> 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
I think I misunderstood what your original message proposed. I believe what you are suggesting is to create a network layer between 2 servers (each of which has 32 players). When a player joins one of the servers, a network message is sent to the other server to create a virtual player on the other server. Player movements and button presses are mirrored from the server the player is actually connected to over to the server running the virtual version of this player. Thus you have the appearance of 64 players on a single server (when in reality only half of them are real players and half of them are, in effect, monsters). This should work fine as long as you don't want client prediction (since that is handled within the engine and not by the MOD DLL code). Also you would probably need both servers physically located on the same LAN since any network lag between these servers would be added to the actual network latency between the server and the client (i.e. the client on server A would move and it's origin would be updated 100 ms or so later on server B, but the player (on server A) isn't really located at that position anymore since during that 100 ms they have moved to a new position). It might be interesting to see to what an absurd level this could be taken by networking 8 or 10 servers together (each creating virtual copies of players on the others). You'd be limited by the number of entities a server can support (I seem to remember this being 350 but that might be a limit of something else). So with 10 servers you could conceivably run 320 "players" in a single server? Now all you have to do is start creating the network specification for the communication layer between these servers and try it out. Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

