Re: [hlcoders] Won ID's

2002-02-22 Thread Paul Kirby

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.
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Paul Kirby

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RE: [hlcoders] Won ID's

2002-02-22 Thread Dynerman David M

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.
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RE: [hlcoders] Won ID's

2002-02-22 Thread Leon Hartwig

> 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.
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Re: [hlcoders] Won ID's

2002-02-22 Thread Paul Kirby



- 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
>



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RE: [hlcoders] Won ID's

2002-02-22 Thread Dynerman David M

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
>
>
> ___
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please visit:
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>
>
>


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Re: [hlcoders] Won ID's

2002-02-22 Thread SmiLeY

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
>
>
>


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Re: [hlcoders] Won ID's

2002-02-22 Thread Paul Kirby

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


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Re: [hlcoders] Won ID's

2002-02-22 Thread SmiLeY

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

2002-02-22 Thread Simon Rose

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)   "