rewriting the netcode - erm why? You'll bodge it

Thought the guy from DOD said he had made the client and server basically
the same so you could have 32^32 people playing on a server (each client
acted as a mini server for others to connect to with the main server being
the master server).

I have no idea how they did this though....... perhaps they would like to
enlighten us :)

----- Original Message -----
From: "Oskar Lindgren" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 3:49 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)


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
>
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