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  #1  
Old August 29th, 2008, 01:59 PM

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Default 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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  #2  
Old August 29th, 2008, 02:48 PM
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Default Re: Server packet information still the same?

Should still be the same.
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  #3  
Old September 1st, 2008, 08:21 PM
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Default 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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  #4  
Old September 4th, 2008, 11:00 AM

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Default Re: Server packet information still the same?

Quote:
Originally Posted by lch View Post
"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.
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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  #5  
Old September 4th, 2008, 08:17 PM
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Default Re: Server packet information still the same?

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Originally Posted by wzrd View Post
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.
That's pretty cool. Needs source, though.

From http://www.whatwouldmattdo.com/monitor-lizard/ :
Quote:
Requirements are Windows and .Net 3.5.
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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  #6  
Old September 10th, 2008, 04:17 PM

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Default Re: Server packet information still the same?

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Originally Posted by lch View Post
Quote:
Originally Posted by wzrd View Post
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.
That's pretty cool. Needs source, though.
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.

Quote:
From http://www.whatwouldmattdo.com/monitor-lizard/ :
Quote:
Requirements are Windows and .Net 3.5.
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.
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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Old September 10th, 2008, 04:30 PM
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Default 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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  #8  
Old September 13th, 2008, 11:53 AM

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Default Re: Server packet information still the same?

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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.
I gave it some effort with Mono, but it doesn't like the way I do threads, apparently (with BackgroundWorker). I can't seem to get around that problem. So I went ahead and called it and instead released it under the GNU license along with the source and bug fixes.

You can find the latest version here: Monitor Lizard 1.0

I have no idea how to update the stickied post above, but someone wants to update that link above to this main page instead of the direct link I had, it will work that way.

Thanks for help, Ich, and I hope at least one other person enjoys using this as much I do. It makes tracking and keeping my multiple games up to date incredibly easy.

-Matt
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