> 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

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