[bf1942] new gamespy fields: skill_ & pid_
nigel.smart at tranceairwaves.com
Tue Jun 21 12:04:13 EDT 2005
I see, thanks again steve, now i know what protocol it's using ive started
work on a msn based control system for the servers, looks very promising
----- Original Message -----
From: "Brigham Stevens" <brs at vikingmind.com>
To: <bf1942 at icculus.org>
Sent: Tuesday, June 21, 2005 4:55 PM
Subject: Re: [bf1942] new gamespy fields: skill_ & pid_
> Nope it uses UDP. The packet dump is a dump of the assembled packet. The
> 2nd example shows each packet as it was received. (By packet, I mean
> packet payload of course).
> Nigel Smart wrote:
>> Just a quick Q .. im assuming the gs3 protocol is using TCP .. looks
>> like it from that link...
>> ----- Original Message ----- From: "Brigham Stevens" <brs at vikingmind.com>
>> To: <bf1942 at icculus.org>
>> Sent: Tuesday, June 21, 2005 9:00 AM
>> Subject: [bf1942] new gamespy fields: skill_ & pid_
>>> Can you provide any info on what the pid_ and skill_ columns mean? I see
>>> that a player's skill goes up like points, and seems to span rounds...
>>> Is that how commander election is determined? Is it persisted across
>>> joins to the same server? Any info on how the server computes the skill
>>> What is pid? A new player identifier?
>>> I'm asking because I'm porting my web based admin tools to BF2, and I'm
>>> wondering how I could make use of these.... I already use skill as the
>>> tie breaker when I sort by team, score, deaths, and skill. Seems like if
>>> this is really a decent represenation of skill it could also be used by
>>> a team balancer script to level the teams....
>>> If anyone is interested, here is some stuff I learned (or didn't learn)
>>> about the new GameSpy v3 protocol used by bf2:
>>> You can see examples of the packets and the new data elements in a
>>> report showing the parsed data.
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