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November 4th, 2006, 03:02 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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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.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 4th, 2006, 04:37 AM
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Private
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Join Date: Oct 2006
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Re: CLI for probing turn status
Quote:
Johan K said:
If you are interested in doing something similar I could post the details for the game status retrieving part here.
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I would be very much interested.
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November 4th, 2006, 04:58 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: CLI for probing turn status
Me too.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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November 10th, 2006, 12:48 AM
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Private
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Join Date: Oct 2006
Location: Minneapolis
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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.
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November 10th, 2006, 08:00 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: CLI for probing turn status
I've uploaded said CLI here
@MarcinM, the answers to your questions are in Johan's post.
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November 10th, 2006, 11:08 AM
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Private
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Join Date: Oct 2006
Location: Minneapolis
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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.
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November 10th, 2006, 12:19 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: CLI for probing turn status
I think it should be ~260. If you get 200 bytes response most likely something has gone wrong.
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November 10th, 2006, 12:45 PM
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Private
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Join Date: Oct 2006
Location: Minneapolis
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Re: CLI for probing turn status
Go on .....
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November 10th, 2006, 02:17 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
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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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November 10th, 2006, 05:50 PM
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Private
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Join Date: Oct 2006
Location: Minneapolis
Posts: 46
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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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