, 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
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
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
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
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
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
--
[ 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
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
--
[ 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
]
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
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
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
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
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?
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
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
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
: [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
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
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
20 matches
Mail list logo