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

