Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Source Code Project > DEBUG: MP feat tracking
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
CivGroups
CTP2 Source Code Project (59): Not a Member - Join

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Fromafar is offline Fromafar
Prince

May 2003
time: 06:19
  Old Post 09-11-2004 04:01
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
DEBUG: MP feat tracking Support Apolyton buy from Amazon

The following code is not ready for release yet, but may serve to speed up the Activision patch reimplementation.

The set-up I have used consists of a patched Activision host creating the game, and a debugger client connecting to the game over a TCP/IP LAN. In this way, I was able to find some database and message format mismatches, without really knowing what the extra data is supposed to do. Where possible, I have tried to make some guesses about the "unknown from patch" data, but I have not played very far yet - so this will have to be confirmed.

And this will probably go much faster when more people will try to make it crash .

net\general\net_city.cpp:
Added some code to handle city packet changes.

net\general\net_feat.h
net\general\net_feat.cpp
net\general\network.cpp
Provisional feat tracking code added.

To make it work, you have to add net_feat.cpp and net_feat.h to the project (not included).

Edit: link removed, moved to the altered source code.

Last edited by Fromafar on 04-03-2005 at 04:05

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:19
Post  Old Post 09-11-2004 23:07 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Re: DEBUG: MP feat tracking Support Apolyton

quote:
Originally posted by Fromafar
And this will probably go much faster when more people will try to make it crash .


You could increase the tester base by provinding us with a compiled *.exe.

-Martin

Fromafar is offline Fromafar
Prince

May 2003
time: 06:19
  Old Post 12-11-2004 04:00
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Remove this text

As it is now, the added lines of code are merely a framework. You would need a debugger to do anything useful - such as inspecting a received data block when an Assert occurs.

FWIW, the block I got at the start of the game was 15 bytes long and had contents (first line hexadecimal, second ASCII representation):

code:
46 54 00 00 00 40 42 42 42 43 43 00 00 00 00 F T - - - @ B B B C C - - - -

The first 2 bytes are used as block type identification. I have updated net_packet.h in the regular source code thread, because I am pretty sure about those. For the other ones, we have to have more samples to determine the meaning.

Fromafar is offline Fromafar
Prince

May 2003
time: 06:19
  Old Post 07-12-2004 00:28
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Increase Your PM Length

The net_city.cpp in the first post is obsolete now. An updated version has been made available in the regular
altered source code thread.

There is no progress on the feat tracking part yet.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:19.
Apolyton Time is 00:19.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0323 seconds (85.99% PHP - 14.01% MySQL) with 36 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net