[bf1942] BFVCC & BFVC3 ?

Brigham Stevens brs at vikingmind.com
Thu Mar 18 17:17:12 EST 2004


RE: [bf1942] BFVCC & BFVC3 ?well.. tried it again a minute ago, the server had more than 26 people on it. 
The query stalled, no response.

I restarted the server back to empty, and the same query worked!

/players/stats/

Is this the same thing you have been experiencing?
  ----- Original Message ----- 
  From: Brigham Stevens 
  To: bf1942 at icculus.org 
  Sent: Thursday, March 18, 2004 10:08 AM
  Subject: Re: [bf1942] BFVCC & BFVC3 ?


  Oh i see... when I did that query it was empty... I'm looking at this some more today.

  By the way, is using the gamespy query the only way to determine what teams players are on? game.listplayers does not say. Is there some other hidden console command or anything?

  It seems that BlackBagOps/Kevin had inside information for some of the stuff his tool can do, at least pre 1.6 he could switch the mod out.. Anyone know of a source of information on how he achieved some of that?
    ----- Original Message ----- 
    From: Jon Wolberg 
    To: bf1942 at icculus.org 
    Sent: Thursday, March 18, 2004 7:01 AM
    Subject: Re: [bf1942] BFVCC & BFVC3 ?


    Brigham-

    How many people were in your server when you did the query?  It seems to only be missing info if there are 17+ players on it.

    Jon Wolberg
    Tech Support Manager
    www.ECGNetwork.Com 
      ----- Original Message ----- 
      From: Brigham Stevens 
      To: bf1942 at icculus.org 
      Sent: Thursday, March 18, 2004 4:26 AM
      Subject: Re: [bf1942] BFVCC & BFVC3 ?


      Hmmm the query format seems to be the same here...

      I pushed this status query to UDP port 23000 on my windows server:

       \players\status\

      and received this response:

      \hostname\Jungle Of DOOM! -=BFV=-\hostport\15567\mapname\QUANG TRI ALT\gametype\
      conquest\numplayers\0\maxplayers\30\gamemode\openplaying\password\0\gamever\v1.0
      \dedicated\1\status\4\game_id\bfvietnam\map_id\BFVietnam\sv_punkbuster\1\unknown
      \\timelimit\30\number_of_rounds\1\spawn_wave_time\15s\spawn_delay\3s\soldier_fri
      endly_fire\39%\vehicle_friendly_fire\40%\game_start_delay\30s\ticket_ratio\186%\
      allow_nose_cam\yes\external_view\on\us_team_ratio\1\nva_team_ratio\1\bandwidth_c
      hoke_limit\0\free_camera\off\auto_balance_teams\off\name_tag_distance\100\name_t
      ag_distance_scope\298\kickback\43%\kickback_on_splash\43%\soldier_friendly_fire_
      on_splash\40%\vehicle_friendly_fire_on_splash\42%\cpu\2400\cpu_given_to_ai\\bot_
      skill\\team_t0\axis\team_t1\allied\final\\queryid\1.1


      Some of the property names may have changed, but the basic mechanics of the protocol appear to be the same,... When you mentioned the new query format, is that what you ment? Or is there some other difference in the linux version from windows?  


      ----- Original Message ----- 
        From: Brigham Stevens 
        To: bf1942 at icculus.org 
        Sent: Wednesday, March 17, 2004 10:52 PM
        Subject: Re: [bf1942] BFVCC & BFVC3 ?


        Yes.. can you please provide us with a pointer to the new query format?
        I just need to know what to send to the server on the UDP port 23000 and hopefully the response will make sense like it (hehe) did in the 'old format'.

        thanks!
          ----- Original Message ----- 
          From: Peter Chang 
          To: 'bf1942 at icculus.org' 
          Cc: Bjorn Hedberg ; Andy Berdan ; Tom Galt 
          Sent: Wednesday, March 17, 2004 3:44 PM
          Subject: RE: [bf1942] BFVCC & BFVC3 ?


          > From: Jon Wolberg [mailto:jon at ecgnetwork.com] 
          > Subject: Re: [bf1942] BFVCC & BFVC3 ? 
          > 
          > Our pub is 204.157.1.222:15567 
          > 
          > The name is ECGNetwork.Com #2 BFV.  In the ingame browser it 
          > shows as 999 
          > once it gets over 16 players, but ASE shows it just fine. 
          > 
          > How would you able to fix this? 

          you could patch the library? 

          in the hours i while away waiting for builds on my suck machine, i poked around a little bit more at the gamespy layer. the problem is that there is a hard limit for the amount of data that gets sent for the handling of an 'old query' in the version of the library we're using. 

          nobody else seemed to have done this, but the place where things get cut off is at position 2048, an odd # in the non-number theory sense, and not coincidentally the gamespy hard limit.

          we're 'not allowed' to modify gamespy code, so that's out, but can you guys just use whatever the 'new query' format is?

          \p 
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://icculus.org/pipermail/bf1942/attachments/20040318/b5e69a05/attachment.htm>


More information about the Bf1942 mailing list