The physics in the single player part (judging from the movies from E3) look absolutely fantastic, but how will physics work in multiplayer? Won't there be a problem with sending all the physics information packets to all the players? Are you perhaps scaling the physics engine down for multiplayer? Gabe Newell: Well, the simple answer is that there are client-side and server-side physics behaviors. You use client-side when maintaining cross-client coherence isn't important. This cuts down network traffice while maintaining the appearance of physical simulation throughout the world... it's definable per-object, so exactly what's client vs. server simulated is tunable."
United Admins have released a new version of Cheating Death. A handful of bugs have been fixed in this version and several new cheats are now detected but more importantly it will now check to see if the server is running VAC and if it is it will not let you connect unlike the old way of just kicking you out of Half-Life.Heres the change log» [CHANGED] automatic autoupdate to start five seconds after starting to fix server browser launcher problems. (If game is running autoupdate doesn't start.)» [CHANGED] Improved some detections.» [FIXED] false Code[46] for some Natural-Selection players.» [FIXED] bug that caused Cheating-Death to skip important checks on Windows 95/98/ME.» [FIXED] bug causing crashing for some users.» [ADDED] new detections.» [ADDED] code to check if server is running in VAC secure mode before connecting.
Thursday, 22 May 2003
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