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StardogChampion said:I forsee many a server crashes due to maps with insane physics... Should be fun though.
guinny said:actually stardog yahn from valve is the main homie in charge of the netcode. he's made a netcode according to him and an email ive received about a year ago, that will be amazing, something we havent seen ever. apparently there can be 128 players (in a mod of course, hl2's mp is made for 64 players), and on that 128 player server you can have plenty of physical objects, both simple and complicated, and it will run without a hitch. also remember, theyve been working on this for almost 6 years now, yahn has perfected his netcode and is proud of it.
PvtRyan said:I heard someone here (I think it was Polykarbon) say that tests with the leak have been made with lots of buggy's in one area and the network code did very well.
:O , ! valve rule.. SUPER LAN PARTY!!This means 256 players on LAN
It's not worked out by size but by what the mod team want for server or client side.2ltben said:Since large things are serverside physics, would that include dead bodies? In UT2k4 servers don't register dead bodies, so ragdolls are 100% clientside(surprisingly they're different in some cases, which doesn't make sense at all)
Ragdoll deaths will probably be clientside by default in HL2 multiplayer.2ltben said:Since large things are serverside physics, would that include dead bodies? In UT2k4 servers don't register dead bodies, so ragdolls are 100% clientside(surprisingly they're different in some cases, which doesn't make sense at all)