-- [ Picked text/plain from multipart/alternative ] /me quickly scurries off to patent silly idea before someone makes megabucks on it :^)
Oskar 'Zoot' Lindgren wrote: >It gave me the idea... and if you want ~0 in ping between the server you >only need to run the servers in the same computers... > >/ Zoot >----- Original Message ----- >From: "Tim Holt" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Monday, April 15, 2002 6:25 PM >Subject: Re: [hlcoders] 64 players servers are no problem... :-) > > >-- >[ Picked text/plain from multipart/alternative ] >This sounds a lot like my april fools joke post about "client servers" >talking to each other offering the potential of 32x32 (1024) player >games.... > >botman wrote: > >>>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 >> > >-- >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 > > > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- 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

