Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-04 Thread Tom
, April 04, 2002 12:37 AM Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games LOL, I was convinced for awhile, but I couldn't look past some very real technical limitations. I feel much better now. Back to the Viscosity Engine. ;-) - Original Message

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-04 Thread botman
what happens to the netcode? i thought the original reason for the limit was because once you went passed that in quake, the netcode had to be changed to allow for larger values of origins. Correct. The player origin, physics of entities, etc. are limited to the 8192x8192x8192 world

[hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt
Originally posted April 1 but vanished. Reposted today... The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any

[hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt
The DoD team has been working on this for some time, and I just wanted to announce here to you guys. We've managed to code up a client side server for HL - which decidedly blurs the distinction between client and server. Now, any client can be a server and any server a client. What this means

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt
Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive light activity when not actually playing a game is probably just some screwed up microsoft thing. Tim Holt wrote: The DoD team has been working on this for some time, and I just wanted to

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread bob_le_pointu
Hum...it's interesting but... Each player becomes a server ... so each players must have a good connection. I'll think about this, it interests me ; On 3 Apr 2002 at 10:08, Tim Holt wrote: Oh and by the way, the rumors about Kaazaa style spyware embedded in the clients is false. Drive

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Adam Saltsman
-- [ Picked text/plain from multipart/alternative ] Hey - Only thing about scaling your players down to 16 units, doesn't taht mean that the largest details you'll be able to have in your levels will be the equivalent of 4 normal HL units? While it's not a major limitation, I think that it's

RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Yacketta, Ronald
To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games Hum...it's interesting but... Each player becomes a server ... so each players must have a good connection. I'll think about this, it interests me ; On 3 Apr 2002 at 10:08, Tim Holt

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] True, but when you're in a server with 1023 other players, you won't be looking at textures. If we didn't scale it down, we'd definitely see a flood of WTF YOU AER BLOKING TEH DOORWAY YU BEOTCH! Oh yea, we're disabling team and public chat, as

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tom
] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 7:47 PM Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games -- [ Picked text/plain from multipart/alternative ] True, but when you're in a server with 1023 other players, you won't be looking at textures. If we

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread botman
how is the pm code shared between the master server and the client servers? (just being nosey :) ) your idea sounds really cool, hope to try it out in the future, be really good having a mass killing :) BTW, Adrian said that polyfighter had unlimited map sizes (so did the leader of

RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Yacketta, Ronald
ROFL! can't believe it lasted this long ;) -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 15:31 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games how is the pm code shared

RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Dynerman David M
Seriously :) david -Original Message- From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]] Sent: Wednesday, April 03, 2002 2:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games ROFL! can't believe it lasted this long

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Christopher McArthur
You can have unlimited map sizes if maps are compeltely or partially generated based on algorithms (a'la Tribes). Most half-life mods, however, require 'traditional' designer created levels. - Original Message -- how is the pm code shared between the master server and the client servers?

RE: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Chris Glein
We think this is really going to revolutionize HL mods. Indeed, it will revolutionize all of FPS gaming. Gone are the days of aiming. The era of the handgrenade is upon us. I mean, with numbers like that, a randomly tossed nade will net you like what, 15 to 20 frags? Spam, baby, spam :D

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Christopher McArthur
The half-life engine WILL render outside of the 8129x8129x8129 bounds (create a HUGE model and place it near an edge, you will be able to see it in its entirety). the limit applies to where brushes and physics, and origins can be. But you can work around these limits and have an unlimitied map

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Tom
yes, but he said it around christmas time! - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, April 03, 2002 9:30 PM Subject: Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games how is the pm code shared between

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Miguel Aleman
: [hlcoders] DoD 3.0 to support client side servers and 32 player games You can have unlimited map sizes if maps are compeltely or partially generated based on algorithms (a'la Tribes). Most half-life mods, however, require 'traditional' designer created levels. Most Half-Life MODs also use

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Christopher McArthur
no, not an april fools. Ive seen at least one mod that has actually done this. The most obvious way is with the TriAPI, but you could also do it with any way to render something. you could create a tileset out of models for example and use those as building blocks to build your world, it all

Re: [hlcoders] DoD 3.0 to support client side servers and 32 player games

2002-04-03 Thread Bob le Pointu
This method could be usefull...for a singleplayer mod only. Am I wrong ? Is the 8192^3 width limitation only for .bsp files ? On 4 Apr 2002 at 1:26, Christopher McArthur wrote: no, not an april fools. Ive seen at least one mod that has actually done this. The most obvious way is with the