't find a thing. I see that the game (for CS for example) launches form the image cstrike.exe. What part of the mod do I make (as a mod programer)? I see there is a Client.dll, a mp.dll, and I guess we make these? and they are called by the game engine? I just need a URL to an overview of this. Can't find anything in the doc's. anyone? -- ___ 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
Re: [hlcoders] I'm steamed!
also try c:\Program Files\Steam or c:\Program Files\Steam - Original Message - From: Andrew Timson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, September 22, 2003 1:54 AM Subject: RE: [hlcoders] I'm steamed! You should be able to substitute progra~1 for Program Files. As for the @, I suspect that it may have something to do with the C standards and the function. While there's probably some way to escape it, as long as the part before the @ is at least six characters, you can simply use myname~1.org (replacing myname with the first six characters before the @, and replacing org with the appropriate domain type). -- Andrew Timson === Grr. Argh. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 21 September 2003 19:47 To: [EMAIL PROTECTED] Subject: [hlcoders] I'm steamed! Need help setting up debugger I set up on my SteamApp.cfg file like this SteamAppId=70 SteamAppVersionId=0 SteamInstallPath= c:\Program Files\Steam [EMAIL PROTECTED] and i get an error because evidently steam can't handle spaces in folder names. Now thats not too funny until you realize the default install path for steam has a space in it Program Files. Har har, this must be some kind of funny joke. So I need some help, How do I represent Program Files without a space? Also I use VS6.0 and it doest seem to like the @ char I use custom build to copy dll into the dlls/ or cl_dlls dir copy $(TargetPath) C:\Program [EMAIL PROTECTED] life\hle\dlls and that wont work because I guess it doest like the @ symbol or something so now needless to say I'm very frustrated because VS doest like the stupid steam dir and steam doest like my windows director with a space. ***SCREAMS*** please help! ___ 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
Re: [hlcoders] pfnPEntityOfEntIndex( 1 )
The player is the first entity, 0 then? So maybe 1 is the weapon? - Original Message - From: Jon 'DesPlesda' Manning [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, June 27, 2003 12:24 PM Subject: [hlcoders] pfnPEntityOfEntIndex( 1 ) I've seen this in CTriggerCamera::Use. Which entity does it refer to? I originally thought that it was the player, but this: if ( !pActivator || !pActivator-IsPlayer() ) seems to rule that out. Which entity is it pointing at? ___ 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
Re: [hlcoders] SDK line crashing linux servers
hmm, if pPlayer = NULL then you can´t do pPlayer-IsNetClient().. - Original Message - From: James Couzens [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, June 07, 2003 9:22 PM Subject: [hlcoders] SDK line crashing linux servers if (!pPlayer || !pPlayer-IsNetClient()) Why does this logic crash a linux dedicated server? Cheers, James --- James Couzens ClanMod Dev Team WWW: http://unitedadmins.com/clanmod.php UA LISTS: http://list.unitedadmins.com/mailman/listinfo ___ 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
Re: [hlcoders] Half-Life 2: Programming, Hmm?
Lovely :D - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, May 27, 2003 11:41 PM Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm? The Source SDK will be similar to the existing Half-Life SDK in that it will be C++ based, not a using a proprietary scripting language. Erik Johnson -Original Message- From: Sniper [mailto:[EMAIL PROTECTED] Sent: Saturday, May 24, 2003 7:56 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Half-Life 2: Programming, Hmm? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just a quick thought/question. Half-Life 2 and it's modifications will be done with C/C++, as it was in Half-Life, correct? There's a handful of discussions blooming up on various Half-Life 2 forums talking about this. Scripting languages can be very limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer article said: While the old system required its fair share of technical know-how, amateur modders are now promised the chance to focus on content and gameplay flow rather than the nuts and bolts of programming. This could imply a scripting language, don't you agree? (Emphasis on could) Hopefully this is not the case, of course. A scripting language might be neat for people new to creating modifications, but it'd be nice to have C/C++ in addition. I don't think Valve would step away from the power C/C++ offers to modders, but nothing has really been confirmed. Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2? Sniper -- ___ 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
Re: [hlcoders] SMD Exporter for max 5
The one for 3DsMax4 works.. - Original Message - From: Phil [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 18, 2003 7:41 PM Subject: [hlcoders] SMD Exporter for max 5 Since I moved up to max 5, I've just noticed that there appears to be no SMD exporter for max 5. Does anybody know where I can get one? Thanks, Philip ___ 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
Re: [hlcoders] SMD Exporter for max 5
The one for 3DsMax4 works.. - Original Message - From: Phil [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 18, 2003 7:41 PM Subject: [hlcoders] SMD Exporter for max 5 Since I moved up to max 5, I've just noticed that there appears to be no SMD exporter for max 5. Does anybody know where I can get one? Thanks, Philip ___ 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
[hlcoders] 64 players servers are no problem... :-)
Hi, I know that many people says that 64 players servers are impossible... but it can be done simple with winsock. The only problem can be that 56k players will be very laggy. Why? Because if you are 32 players the sever it/you send ~7kb/s and that would be ~14kb/s if you are playing with 64 players... so broadband... So how would this work? You start two decidated server... which has a connection between them... and then you read the packets from the another server and spawn/move players(like bots)... isn´t it just to simple? btw winsock works for linux also if you wonder.. :) So where is the bugs that i have forgotten? / Zoot ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 64 players servers are no problem... :-)
for once botman, you arn´t 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 server´s players and if the client server´s players move: the client server´s 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