I see. I didn't know that about half-life. I posted this topic way early in the morning so I might not have been clear about the information I'm seeking. I'm wanting to create many fake servers that query the quake 3 master server and redirect players all to one specific server. I have seen a tool on your website that emulates a fake quake 3 server + heartbeats to the master server for an exploit on con\con map. I'm guessing it could work sort of like that? But I don't know. I'm not a coder.
I'm also thinking that this can be done in the quake 3 source code. There are many lines in the source code I've been wondering about under sv_main.c that could be maybe somehow be modified to create fake servers.
Code:
// echo back the parameter to status. so servers can use it as a challenge
// to prevent timed spoofed reply packets that add ghost servers
Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
Info_SetValueForKey( infostring, "protocol", va("%i", PROTOCOL_VERSION) );
Info_SetValueForKey( infostring, "hostname", sv_hostname->string );
Info_SetValueForKey( infostring, "mapname", sv_mapname->string );
Info_SetValueForKey( infostring, "clients", va("%i", count) );
Info_SetValueForKey( infostring, "sv_maxclients",
va("%i", sv_maxclients->integer - sv_privateClients->integer ) );
Info_SetValueForKey( infostring, "gametype", va("%i", sv_gametype->integer ) );
Info_SetValueForKey( infostring, "pure", va("%i", sv_pure->integer ) );
if( sv_minPing->integer ) {
Info_SetValueForKey( infostring, "minPing", va("%i", sv_minPing->integer) );
}
if( sv_maxPing->integer ) {
Info_SetValueForKey( infostring, "maxPing", va("%i", sv_maxPing->integer) );
}
gamedir = Cvar_VariableString( "fs_game" );
if( *gamedir ) {
Info_SetValueForKey( infostring, "game", gamedir );
}
NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring );
}
Anyway, i know fake servers can be created for quake 3. I've seen many server owners do this, but they aren't willing to share this information.