whisper 0 Posted January 4, 2005 I don't know if it's the correct section to post this, but didn't find anything better suiting. I've been thinking about this for quite some times. Join In Progress is currently not possible in OFP, you can't connect and play a game running. What if we create a proxy-OFP server? This would work only for specific missions designed for it, but it could work this way : - mission is a special 8 vs 8 CTI - proxy OFP-server is a separate programm simulating 16 clients connecting and doing nothing. - proxy OFP-server also simulate a OFP server with a 16 slot mission selected , but not launched. Any1 can connect as long as a slot is free - when a player connects to proxy OFP-server and selects a slot, the proxy acts for the client like mission was immediatly started. - when client begins to move, and play inside the mission, the proxy simply redirect packets to and from client to the server, through one of it's existing connexion to the server, acting via one of the "pseudo-players" he is on the server. He is "simply" adapting real clients packets to it's connection, changing sequence number, client id and th like (I've never sniffed OFP packets, no clue on how it works). - when client disconnects, proxy OFP-server acts to the real server like if the client came back to his waiting area in mission and did nothing anymore. Obviously mission has to be designed specifically to work with the proxy server, like having respawn, and handling new client connecting/disconnecting. Thoughs? Whis' Share this post Link to post Share on other sites