How does P99 server handle clients traveling to other zones (non-seamless)?
Hello!
Hoping this reached the right area of forums, I am not having any technical problems with Project 1999. Trying to learn about how older MMO games handled clients traveling non-seamlessly.
I am working in an Unreal Project (v5), maybe this is something new game engines impose as a self-limit. The current Guru's suggest a dedicated server can only run one map, and clients who want to travel to another map must disconnect from server and go to a new one (logic handles this). This would mean someone traveling from Qeynos Hills (Server 1) would be disconnected and then routed to server holding Black Burrow (Server 2).
For Project1999, did EverQuest handle clients in the same way?
I would love to hear from the Project 1999 server admin's or if someone knows how to pass this to them - I am not that smart in networking, as time has moved on - did this become something more complicated in gaming, or was it simpler or easier to implement for Project1999?
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