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



_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to