Re: [hlcoders] Won ID's
Hello David - Original Message - From: "Dynerman David M" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, February 23, 2002 2:22 AM Subject: RE: [hlcoders] Won ID's > Yes exactly, sorry Paul. I just saw 3 messages with "Hello " at the > top. You were just being polite :) Yup me always be polite :D No probs :) > david > > -Original Message- > From: Leon Hartwig [mailto:[EMAIL PROTECTED]] > Sent: Friday, February 22, 2002 8:26 PM > To: '[EMAIL PROTECTED]' > Subject: RE: [hlcoders] Won ID's > > > From: Paul Kirby [mailto:[EMAIL PROTECTED]] > > Sent: Friday, February 22, 2002 6:17 PM > > > > > Is Paul Kirby a bot? > > > > Why you say that?? > > I think because they failed to notice that your messages contained more > info > than just saying hello. > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders Paul Kirby Webmaster of http://www.initcorp.co.uk _ Chat with friends online, try MSN Messenger: http://messenger.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Won ID's
Yes exactly, sorry Paul. I just saw 3 messages with "Hello " at the top. You were just being polite :) david -Original Message- From: Leon Hartwig [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 8:26 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Won ID's > From: Paul Kirby [mailto:[EMAIL PROTECTED]] > Sent: Friday, February 22, 2002 6:17 PM > > > Is Paul Kirby a bot? > > Why you say that?? I think because they failed to notice that your messages contained more info than just saying hello. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Won ID's
> From: Paul Kirby [mailto:[EMAIL PROTECTED]] > Sent: Friday, February 22, 2002 6:17 PM > > > Is Paul Kirby a bot? > > Why you say that?? I think because they failed to notice that your messages contained more info than just saying hello. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Won ID's
- Original Message - From: "Dynerman David M" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, February 23, 2002 1:55 AM Subject: RE: [hlcoders] Won ID's > Is Paul Kirby a bot? Why you say that?? > Hello Paul Kirby. Hi > David > > -Original Message- > From: SmiLeY [mailto:[EMAIL PROTECTED]] > Sent: Friday, February 22, 2002 6:39 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Won ID's > > hello :) > > - Original Message - > From: "Paul Kirby" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, February 23, 2002 12:33 AM > Subject: Re: [hlcoders] Won ID's > Webmaster of http://www.initcorp.co.uk _ Chat with friends online, try MSN Messenger: http://messenger.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Won ID's
Is Paul Kirby a bot? Hello Paul Kirby. David -Original Message- From: SmiLeY [mailto:[EMAIL PROTECTED]] Sent: Friday, February 22, 2002 6:39 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Won ID's hello :) - Original Message - From: "Paul Kirby" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, February 23, 2002 12:33 AM Subject: Re: [hlcoders] Won ID's > Hello SmiLeY > > - Original Message - > From: "SmiLeY" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, February 22, 2002 11:58 PM > Subject: [hlcoders] Won ID's > > > > How do you get the won id of the current player which is joining the game? > > You can't get the players wonID unless your using rcon commands. > > > - Original Message - > > From: "Simon Rose" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Friday, February 22, 2002 11:55 PM > > Subject: RE: [hlcoders] Server Protocol for Half-Life > > > > > > Paul, > > > > Your response is cool. I knew I must be doing something wrong rather than > > there being a fault with the Servers or the protocol. > > > > Into what variable type do you read the response? > > > > I am using: > > > > TCHAR hl_resp[1024]; > > > > In what way are you extracting the various components? > > > > I was doing something rather noddy, but it seemed to be working for the > most > > part: > > > > BYTE a = hl_resp[0]; > > BYTE b = hl_resp[1]; > > BYTE c = hl_resp[2]; > > BYTE d = hl_resp[3]; > > > > These bytes correspond to the opening 255 255 255 255 part of the code. > > > > Interestingly, from what I can understand of your hex dump, a . appears to > > be the terminating character of the string fields. If this is the case, > how > > are you managing to work out that in the following snippet of your > response: > > > > ...-dw.. which maps to: > > > > (string) . terminator for "CounterStrike" > > (byte) . 06 players > > (byte) . 12 Max Players allowed > > (byte) - 45 > > (byte) d 'd' = Dedicated > > (byte) w 'w' = Windows > > (byte) . hex 00 = no password > > (byte) . hex 01 yes mod > > > > As you can see, some important information is dots, some dots are string > > terminators. I wonder if it is this distinction where I am tripping up. > > > > Any hints on how you are storing the response and parsing it please ? > > > > Simon > > > > > > Paul Kirby > > Webmaster of http://www.initcorp.co.uk > _ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Won ID's
hello :) - Original Message - From: "Paul Kirby" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, February 23, 2002 12:33 AM Subject: Re: [hlcoders] Won ID's > Hello SmiLeY > > - Original Message - > From: "SmiLeY" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, February 22, 2002 11:58 PM > Subject: [hlcoders] Won ID's > > > > How do you get the won id of the current player which is joining the game? > > You can't get the players wonID unless your using rcon commands. > > > - Original Message - > > From: "Simon Rose" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Friday, February 22, 2002 11:55 PM > > Subject: RE: [hlcoders] Server Protocol for Half-Life > > > > > > Paul, > > > > Your response is cool. I knew I must be doing something wrong rather than > > there being a fault with the Servers or the protocol. > > > > Into what variable type do you read the response? > > > > I am using: > > > > TCHAR hl_resp[1024]; > > > > In what way are you extracting the various components? > > > > I was doing something rather noddy, but it seemed to be working for the > most > > part: > > > > BYTE a = hl_resp[0]; > > BYTE b = hl_resp[1]; > > BYTE c = hl_resp[2]; > > BYTE d = hl_resp[3]; > > > > These bytes correspond to the opening 255 255 255 255 part of the code. > > > > Interestingly, from what I can understand of your hex dump, a . appears to > > be the terminating character of the string fields. If this is the case, > how > > are you managing to work out that in the following snippet of your > response: > > > > ...-dw.. which maps to: > > > > (string) . terminator for "CounterStrike" > > (byte) . 06 players > > (byte) . 12 Max Players allowed > > (byte) - 45 > > (byte) d 'd' = Dedicated > > (byte) w 'w' = Windows > > (byte) . hex 00 = no password > > (byte) . hex 01 yes mod > > > > As you can see, some important information is dots, some dots are string > > terminators. I wonder if it is this distinction where I am tripping up. > > > > Any hints on how you are storing the response and parsing it please ? > > > > Simon > > > > > > Paul Kirby > > Webmaster of http://www.initcorp.co.uk > _ > Chat with friends online, try MSN Messenger: http://messenger.msn.com > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Won ID's
Hello SmiLeY - Original Message - From: "SmiLeY" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, February 22, 2002 11:58 PM Subject: [hlcoders] Won ID's > How do you get the won id of the current player which is joining the game? You can't get the players wonID unless your using rcon commands. > - Original Message - > From: "Simon Rose" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Friday, February 22, 2002 11:55 PM > Subject: RE: [hlcoders] Server Protocol for Half-Life > > > Paul, > > Your response is cool. I knew I must be doing something wrong rather than > there being a fault with the Servers or the protocol. > > Into what variable type do you read the response? > > I am using: > > TCHAR hl_resp[1024]; > > In what way are you extracting the various components? > > I was doing something rather noddy, but it seemed to be working for the most > part: > > BYTE a = hl_resp[0]; > BYTE b = hl_resp[1]; > BYTE c = hl_resp[2]; > BYTE d = hl_resp[3]; > > These bytes correspond to the opening 255 255 255 255 part of the code. > > Interestingly, from what I can understand of your hex dump, a . appears to > be the terminating character of the string fields. If this is the case, how > are you managing to work out that in the following snippet of your response: > > ...-dw.. which maps to: > > (string) . terminator for "CounterStrike" > (byte) . 06 players > (byte) . 12 Max Players allowed > (byte) - 45 > (byte) d 'd' = Dedicated > (byte) w 'w' = Windows > (byte) . hex 00 = no password > (byte) . hex 01 yes mod > > As you can see, some important information is dots, some dots are string > terminators. I wonder if it is this distinction where I am tripping up. > > Any hints on how you are storing the response and parsing it please ? > > Simon > Paul Kirby Webmaster of http://www.initcorp.co.uk _ Chat with friends online, try MSN Messenger: http://messenger.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Won ID's
yes, oops. - Original Message - From: "Simon Rose" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, February 23, 2002 12:07 AM Subject: RE: [hlcoders] Won ID's Hi, I don't really follow you. I don't obtain or need a WON id to do the particular task I am doing. Half-Life servers are setup to respond to a small rudimentary command set so that the gamestate can be queried. These instructions are (but probably is not restricted to): ping info detail players rules I have successfully received a response from a Half-Life server to the detail command without a WON id. Did you mean to post as a root topic? Simon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of SmiLeY Sent: 22 February 2002 23:59 To: [EMAIL PROTECTED] Subject: [hlcoders] Won ID's How do you get the won id of the current player which is joining the game? - Original Message - From: "Simon Rose" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, February 22, 2002 11:55 PM Subject: RE: [hlcoders] Server Protocol for Half-Life Paul, Your response is cool. I knew I must be doing something wrong rather than there being a fault with the Servers or the protocol. Into what variable type do you read the response? I am using: TCHAR hl_resp[1024]; In what way are you extracting the various components? I was doing something rather noddy, but it seemed to be working for the most part: BYTE a = hl_resp[0]; BYTE b = hl_resp[1]; BYTE c = hl_resp[2]; BYTE d = hl_resp[3]; These bytes correspond to the opening 255 255 255 255 part of the code. Interestingly, from what I can understand of your hex dump, a . appears to be the terminating character of the string fields. If this is the case, how are you managing to work out that in the following snippet of your response: ...-dw.. which maps to: (string) . terminator for "CounterStrike" (byte) . 06 players (byte) . 12 Max Players allowed (byte) - 45 (byte) d 'd' = Dedicated (byte) w 'w' = Windows (byte) . hex 00 = no password (byte) . hex 01 yes mod As you can see, some important information is dots, some dots are string terminators. I wonder if it is this distinction where I am tripping up. Any hints on how you are storing the response and parsing it please ? Simon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Paul Kirby Sent: 22 February 2002 23:41 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Server Protocol for Half-Life Hello Simon - Original Message - From: "Simon Rose" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, February 22, 2002 10:06 PM Subject: RE: [hlcoders] Server Protocol for Half-Life > Hi, > > So the version is 45. That's good to know, at least I know myself and the > Server are talking the same language! > > But how come the detail response packet structure doesn't resemble the > documentation? > > To be specific, one of the bytes to indicate if the server has a password or > is running a mod is missing from the response! It's ok on mine. See in this hex dump: 6D36 322E 3439 2E32 3532 2E31 m62.49.252.1 0010 3A32 3730 3135 004D 6F73 6169 6320 33:27015.Mosaic 0020 554B 0061 735F 6F69 6C72 6967 0063 7374 UK.as_oilrig.cst 0030 7269 6B65 0043 6F75 6E74 6572 5374 7269 rike.CounterStri 0040 6B65 0006 0C2D 6477 0001 772E 636F ke...-dw..www.co 0050 756E 7465 722D 7374 7269 6B65 2E6E 6574 unter-strike.net 0060 0001 9EF7 0A00 01 . which shows the following: (int32) -1 = "" (byte) ASCII 'm' ( S2A_INFO_DETAILED ) (string) net address of server = "62.49.252.133:27015" (string) name of the host / server = "Mosaic UK" (string) name of the map = "as_oilrig" (string) game directory (i.e. valve/) = "cstrike" (string) Game description (e.g. "half-life multiplay") = "CounterStrike" (byte) active client count = hex 06 = 06 players (byte) maximum clients allowed = hex 0C = 12 Max Players allowed (byte) protocol version (currently 37) = hex 2D = 45 (byte) type of server == 'l' for listen or 'd' for dedicated = "d" = Dedicated (byte) os of server == 'w' for win32 or 'l' for linux = "w" = Windows (byte) password on server == 1 or yes, 0, for no = hex 00 = no password (byte) is server running a mod? == 1 for yes, 0 for no = hex 01 yes mod (string) URL for mod's "info" website = "www.counter-strike.net" (string) URL for mod's download ftp server = hex 00 00 because no ftp server stated and and a string is terminated by a h
RE: [hlcoders] Won ID's
Hi, I don't really follow you. I don't obtain or need a WON id to do the particular task I am doing. Half-Life servers are setup to respond to a small rudimentary command set so that the gamestate can be queried. These instructions are (but probably is not restricted to): ping info detail players rules I have successfully received a response from a Half-Life server to the detail command without a WON id. Did you mean to post as a root topic? Simon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of SmiLeY Sent: 22 February 2002 23:59 To: [EMAIL PROTECTED] Subject: [hlcoders] Won ID's How do you get the won id of the current player which is joining the game? - Original Message - From: "Simon Rose" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, February 22, 2002 11:55 PM Subject: RE: [hlcoders] Server Protocol for Half-Life Paul, Your response is cool. I knew I must be doing something wrong rather than there being a fault with the Servers or the protocol. Into what variable type do you read the response? I am using: TCHAR hl_resp[1024]; In what way are you extracting the various components? I was doing something rather noddy, but it seemed to be working for the most part: BYTE a = hl_resp[0]; BYTE b = hl_resp[1]; BYTE c = hl_resp[2]; BYTE d = hl_resp[3]; These bytes correspond to the opening 255 255 255 255 part of the code. Interestingly, from what I can understand of your hex dump, a . appears to be the terminating character of the string fields. If this is the case, how are you managing to work out that in the following snippet of your response: ...-dw.. which maps to: (string) . terminator for "CounterStrike" (byte) . 06 players (byte) . 12 Max Players allowed (byte) - 45 (byte) d 'd' = Dedicated (byte) w 'w' = Windows (byte) . hex 00 = no password (byte) . hex 01 yes mod As you can see, some important information is dots, some dots are string terminators. I wonder if it is this distinction where I am tripping up. Any hints on how you are storing the response and parsing it please ? Simon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Paul Kirby Sent: 22 February 2002 23:41 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Server Protocol for Half-Life Hello Simon - Original Message - From: "Simon Rose" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, February 22, 2002 10:06 PM Subject: RE: [hlcoders] Server Protocol for Half-Life > Hi, > > So the version is 45. That's good to know, at least I know myself and the > Server are talking the same language! > > But how come the detail response packet structure doesn't resemble the > documentation? > > To be specific, one of the bytes to indicate if the server has a password or > is running a mod is missing from the response! It's ok on mine. See in this hex dump: 6D36 322E 3439 2E32 3532 2E31 m62.49.252.1 0010 3A32 3730 3135 004D 6F73 6169 6320 33:27015.Mosaic 0020 554B 0061 735F 6F69 6C72 6967 0063 7374 UK.as_oilrig.cst 0030 7269 6B65 0043 6F75 6E74 6572 5374 7269 rike.CounterStri 0040 6B65 0006 0C2D 6477 0001 772E 636F ke...-dw..www.co 0050 756E 7465 722D 7374 7269 6B65 2E6E 6574 unter-strike.net 0060 0001 9EF7 0A00 01 . which shows the following: (int32) -1 = "" (byte) ASCII 'm' ( S2A_INFO_DETAILED ) (string) net address of server = "62.49.252.133:27015" (string) name of the host / server = "Mosaic UK" (string) name of the map = "as_oilrig" (string) game directory (i.e. valve/) = "cstrike" (string) Game description (e.g. "half-life multiplay") = "CounterStrike" (byte) active client count = hex 06 = 06 players (byte) maximum clients allowed = hex 0C = 12 Max Players allowed (byte) protocol version (currently 37) = hex 2D = 45 (byte) type of server == 'l' for listen or 'd' for dedicated = "d" = Dedicated (byte) os of server == 'w' for win32 or 'l' for linux = "w" = Windows (byte) password on server == 1 or yes, 0, for no = hex 00 = no password (byte) is server running a mod? == 1 for yes, 0 for no = hex 01 yes mod (string) URL for mod's "info" website = "www.counter-strike.net" (string) URL for mod's download ftp server = hex 00 00 because no ftp server stated and and a string is terminated by a hex 00 i.e. null. (int32) mod version # = hex 01 00 00 00 = 1 (int32) mod download size ( in bytes, approx. ) = hex 00 9E F7 0A which when flipped around = 0A F7 9E 00 = 184,000,000 bytes = 184MB (byte) is the mod a server side only mod? 1 == yes, 0 == no =hex 00 so no server side mod (byte) does this server require you to have a custom client side .dll ( client.dll )? 1 == yes, 0 == no. = hex 01 so yes to custom client side dll. Easy view: (int32) "" (byte) 'm' (string) "