[bf1942] BFVCC & BFVC3 ?

Peter Chang peter.chang at dicecanada.com
Thu Mar 18 07:03:21 EST 2004


From: Sam Evans [mailto:sam at neuroflux.com]
Subject: RE: [bf1942] BFVCC & BFVC3 ?



Hmm..  So what exactly is sent from the client to the gamespy layer to get
it to send back server information?  In the old BF1942 server, all that was
needed was to send \xff\status\ or \player\info to the UDP/23000 socket, and
it would start singing. 

like i said, any '\' will cause the plain text info to be spwed back at you
(the initial compaint was that we were not differentiating between
commands).

This one is a bit different, as it seems like the first 20 bytes after the
IP layer are somewhat different, except that there's the occasional 23.456
that is sent to the server, and the response is the server information back
to the client... 

 

do you mean ip header or udp header (it does go <ip><udp> before the actual
payload)

 

anyway, i don't know what you're really asking, but let's see if this
helps...

 

what follows is a a text (in ascii) stream of key/value pairs seperated by
'\' characters. forexample, 

 

    /dedicated/0

 

means not dedicated

 

    /dedicated/1

 

means dedicated win32

 

    /dedicated/2

 

means dedicated linux (off the top of my head but close enough to correlate
my desc to reality)

 

\p

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