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September 1st, 2008, 08:21 PM
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Server packet information still the same?
"A little while ago" was probably when one of the patches increased the number of playable nations from 80 to 95. The reason that you see so many strange results for MA and LA games is because of the different offsets now. Change the code so that it uses 95 nation slots instead of 80 everywhere and it should work again like it did before.
I did minor modifications like this and the new nation names from following patches to the program but I stopped attaching it because it seemed like nobody was using the program anymore and somebody else wrote a new program in Python, Wraithlord I think.
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September 4th, 2008, 11:00 AM
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Re: Server packet information still the same?
Quote:
Originally Posted by lch
"A little while ago" was probably when one of the patches increased the number of playable nations from 80 to 95. The reason that you see so many strange results for MA and LA games is because of the different offsets now. Change the code so that it uses 95 nation slots instead of 80 everywhere and it should work again like it did before.
I did minor modifications like this and the new nation names from following patches to the program but I stopped attaching it because it seemed like nobody was using the program anymore and somebody else wrote a new program in Python, Wraithlord I think.
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That's exactly what I found when I dug into it further. I didn't know it was because of the new nation limit, but I did find it was exactly 15 offset from where it was before.
Thanks for confirming that.
I did go ahead and make a new version. I'll post it here and in the mod thread in case anyone wants to use it.
Monitor Lizard .9
Main features are that it is now multi threaded, so it pings multiple servers at once, minimizes to the systray and can be set to ping servers automatically. It requires .Net 3.5.
Thanks,
Matt
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The Following User Says Thank You to wzrd For This Useful Post:
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September 4th, 2008, 08:17 PM
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Join Date: Feb 2007
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Re: Server packet information still the same?
Quote:
Originally Posted by wzrd
Main features are that it is now multi threaded, so it pings multiple servers at once, minimizes to the systray and can be set to ping servers automatically.
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That's pretty cool. Needs source, though.
From http://www.whatwouldmattdo.com/monitor-lizard/ :
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Requirements are Windows and .Net 3.5.
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Boo, hiss! I'd recommend that you make it compatible with Mono. That way, all the Dom3 players can enjoy it and use the program.
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September 10th, 2008, 04:17 PM
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Re: Server packet information still the same?
Quote:
Originally Posted by lch
Quote:
Originally Posted by wzrd
Main features are that it is now multi threaded, so it pings multiple servers at once, minimizes to the systray and can be set to ping servers automatically.
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That's pretty cool. Needs source, though.
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Yeah, I was kind of waiting on the source until I had a few bugs cleaned up. I'll release it with the next version.
I hadn't even heard of that before. I'm such a windows dork these days, what with that being my job. Doesn't sound that hard though, I'll go ahead and see if I can't make it work with Mono too. Good idea.
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September 10th, 2008, 04:30 PM
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Join Date: Feb 2007
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Re: Server packet information still the same?
Mono has almost full .Net 2.0 support by now, but I don't know how easy or hard it will be to make it comply with .Net 3.5 stuff. The fun thing is that you'll be able to continue to build your binaries with Visual Studio like usual, the only thing you'll have to work around is unsupported libraries. And for platform independence, use things like System.IO.Path.Combine instead of hardcoded backslashes for paths.
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September 13th, 2008, 11:53 AM
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Join Date: Jun 2008
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Re: Server packet information still the same?
Quote:
Originally Posted by lch
Mono has almost full .Net 2.0 support by now, but I don't know how easy or hard it will be to make it comply with .Net 3.5 stuff. The fun thing is that you'll be able to continue to build your binaries with Visual Studio like usual, the only thing you'll have to work around is unsupported libraries. And for platform independence, use things like System.IO.Path.Combine instead of hardcoded backslashes for paths.
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I gave it some effort with Mono, but it doesn't like the way I do threads, apparently (with BackgroundWorker). I can't seem to get around that problem. So I went ahead and called it and instead released it under the GNU license along with the source and bug fixes.
You can find the latest version here: Monitor Lizard 1.0
I have no idea how to update the stickied post above, but someone wants to update that link above to this main page instead of the direct link I had, it will work that way.
Thanks for help, Ich, and I hope at least one other person enjoys using this as much I do. It makes tracking and keeping my multiple games up to date incredibly easy.
-Matt
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