Author | Message | Time |
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ptn | Hi Some people here were interested in W3GS packets. I used old posts from here, replays format description, bnetdocs and some of my own research to create a program interpreting packets. It's main purpose is easier game hosting on battle.net. Full source code is here: http://pyton0.googlepages.com/w3projectsrc.zip Main webpage: http://w3p.one.pl/ or http://pyton0.googlepages.com/ Source code is far from perfect, but it's working :) If someone wants to write a "banlist" or similiar program it's a good place to start. | September 30, 2007, 12:38 PM |
BreW | [quote author=ptn link=topic=17071.msg173399#msg173399 date=1191155895] If someone wants to write a "banlist" or similiar program it's a good place to start. [/quote] Ah. I've seen/heard of this warcraft 3 banlist program you speak of, however I never figured out what it's supposed to be. Thank you for contributing your w3gs project's source code. I'm sure many people will find it useful. Perhaps, you should make a better documentation on W3GS packets then what we currently have and post it in "BnetDocs research and discussion"? | September 30, 2007, 2:53 PM |
ptn | Banlist is mostly about banning people. Strangely this feature is not really working, but the program is very popular for checking country and ping in custom games. I focused my program on the features which I consider most usefull: ingame ping (with tracert instead of "stupid" ping), country check(with file instead of internet database), detecting players ips, movie recording (fraps like, but without 30s restriction), automation of stats checking, game clock, popular registry error fix. I also tried to make reading international chat possible, but for now this simply does not fit into screen, and the performance is poor (using international fonts is pretty slow in directx 8.1, and loading them all in memory is a waste of resources). Maybe I will make real packet description later and post it in bnetdocs reasearch. I got all the chat packets figured out, which isn't mentioned there. Only real packets missing from my program are bnet authentication, clan etc. (useless except for bots - already known through bnetdocs), and some from game - actions (useless except for mh or maybe live apm analyser), slots (already figured out by others, but I didn't have to use this). This: http://bnetdocs.dementedminds.net/forums/viewtopic.php?t=12 https://davnit.net/bnet/vL/index.php?topic=14970.0 my program sources and replay format description is the most accurate public info about wg3s packets so far. | September 30, 2007, 6:50 PM |
UserLoser | Interesting, I'll check this out. About five years back I had a W3GS client that was able to join and chat in games, but never got around to writing a host | September 30, 2007, 8:19 PM |