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August 29th, 2008, 01:59 PM
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Server packet information still the same?
I'm working with Marcin's Dom3 status tool (listed in the original Mod List thread and here), making my own version, and I noticed a little bit ago, the status for which turns have been played and which haven't (for each faction) no longer works. Some of them do, but most of them always come with a status of Turn Pending, no matter whether that faction has taken a turn or not.
This is true both in Marcin's original tool and my modified version.
So my question is, has the packet information changed with one of the patches? I've got the old layout, but I'm guessing it's changed and I'm still reading it the old way. I've checked the information received from the server it appears that I'm getting back "bad data".
Does anyone have information on this? Any help you offer would be great.
Thanks,
Matt
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August 29th, 2008, 02:48 PM
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Re: Server packet information still the same?
Should still be the same.
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September 1st, 2008, 08:21 PM
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Re: Server packet information still the same?
"A little while ago" was probably when one of the patches increased the number of playable nations from 80 to 95. The reason that you see so many strange results for MA and LA games is because of the different offsets now. Change the code so that it uses 95 nation slots instead of 80 everywhere and it should work again like it did before.
I did minor modifications like this and the new nation names from following patches to the program but I stopped attaching it because it seemed like nobody was using the program anymore and somebody else wrote a new program in Python, Wraithlord I think.
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September 4th, 2008, 11:00 AM
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Re: Server packet information still the same?
Quote:
Originally Posted by lch
"A little while ago" was probably when one of the patches increased the number of playable nations from 80 to 95. The reason that you see so many strange results for MA and LA games is because of the different offsets now. Change the code so that it uses 95 nation slots instead of 80 everywhere and it should work again like it did before.
I did minor modifications like this and the new nation names from following patches to the program but I stopped attaching it because it seemed like nobody was using the program anymore and somebody else wrote a new program in Python, Wraithlord I think.
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That's exactly what I found when I dug into it further. I didn't know it was because of the new nation limit, but I did find it was exactly 15 offset from where it was before.
Thanks for confirming that.
I did go ahead and make a new version. I'll post it here and in the mod thread in case anyone wants to use it.
Monitor Lizard .9
Main features are that it is now multi threaded, so it pings multiple servers at once, minimizes to the systray and can be set to ping servers automatically. It requires .Net 3.5.
Thanks,
Matt
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The Following User Says Thank You to wzrd For This Useful Post:
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September 4th, 2008, 08:17 PM
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Re: Server packet information still the same?
Quote:
Originally Posted by wzrd
Main features are that it is now multi threaded, so it pings multiple servers at once, minimizes to the systray and can be set to ping servers automatically.
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That's pretty cool. Needs source, though.
From http://www.whatwouldmattdo.com/monitor-lizard/ :
Quote:
Requirements are Windows and .Net 3.5.
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Boo, hiss! I'd recommend that you make it compatible with Mono. That way, all the Dom3 players can enjoy it and use the program.
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September 10th, 2008, 04:17 PM
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Re: Server packet information still the same?
Quote:
Originally Posted by lch
Quote:
Originally Posted by wzrd
Main features are that it is now multi threaded, so it pings multiple servers at once, minimizes to the systray and can be set to ping servers automatically.
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That's pretty cool. Needs source, though.
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Yeah, I was kind of waiting on the source until I had a few bugs cleaned up. I'll release it with the next version.
I hadn't even heard of that before. I'm such a windows dork these days, what with that being my job. Doesn't sound that hard though, I'll go ahead and see if I can't make it work with Mono too. Good idea.
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September 10th, 2008, 04:30 PM
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Re: Server packet information still the same?
Mono has almost full .Net 2.0 support by now, but I don't know how easy or hard it will be to make it comply with .Net 3.5 stuff. The fun thing is that you'll be able to continue to build your binaries with Visual Studio like usual, the only thing you'll have to work around is unsupported libraries. And for platform independence, use things like System.IO.Path.Combine instead of hardcoded backslashes for paths.
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