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#1
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I know a lot of you have been waiting for this, and it is finally here!
We have added support for FFOW to Game-Monitor: http://www.game-monitor.com/GameSear...el_of_War.html If you wish to add your server, make sure it is running at least 1.0.2 (also, the query port should be game+2). You can find the newest patches for the game here: http://www.kaosstudios.com/ffow-patches/ Lastly I just want to say how impressed I am with the makers of FFOW and THQ, they really seem to care about their community, and are pleasant to work with. Please note: Not all FFOW servers are listed here, these are only servers that we managed to find, that replied to queries, and that were added in manually through the 'Add Server' page. Update: It seems that the new server files have been released, here is the news post about it with links. They also provide information on it here: http://community.kaosstudios.com/wiki/index.php/Hosting Last edited by Wojjie; 04-09-2008 at 07:42 PM. |
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#2
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Nice! Good Job!
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#3
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hello im new and yes the ffow help is here been waiting for something to come nice job
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#4
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would be nice if it worked, only 2 servers will show in search,
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#5
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There are 12:
http://www.game-monitor.com/GameSear...el_of_War.html
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#6
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My server will not respond 72.233.30.130:5478
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#7
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It appears that the dedicated server files that are needed for Game-Monitor to query the server are not yet released. I will announce the release of those files when I see them available publicly.
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#8
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It seems that the new server files have been released, here is the news post about it with links.
They also provide information on it here: http://community.kaosstudios.com/wiki/index.php/Hosting |
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#9
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This should make your ffow service better...
-------------------- Port Configuration -------------------- Default query port is 5478 Optional, Customize query port on the server via command line argument: QueryPort=5478 Optional, Customize query port on the server via .ini file settings: DefaultEngine.ini [Engine.QueryProtocol] QueryPort=5478 ListenBindIP=0.0.0.0 -------------------- Example Tool Usage -------------------- Binaries\Tools\FFOW_QueryProtocolTest\ Modify FFOW_QueryProtocolTest.bat with a text editor Usage: FFOW_QueryProtocolTest.exe [IP:Port] [retries] [timeout in seconds] [optional argument -vertical] Example: FFOW_QueryProtocolTest.exe 127.0.0.1:5478 2 3 Append -vertical for vertical text output instead of the default horizontal. FFOW_QueryProtocolTest.bat is configured by default to ping the local host (127.0.0.1) at the default UDP query port 5478 It will then open the output file FFOW_QueryProtocolTest.Log with notepad -------------------- Source Code -------------------- 1) Send these 8 characters via UDP to the server's query port: "????FLSQ" 2) Server will send back a UDP packet as a response, details interpreting the response and other methods of query below: Data types: byte 8bit char short 16bit integer long 32bit int float 32bit float string series of chars null terminated with 0x00 Converting from network to host byte order: short Value16bit = ntohs( *(short *)&PacketBuffer ); long Value32bit = ntohl( *(long *)&PacketBuffer ); float ValueFloat = *(float *)&Value32Bit; // use ntohl() first to swap the byte order, then cast result to a float Constants: enum ServerQueryTypeEnum { SQT_ChallengeReply=0x41, // Example packet: FF FF FF FF 41 32 42 59 45 SQT_PlayerListReply=0x44, // Example packet: FF FF FF FE ... SQT_RuleListReply=0x45, // Example packet: FF FF FF FE ... SQT_InfoReply=0x49, // Example packet: FF FF FF FF ... SQT_InfoRequest=0x54, // Example packet: FF FF FF FF 46 4C 53 51 SQT_PlayerListRequest=0x55, // Example packet: FF FF FF FF 55 32 42 59 45 SQT_RuleListRequest=0x56, // Example packet: FF FF FF FF 56 32 42 59 45 SQT_ChallengeRequest=0x57, // Example packet: FF FF FF FF 57 SQT_PingRequest=0x69, // Example packet: FF FF FF FF 69 00 00 00 00 SQT_PingReply=0x6A // Example packet: FF FF FF FF 6A 00 00 00 00 }; ----------------------------------------------- IMPORTANT! Packets with header -2 are part of a larger packet that had to be split over multiple packets! Split packets start with this 12 byte header: Header Long -2 (0xFFFFFFFE) RequestID Long For grouping packets together belonging to same response PacketNumber Byte 0-255 (zero is the first packet number) NumPackets Byte 1-255 SizeOfPacketSplits Short 1248 is default Combine a split packet as if it was one large packet, packets are split at the byte level First packet: #12 bytes for packet split header #packet data A Second packet: #12 bytes for packet split header #packet data B Combine to: #packet data A (will start with -1, ReplyType, ...) #packet data B (does not start with -1, continues exactly on the byte data A left off at) Then parse the full packet using standard information below. ----------------------------------------------- ----------------------------------------------- ServerInfo Request: Send these 8 hex bytes: FF FF FF FF 46 4C 53 51 "????FLSQ" ----------------------------------------------- ServerInfo Reply: Header Long -1 (0xFFFFFFFF) ReplyType Byte 0x49 NetVersion Byte 0x02 ServerName String "Name of Server Here" MapName String "FL-Street" ModName String "FOW" GameMode String "FL" GameDescription String "Frontlines: Fuel of War" GameVersion String "1.0.3" GamePort Short 5476 NumPlayers Byte 53 PlayersMax Byte 64 Dedicated Byte 'd' (dedicated), 'l' (listen), 'p' (broadcast) OperatingSystem Byte 'w' (windows), 'l' (linux) Password Byte 0 AntiCheat Byte 0 AverageFrameMs Byte CPU load, 16 = 50% load (30 FPS capped), 33 = 100% load (30 FPS), 66 = 200% load (15 FPS) Round Byte 2 RoundsMax Byte 3 RoundSecondsLeft Short 4646, Current round time in seconds counting down or up depending on game settings ----------------------------------------------- Ping Request: (9 bytes) Header Long -1 (0xFFFFFFFF) ReplyType Byte 0x69 PacketID Long Client Assigned Unique Number for this request ----------------------------------------------- Ping Reply: (9 bytes) Header Long -1 (0xFFFFFFFF) ReplyType Byte 0x6A PacketID Long Client Assigned Unique Number for this request ----------------------------------------------- Challenge Request: (5 bytes) Header Long -1 (0xFFFFFFFF) RequestType Byte 0x57 ----------------------------------------------- Challenge Reply: (9 bytes) Header Long -1 (0xFFFFFFFF) ReplyType Byte 0x57 Challenge Long Use this challenge number in PlayerList/RuleList requests ----------------------------------------------- PlayerList Request: (9 bytes) Header Long -1 (0xFFFFFFFF) RequestType Byte 0x55 Challenge Long Supplied from challenge response query ----------------------------------------------- PlayerList Reply (can be split across multiple packets): Header Long -1 (0xFFFFFFFF) ReplyType Byte 0x44 NumPlayersTotal Byte 0-255 ... For each player: { Index Byte Arbitrary index for this entry during this reply PlayerName String Score Long TimeConnected Float in seconds Ping Short in milliseconds ProfileID Long 234092 (online profile ID) Team Byte 0,1 } ----------------------------------------------- RuleList Request: Header Long -1 (0xFFFFFFFF) RequestType Byte 0x56 Challenge Long Supplied from challenge response query ----------------------------------------------- RuleList Reply (can be split across multiple packets): Header Long -1 (0xFFFFFFFF) ReplyType Byte 0x45 NumRulesTotal Short 0-65535 ... For each rule: { RuleName String "FriendlyFire" RuleValue String "0" } |
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#10
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Sweet!
i love that game
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i love that game
Linear Mode

