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Topic: The Wheel - Status (Read 1330 times)
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**DONOTDELETE**
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The Wheel D2 SQL testing server is up and running! The website is up as well (link below signature pic).
It is not meant as anything too serious for now, I am just exploring the capabilities of php and SQL. (and my connection)
There is a working php SQL webmap, battles list and beginnings of a shipyard. (RW, IRC and Forums too!) All of this info is tentative and may be changed for campaigns.
I am still working out how to edit the live SQL database but once I do, I hope to produce a working shipyard and player roster(?)...
I will also transfer account and map info from the old flatfile If I can manage it. It may be some time before I can return to the flatfile with the possibility of SQL mission testing, but I will do so before the next campaign if I cannot transfer the account info.
More to come..., comments are welcome...
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« Last Edit: December 31, 1969, 06:00:00 pm by rajnsaj »
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Cleaven
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Could you tell at this point if it is possible to use the battle report information to give a greater DV shift for PvP battles as opposed to AI battles? Each time I've mentioned this it was as a "wouldn't it be nice" but now it looks like it can actually be done.
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FPF_TraceyG
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Quote:
Could you tell at this point if it is possible to use the battle report information to give a greater DV shift for PvP battles as opposed to AI battles? Each time I've mentioned this it was as a "wouldn't it be nice" but now it looks like it can actually be done.
Indeed, that can be done. All that would be required is to change the hex DV manually through an SQL query (or perhaps even with a php script if its possible). This could be done along with any other non-standard misssion results that you wish to send to the databse via the method previously discussed.
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« Last Edit: December 31, 1969, 06:00:00 pm by Tracey Greenough »
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Cleaven
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Excellent!
Now what about consumables in the spacedocks. Something that I've also put on my wish list is variable prices of consumables, ie cheaper drones for the Kzinti. And also medium and fast drones for the Kzinti before everybody else. I was thinking that to do this all drones would have to be made available in year zero, but the ships would be swept clean of any drones they weren't supposed to have. Same goes for spares, you can buy 30 for your frigate if you want to, but 24 of them will be deleted by the time you get into battle, leaving you with the six you should have.
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Karnak
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Hey, your website is pretty cool, Rajnsaj. Great job.
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3dot14
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To repeat my questio in the breakground thread.
CAn teh SQL database be used to track player movement? (like SFC3's hex map?)
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Fluf
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Great work bro. Remember, you KAT/KOTH brothers are here to help. Post any testing or anything else you need in the KOTH forums, and we will be glad to help. We are getting so bored with SFC3 and need to get going with some viable D2 options. You are headed in the right directions. Nice website!
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**DONOTDELETE**
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Thanks Karnak!
3dot14, I have added a rudimentary roster that includes current player position (not sorted or formatted yet).
I have also changed the battles list to reference the battleparticipants table so that it now reports who played who, where, when and with what result. (Only the last 100 battles, can also display Victory Level, PP Awards and Host... needs formatting work)
Cleaven, (always raising the bar...) once I manage to edit the databse from a php script, I could charge any price for any ship or any part purchased with a script from a webpage. An automated script that populates the shipyards and polices CnC could also modify ship loadouts. BUT, that is some time away, I have yet to sucessfully update the database from a script. DarkElf has made live edits to the database, and once I get a chance to consult with him, I should be able to do the same from a php script.
Fluf, thanks for the offer to help! Great to have the support of the KAT/KOTH fleets.
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« Last Edit: December 31, 1969, 06:00:00 pm by rajnsaj »
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3dot14
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WOW~! I am speechless... Excellent work. If anything an amatuer web-developer (that's me  but I don't know php, did a bit asp back when...) can help. let me know!
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Cleaven
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I consider the variable prices and early drone release for Kzin a wish list still. The last thing I want to happen is silly ideas and add-ons bog down the software so that only five people can play before the server croaks. BASICS FIRST!
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**DONOTDELETE**
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Excellent points Cleaven, you have the right idea,
The Wheel is intended to be a small scale server (due to connection and hardware...).
It is not a good platform to test large player numbers on the SQL database. We will have to wait for the SFC2.Net server to be set up at XenoCorp for that. (Or continue SQL stress tests on DarkElf's setup - but numbers have been low...) ...in the meantime I can test SQL missions and explore the possibilities of SQL and php.
The most important test of SQL is high player numbers, of course. Until we have the players or hardware and connection available there is not much we can do. (It is impossible to resist playing with SQL in the meantime...)
The Wheel connection and hardware would poop out almost as quickly on the flatfile as on SQL regardless. (Thus the low max player #) So I have decided to make the most of it, and keep myself occupied till the next big campaign.
Glad you like it 3dot14! (It should get better too...) It's mostly all php, but if I get stuck anywhere I'll definitely post for help!
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UDF_Intruder
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Rajnsaj, Your server and Web Site is most impressive. I use perl to connect with my SQL server, but like how you have fed your web site with php.
Last night I did some missions in a base hex and noticed that the type of base still changes depending on your composition. I entered the base hex with a single ship and the base was a Battle Station. After exiting, adding 2 wingmen and returning, the base was now a Star Base with 3 Heavy Cruisers.
I guess that part of the script never changed, eh?
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**DONOTDELETE**
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Gosh, thanks!  Funny you should mention perl... I was having a heck of a time trying to find a function in php to convert a little-endian 4 byte longint to a decimal value and when I read in the php onlne documentation comments about the superior function of the perl pack and unpack functions I considered moving over to perl. I got stubborn though and figured out a way to make php do it. This was to calculate the stardate from the currenttime blob in the database. Now that I have figured it out though, the value after the decimal point on my calculated stardate does not match that of the stardate on the campaign map. The year does match however. (Not the stardate at the serverlist - that one is always wrong) I guess the value after the decimal point on the campaign map is not a simple fraction of the year that has passed ... I searched on the web and found nothing conclusive on calculating star trek stardates (only that the TOS dates are not consistent with TNG dates). Anybody know how the stardate is calculated exactly in SFC? I am calculating it as: stardate = (TurnNo / TurnsPerYear) + BaseYear I have added considerably to the information presented from the SQL D2 database on my site in the last week (economy, news, player count and player ships on the roster, campaign info). But I am slowing down as I get to the data that is stored in blobs in the SQL database (flatfile leftovers?). I want to tackle the politicaltension matrix next, and I am saving what I see as the most difficult for last - the full shipyards with damage and stores info. Currently, the site only displays info from the database - no updates yet. Ideally I want to create an external shipyard that will update all the appropriate fields, blob chunks and db object count to allow for external manipulation of the shipyards. (as discussed above...) After making all this progress with the php and SQL I regret to say that I don't think I'll be returning to the flatfile database as promised. I will do my best to figure out how to update the new db with old account info though. That is kind of where I am stuck though, updating the database properly. (Like how to assign ships etc...) I could use a jumpstart on that if anyone has the time to explain. I saw your battle in 19,10 on the battles list, Intruder. The one against four AI - I felt for ya .  (Ugh, nebula hex at that too!) Note: I added the campaign difficulty from the db to the Campaigns page (currently set to Commodore). I'm not sure but maybe this affects what type of base appears in missions? I know it makes for nasty ambush missions! (Future servers will likely use new missions from ED and clintk which may change this...) There is also a java project in the works which has a lot more potential that I want to contibute to, but that is being slowed down by our lack of knowledge of the blob structures. We have figured some of them out, but any help would be greatly appreciated (no need to re-invent the wheel, oops, no pun intended...). I'm having a lot of fun working on this, it's nice to see others appreciate it too! (I have to fly more though, my piloting skills are getting a little rusty with all this time spent on db analysis!)
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« Last Edit: December 31, 1969, 06:00:00 pm by rajnsaj »
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UDF_Intruder
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When you say "I could use a jumpstart in updating the DB", do you mean porting flatfile data to the SQL table(s) or merely altering the SQL table data?
As for the Base Hex question, I think the scripts create a base dependant on what's attacking. Just like it adds AI ships to scenarios that otherwise may be unbalanced.
I don't know where you stand on scripts creating AI's, but I think that scripts should match available ships and/or bases/planets only, no creating.
DarkElf and Tracy said they had solved the function for embeding SQL statements in a script. Imagine if a script where to draw it's ships/bases/planets from a remote DB, instead of creating anything on it's own. There would be only 1 script. Receiving the map, conditions, ships, etc from the DB, then reporting the results back to the DB afterwards.
On the Serverside, the map and all supporting web pages, what-have-you, would be updated accordingly. If a hex has a Battle Station in it and another player happens to be there, then that's all the script uses to set up the scenario. No additional ships if you happen to have 3 Battleships, or finding the BattleStation is now a Star Base. When you destroy the Battle Station (and watch the other guy run like hell), it really will be gone.
I had written some scripts for myself for EaW. Like Magnums scripts, they could read and write config files. Now I have SQL tables to which I can store ship data and other object data. The link I need is going from scripts to SQL statements to start developing this concept.
Was that a sincere-enough plea for enlightenment? <grin>
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**DONOTDELETE**
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I mean merely altering the SQL table data, which is already no problem for the normal fields, but the blob fields pose a problem as I do not know their structure. I cannot update fields that I don't know the structure of. (such as the OpenShipBids and ShipCacheVector in the servcharacter table or the Damage and Stores blobs in the ship table - which is what I think I would need to edit the db to give players back the ships they had on the flatfile) PP, glicko and map edits are no problem though. (So in answer to your question, both actually, same barrier is present - blob structure) I have figured out the structures of only a few blobs. Actually updating the database once I have this information should be trivial. I found the following quite helpful wrt to SQL: DbVisualizer phpMyAdmin SQL tutorial expertsXechange MySQL Area JDBC documentation PHP: MySQL Functions I'm not really familiar with mission scripting myself (never got a copy of VC++ 6). I once tried to create a script without the API in MS VC++ 5 but I really didn't know enough C to get very far. I do understand the principles of querying/updating the SQL db from a mission script though. I thought scripts had to create AI's - what if there is no human opponent? Hope the links help in your quest for SQL enlightenment - I have yet to read all the pertinent material there myself.
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« Last Edit: December 31, 1969, 06:00:00 pm by rajnsaj »
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UDF_Intruder
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I see what you mean. I remember...someone had figured the values before. It's been a long time since I looked at the server database, but can you send a copy of the DB? I don't know if I can do anything, but I'd be willing to try.
As for AI's, if you populate the ship table with ships that aren't players, but AI's...... then place them in positions on the map, they'd be a stable presence in the dynaverse. They could be made to move about, and except for being AI's, would exist just like players.
If scripts never fabricated ships, you could actually create stable orders of battle.
Just a thought.
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txtanker
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The Blob stuff is the only big thing holding us up on finishing the Java project. When it is done it will give you the power of the "Q". The ability to see the universe and also to change it, on the fly.
Maybe I should change my name to Q.
Please any help with this Blob problem would be great.
TxTanker
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**DONOTDELETE**
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"Q" - I like it  I just sent my proposed missionlist structure to you. Thanks for the offer to help, Intruder. I'll send you a dump of the SQL db (850KB - stripped of e-mails and IP addresses for privacy of users). Just mail any proposed blob structures to me and txtanker ("Q"). I was chatting with DarkElf on ICQ last night about editing the ship and biditem tables and I think I have what I need now to make a minimally functional php shipyard. (just need the blobs for full function...) - Thanks DarkElf! This is shaping up nicely...
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« Last Edit: December 31, 1969, 06:00:00 pm by rajnsaj »
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UDF_Intruder
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I think I've got the Political Matrix Blob figured out.
I'll E-Mail you the details.
On a hunch, if you convert (hex) '9001000014AEC73E' to decimal (I don't have my Hex calculator on this machine), does it equal the starting value for most StartingTension entries?
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txtanker
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This is what is comes out to be: 10376575016785332030
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UDF_Intruder
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OK, so much for the simple answer.
Can someone E-Mail me his MetaMap.gf file?
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**DONOTDELETE**
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Sure, its on the way... (hex editor too...) Note that the windows calculator will do some hex->dec conversions too!
I'm just looking at that now too. That repeating pattern you observed likely has somthing to do with it... I think one of the values we are interested in is stored in the byte immediately after each "14 AE C7 3E" sequence.
This one is tricky!
Arrgh! peerchat.gamesy.com is down again - most annoying, back to local chat server (has some issues...)
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« Last Edit: December 31, 1969, 06:00:00 pm by rajnsaj »
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UDF_Intruder
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OK, I just sent you the results. Got it beat!
Even though EaW has 8 playable races, 1 non-player race and monsters, the tension matrix has 17 tables! Only the first 8 have any data so Orions and Monsters don't seem to have Tension Values.
The remaining tables may have been for expansion.
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**DONOTDELETE**
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To cool, that's great!
I'm dying to make a politics page with the info, but I have to be up early tomorrow. I hope to get that done on the weekend.
I'm now collecting Stores blobs in various states of supply to work out their structure for the shipyard.
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Cleaven
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I wonder just when the two layer OP map was thought up! Quote:
OK, I just sent you the results. Got it beat!
Even though EaW has 8 playable races, 1 non-player race and monsters, the tension matrix has 17 tables! Only the first 8 have any data so Orions and Monsters don't seem to have Tension Values.
The remaining tables may have been for expansion.
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DarkElf
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17 tables you say?
I wonder if there being 17 ways for the political control of a Hex to be under has any coincidence?
Could you email me thre results as well rajinsaj? This sounds most interesting...
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**DONOTDELETE**
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No problem, I just forwarded the political tension matrix structure to you.
I'm thinking we should summarize all this in a file to post somewhere when we're done so that future D2 projects will have a handy reference.
It sure would've helped me!
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UDF_Intruder
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Guys, I have the Ships Damage Blob almost solved.
It's a single table of 25 internal components. Each component has an Original and Destroyed value. Probably used to figure Damage Percentage. Power Systems are first, followed by Non-Weapons, and then Weapons.
They pretty much coincide with the shiplist except for 2 values that I can't find, and 2 values from the shiplist that don't seem to have been included. I am using the standard EaW 2036 shiplist.
Further study will be required to identify 100% of the component names because the ship diagram I used didn't have all possible entries and entries with similar values can't be uniquely ID'd without something to set it apart.
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**DONOTDELETE**
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I have decoded the political tension values from the matrix blob, but I treated each row of each table as three 4 byte longints. (instead of 1,5, and 6 Hex digit groups - should result in the same values)
Intruder, could you take a look at the "Politics" page and tell me if those are the same kind of numbers you observed in the copy of the matrix blob you decoded?
I have yet to calculate the actual alliances according to: (?)
AllyRatio=0.25 //This number determines what percentage of races are allies. Calculated vs most hated enemy NeutralRatio =0.5 //This number determines what percentage of races are nuetral. Calculated vs most hated enemy
and
DistanceWeight=1.0 TensionWeight=1.5
... and then relate these to the text used in game to describe them ("We are at war with...").
I am looking at implementing SSL for the shipyards and supply pages to allow for secure logins to purchase, repair or supply ships. It will take a little work and I'm not really sure I can yet...
Great work on the Damage blob, we've almost got what we need!
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« Last Edit: December 31, 1969, 06:00:00 pm by rajnsaj »
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UDF_Intruder
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Your politics page is confusing.
In the first table (Fed), only the Romulan and Lyran Current figures are correct. The Original Values for all 8 Races are right, but the others not mentioned above have values way off.
In the Fed Table, the ISC actually have a current value of 63, but the listed value is huge.
I can't guess yet why the values above could get as large as they are. Since other values seem to be more "normal", I don't think it's your code.
As far as interpreting the numbers, you'll probably have to do observations to determine trigger values for the different text descriptions. Since it's obvious that 0 means "close friends", go from there. Print a matrix, then click hexes and compare the values to the descriptions. As values increase, changes will give away the triggers.
How does that sound?
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« Last Edit: December 31, 1969, 06:00:00 pm by UDF_Intruder »
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**DONOTDELETE**
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Thanks, that's what I thought.
I'm decoding the current value the same way as the initial value, but maybe I shouldn't. I'll double check the calculation.
I figured I'd have to check the alliances on the campaign map and compare with the matrix to determine the trigger values.
I'll take another look...
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UDF_Intruder
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The 2 values are read the same way. That's not it. All the Original Values came out right. 2 Current ones were right, 6 were wrong.
Go figure.
I just sent you the Damage Blob Breakdown.
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**DONOTDELETE**
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Just looking at the current value for the ISC: 00 00 00 3F as little-endian 4 byte longint: 1056964608 00 00 00 3F as big-endian 4 byte longint: 63
This would lead me to believe that the current value is stored in big-endian byte order, except if I calculate the Mirak tensions for the Feds I get: 5C 8F 42 3E as little-endian 4 byte longint: 1044549468 5C 8F 42 3E as big-endian 4 byte longint: 1552892478 ...neither of which makes much sense.
I gather the tension is increased by the amount specified under PoliticalTensionInc in the MetaMap.gf file every time a battle is fought. I wondered if these current numbers might be correct. But these current values do not seem to have changed in the past few days even though battles have been fought.
I'll check for the damage blob, thanks. Hopefully I'll figure out the rest of the political tension matrix soon, shipyards and supply should be a little more interesting.
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UDF_Intruder
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Big E is definetly the way to go. From looking at the rest of the tables, they also seem to have huge numbers.
The unused rows also have a huge number, and they're alike.
Might I suggest making a simple UPDATE query and change every current value to 0 and then observe the progress. On second thought, update current values so you maintain hostilities with the proper races or you might not get missions.
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**DONOTDELETE**
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Good idea to try and reset the current values to the initial, and then observe the progress... I'll give that a try!
I'll back up the current blob first though, in case that is not how it works. These huge numbers do not seem to be changing which leads me to believe they are a pointer to a value in memory... I will try a reset to initial values and if that does not seem correct I will try the strategies below:
I started digging in the serverplatform.exe with a hex editor for the answer to the current political tesion values.
I found all the corresponding string pieces but have not yet found the formula used to determine which string is presented.
I did notice the following relevant funtion names (among many others) called from ImportExportTable.dll however:
GetIETString GetIETQWORD GetIETLongDouble GetIETInt64 GetIETFloat GetIETDouble GetIETLong GetIETWORD GetIETShort GetIETChar (full list below)
as well as the internal(?) functions: MultiByteToWideChar WideCharToMultiByte
I wonder if the value for the current tension is a pointer to a value stored in memory? (AVtBuffer@nDataStore)? Since these current values in the matrix blob do not seem to change perhaps that is the case? There is some code that comes before the tension strings that would lead me to believe so. But then how is the tension remembered if the server is restarted? (Doesn't really make sense) Unless it is recalculated from the battles table info and the gf settings each time the server is started?
Aha, perhaps I can manually calculate the current tension according to the battles, map and character tables and the gf info myself... then I just need to relate these values to the tension strings.
Full import table from ImportExportTable.dll for ServerPlatform.exe: Ordinal Function Name 0280 ?GetIETShort@CImportExportTable@@UAEPAFPBD@Z 009c ??1CIETStringPtrArray@@UAE@XZ 009b ??1CIETString@@QAE@XZ 02c8 ?GetSourceAttributeSetInfo@CImportExportTable@@SI_NAAVCSourceAttributeSetInfo@@@Z 034c ?ReleaseBuffer@CIETString@@QAEXH@Z 0226 ?GetBuffer@CIETString@@QAEPADH@Z 009a ??1CIETData@@QAE@XZ 0198 ?Copy@CIETData@@QAEHPBXK@Z 0046 ??0CIETData@@QAE@XZ 00de ??4CIETString@@QAEABV0@PBD@Z 004d ??0CIETStringPtrArray@@QAE@XZ 02a6 ?GetNetInterface@CImportExportTable@@SIPAVCNetInterface@@XZ 004b ??0CIETString@@QAE@XZ 02f2 ?GlobalInitCybernetRTI@CImportExportTable@@SI_NPAVCIETCallbacks@@@Z 00b3 ??3CIETString@@SIXPAX@Z 02f3 ?GlobalResetCybernetRTI@CImportExportTable@@SIXXZ 0049 ??0CIETString@@QAE@ABV0@@Z 0389 ?SetSize@CIETData@@QAEHK@Z 03b6 ?UpdateAttributeSets@CImportExportTable@@QAEXPAV1@@Z 0051 ??0CImportExportTable@@QAE@XZ 009e ??1CImportExportTable@@UAE@XZ 0274 ?GetIETChar@CImportExportTable@@UAEPADPBD@Z 027d ?GetIETLong@CImportExportTable@@UAEPAJPBD@Z 0279 ?GetIETDouble@CImportExportTable@@UAEPANPBD@Z 01a0 ?CreateAttributeSets@CImportExportTable@@QAE_NXZ 01b4 ?DestroyAttributeSets@CImportExportTable@@QAEXXZ 031a ?NetRegisterAttributeSets@CImportExportTable@@QAE_NXZ 031c ?NetReregistrationCallbackProc@CImportExportTable@@UAEXXZ 031b ?NetRegistrationCallbackProc@CImportExportTable@@UAEXXZ 031d ?NetUnregisterAttributeSets@CImportExportTable@@QAEXXZ 00b1 ??2CIETString@@SIPAXI@Z 0152 ?Add@CIETStringPtrArray@@QAEHPAVCIETString@@@Z 0282 ?GetIETWORD@CImportExportTable@@UAEPAGPBD@Z 027f ?GetIETQWORD@CImportExportTable@@UAEPA_KPBD@Z 0281 ?GetIETString@CImportExportTable@@UAEPAVCIETString@@PBD@Z 027a ?GetIETFloat@CImportExportTable@@UAEPAMPBD@Z 027c ?GetIETInt64@CImportExportTable@@UAEPA_JPBD@Z 027e ?GetIETLongDouble@CImportExportTable@@UAEPAOPBD@Z
Full export table from ServerPlatform.exe: Ordinal Entry Point Name 0000 00189ba0 ?CreateIET@CIETCallbacks@@SIPAVCImportExportTable@@ABVCIETID@@@Z 0001 00189c20 ?DestroyIET@CIETCallbacks@@SIXPAVCImportExportTable@@@Z 0002 001cccc0 ?FindIET@CIETCallbacks@@SIPAVCImportExportTable@@ABVCIETID@@@Z 0003 00189b90 ?GetAppName@CIETCallbacks@@SIPBDXZ 0004 001cccc0 ?SetupIETForExtOwner@CIETCallbacks@@SIHPAVCImportExportTable@@@Z 0005 00189c90 ?UpdateStatus@CIETCallbacks@@SIHPBDH@Z
The export table for ImportExportTable.dll is HUGE (too much to post here)... ImportExportTable.dll code would tell me if Big-E or Little-E byte order is used.
I guess I will try and grab the values from memory (if there, and if possible in php), otherwise I will try to recalculate the values myself. I have decoded the current tension values every way I can think of, it must be some kind of pointer.
Phew, repair and supply has got to be easier than this!
NB: This might be viewed as reverse engineering, but I could not find a license agreement in my serverkit. Neither does the client license agreement mention the server component. So I assume it is OK. (I'm certainly not making any money off it, and it's only to help add to the game...)
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**DONOTDELETE**
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I edited the political matrix blob to set all current tensions equal to the initial tensions (while the server was running) and it reported the same tensions as before. Ater a mission completed however, all empires became "a long term partner" and no battles could be fought. So I put the original blob back and it returned to normal. I forgot to check the blob before restoring it though, I'll have to repeat the experiment.
The result I did observe suggests that the current value portions of the blob are indeed pointers, however I'm still not sure. I will repeat... (sorry to be so dry, but hopefully this will get exciting soon...)
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UDF_Intruder
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Sorry to be away, I had a death in the family and was not able to come online.
After I get back my senses, I'll begin working again.
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**DONOTDELETE**
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My deepest sympathy for your loss.
You and your loved ones will be in my prayers.
Take all the time you need, you've been a big help already.
Sincerely, rajnsaj
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**DONOTDELETE**
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I have managed to create a login for the shipyards page that uses my forum's users table.
You should soon be able to buy a ship securely by logging into the shipyard page using your Gamespy ID e-mail address (WONLogon) and the password for your Wheel Forums account (must use the same e-mail address).
So, register on the forums, then create a character by logging on to the D2 server, using the same e-mail address that you used to register on the forums.
When you login to the shipyards you should be able to see an empire specific list of ships in order of class. And hopefully by tomorrow you will be able to purchase them there. The supplies page will be done similarly soon.
I also have a good bead on the automated population of the shipyards according to admin settings.
I decided to take a break from trying to figure out the current political tesnion values, I'll get back to those after the shipyards (more important)
Note, the first tests of the java servlet will be underway soon too!
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**DONOTDELETE**
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Yipee! I just bought a ship from the shipyards page! (now functional...)
I forgot to subtract the PP from the character table though, Doh! (Free ships - get em while they're hot!)
Also have to add a function to enumerate the number of ships a player currently has, and prevent exceeding the three ship limit. (So don't bid on more than you are allowed for now, god knows what would happen...)
I'm not exactly sure how it will handle multiple bids on the same ship though. (Haven't seen this in action on the server yet, I think I may have it set up properly, but I'll work that out in time...)
This soundly lays the foundation for a script that will automate the population of the shipyards exactly according to admin specifications! I have it pretty much worked out in my head, but need to finish fully decoding the Damage and Stores blobs in the ship table. (Alternatively I could empty the shipyards and make ships only available on the webpage, from a separate database.)
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« Last Edit: December 31, 1969, 06:00:00 pm by rajnsaj »
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UDF_Intruder
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Raj, After looking at the dump file more, I think the Damage Data Pairs may actually be Original and Current REMAINING instead of Current DAMAGED.
Had an idea the last couple of days..... The one thing I never liked about the Dyna was that Base Assaults had to be repeated (Successfully) until the Defense Value was reduced to 0 before removing it from Enemy control. The base always has full strength each battle, while the player has to repair and re-arm.
Obviously, everyone complains and says that once a base is beaten, it should be removed. I might have a method to remove a base when it's beaten the first time.
Consider this.... While there doesn't seem to be any entry for "Base Assault" as a mission type, you can get the battleparticipantID's from "BattleParticipant", and from there cross-reference the type of ships involved for any battle from "BattleParticipantShip". If the shiptype happens to be "SB", "BATS" or "BS", we know it was a base assault.
"BattleParticipantShip" will also indicate the final Damage Value of the Base and whether it was destroyed.
If the base was destroyed, take the BattleID from "BattleParticipant" and cross-ref to "Battles" to get the hex location, then index the hex in "MapHex", and remove the base by updating the BaseType entry to 0.
Use your favorite SQL script interface (php, perl, C++) in a loop run "Backstage" to constantly search for Bases that have been destroyed and issue an Update Statement to alter the MapHex table, removing the Base.
If a base is then built in the same hex, the monitoring process should maintain a log of hex locations and BattleID's where it removed a base so it wouldn't get confused when it sees a base in the hex again.
Was that confusing enough? <grin>
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Cleaven
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It is already possible to set bases to be destructible or indestructible, with the last server update. What most people seem to want is a base that is only destroyed when the DV is reduced to zero.
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