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Old 05-24-2003, 04:21 AM   #21
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ASk's Avatar
Join Date: Mar 2002
Location: Israel
Posts: 525
Basically, the messages between client and server are semi-hardcoded, and to change them, you need to change the msg.c, which is part of the engine, and therefore not available to us. Since the engine expects the network packets to arrive in certain order and contain data of a certain type/size, modifying the entitystate / playerstate is not feasible. The engine will ignore the extra packets and this will lead to prediction errors, crashes and general instability (since when you ask the server to fill your *state, unfilled places will have some undefined value, which was there in the memory)

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