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Re: CLI for probing turn status
Im curious about it.
I doubt if Id be capable of programming anything to it at my level of programming but until I see the protocol I wont know. |
Re: CLI for probing turn status
Quote:
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Re: CLI for probing turn status
Me too.
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Re: CLI for probing turn status
Awright, I got the server to talk to me, but I don't get the way the packet is constructed. I can see the name of the game, then a couple of zeros, then the magic 45 char, ... and then about 200 characters that don't make any sense to me, followed by the # of the turn.
How do I figure out what in those 200 corresponds to what nation, how it's controller and its connection status? Thanks. |
Re: CLI for probing turn status
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Re: CLI for probing turn status
-10 points for reading comprehension.
I do not understand how: 1 int ms left till host time 1 str message from host (unused) P chars players controlled by (0=no one 1=human 2=AI) P chars nationstatus P chars connected or not maps to ~200 assorted zeros and ones. That is what I need a bit of help with. |
Re: CLI for probing turn status
http://forum.shrapnelgames.com/images/smilies/happy.gif
I think it should be ~260. If you get 200 bytes response most likely something has gone wrong. |
Re: CLI for probing turn status
Go on .....
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Re: CLI for probing turn status
3*P = 3*80 = 240 assorted zeroes and ones. "1 str message..." is just one byte (a zero).
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Re: CLI for probing turn status
Oh, I think I figured it out. I should have looked at this in the first place:
http://www.dom3minions.com/docs/nations.txt All is clear now (I think). |
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