P2p Hl2

  • Thread starter Thread starter Persol
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Persol

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How difficult would it be to convert HL2's new code to closer resemble something like ICQ?

For example, you connect to a server... but don't communicate much with the server:
You tell the server what visleaf you are in
The server tells you who is visible to you and their IP addresses (well, everyone's IP addy)

Data that'd usually go to the server (player location/orientation, actions, whatever) goes to other players it affects.

Cheating is determined by your computer randomly following another player. If your computer determines that someone else's computer isn't 'following the rules', then it reports it to the server. The server keeps track of reported failures and can report a boot when it reaches a certain limit.

Has anyone tried this? Does any of HL's netcode resemble this?
 
Difficult, I'd assume. The Client-Server architecture is pretty deep-seated in the code - you'd have to rewrite most of it. And even then, I'm not sure how much of the netcode is actually in the SDK, as opposed to the Engine - if it's in the engine, you're screwed.

Plus, Steam wouldn't like it.

-Angry Lawyer
 
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