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Old 2015-10-08, 04:06 PM   [Ignore Me] #1
Chord
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Re: PSForever.net and PS1 Packet Capture


Originally Posted by Logit View Post
I started last night with Virtual training. I fired all of the guns, flew around in a reaver for a bit. Loaded a few conts.

My sched is fairly sporadic, but if we throw out some times I can try and make some of them. I am EST.

Do you think it makes a difference that I'm doing it in the VR?

I'm CR5, BR 31 so I can help you with the CR5 stuff as well as they stuff we will need a couple of people for.

I'm EST, and my sched is sporadic but some weeks I have tons of free time so it just depends on when we can get together.
Thanks for putting in the time towards the project! Please make sure you are writing a good description / title when saving capture files. Otherwise, figuring out what was captured will take more time. Also if I'm trying to capture specific features I usually make a dedicated capture for that. It's not required and it's definitely more work, but it could help later on. Hold on to those capture files. I'll eventually make a way to submit them to psforever.net.

Hows the capture tool working for you so far? Any crashes / unhanded exceptions? There was one I was getting really regularly, but I haven't released the fix (1.0.0.1) yet

As for meeting up, this week isn't the best, but I could possibly do Sunday. Let me know some times you're available in PM.
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Old 2015-10-08, 04:39 PM   [Ignore Me] #2
Logit
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Re: PSForever.net and PS1 Packet Capture


Originally Posted by Chord View Post
Thanks for putting in the time towards the project! Please make sure you are writing a good description / title when saving capture files. Otherwise, figuring out what was captured will take more time. Also if I'm trying to capture specific features I usually make a dedicated capture for that. It's not required and it's definitely more work, but it could help later on. Hold on to those capture files. I'll eventually make a way to submit them to psforever.net.

Hows the capture tool working for you so far? Any crashes / unhanded exceptions? There was one I was getting really regularly, but I haven't released the fix (1.0.0.1) yet

As for meeting up, this week isn't the best, but I could possibly do Sunday. Let me know some times you're available in PM.
I only put in a small session, an hour or so, but the program ran fine.

Now that i know what to focus on I will do those. Questions

Is there any reason to roam continents in a plane?
Is there any reason to roam conts at all?
Are the best things to grab actual interactions in the game?
Should I kill myself? In various ways? Maybe sometimes hilariously?
I'd imagine anytime I do or receive dmg in anyway it's good for the project.
Combat Engineering. Is it worthwhile to simply lay it out? Or does it need to attack or kill something to be useful?

EDIT:

Is there any reason to do something more than twice?

Last edited by Logit; 2015-10-08 at 04:42 PM.
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Old 2015-10-08, 05:46 PM   [Ignore Me] #3
Chord
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Re: PSForever.net and PS1 Packet Capture


Originally Posted by Logit View Post
I only put in a small session, an hour or so, but the program ran fine.

Now that i know what to focus on I will do those. Questions

Is there any reason to roam continents in a plane?
Is there any reason to roam conts at all?
Are the best things to grab actual interactions in the game?
Should I kill myself? In various ways? Maybe sometimes hilariously?
I'd imagine anytime I do or receive dmg in anyway it's good for the project.
Combat Engineering. Is it worthwhile to simply lay it out? Or does it need to attack or kill something to be useful?

EDIT:

Is there any reason to do something more than twice?
Roaming around isn't a bad idea, but I wouldn't explicitly do it. Just let it happen naturally. Killing yourself isn't something that I would say is interesting more than once. Receiving damage is good and unless we can find damage / stats tables for all of the weapons we're going to have to do this manually. I do believe they are stored on the client somewhere considering ROF and no-reload hacks are possible. PSForever would have these tables on the server side as well to check the client.

For Combat engineering, laying it out and having it activate is important. Anything you believe the server must be doing (i.e if multiple people can see it happening) is stuff we need to capture. For example, the spitfires and wall turrets essentially have an "aimbot" running them on the server. Recording the movements of the turrets would could help us to reverse engineer this.

One interesting thing we could do on sunday is to get a liberator and have the driver bail, activating the auto-land sequence. I believe that's a server side routine.

I wouldn't go out of your way to do things twice.
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Old 2015-10-09, 05:08 AM   [Ignore Me] #4
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Re: PSForever.net and PS1 Packet Capture


Originally Posted by Chord View Post
Receiving damage is good and unless we can find damage / stats tables for all of the weapons we're going to have to do this manually.
I can provide you with the base damage values for most weapons in the game - I have a backup of the stats pages made back in the day by Tippis, DDS250 (a quite extensive Japanese site), and some of the damage degradation charts made by Quovatis.
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Old 2015-10-09, 05:35 AM   [Ignore Me] #5
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Re: PSForever.net and PS1 Packet Capture


that's really cool, I will help and save a lot of packets as TR see you in game
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Old 2015-10-09, 06:24 AM   [Ignore Me] #6
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Re: PSForever.net and PS1 Packet Capture


The Japanese site is actually still online -
http://www5b.biglobe.ne.jp/~dds250/p...r.html#SOLDIER

Note that while the lasher is listed as 29 damage per shot it is actually 30, with severe range degradation.
Weapon range of the projectiles (tank shells, aurora, etc) were limited in part by projectile life - around 4 seconds I think.


The tippis files are no longer available online to my knowledge so i'd have to zip them up and email them on.


Some of the weapons have slightly unusual behaviour. The comet used to inflict different amounts of damage if you landed multiple hits in a short time span (probably some kind of bug in the burn code). It doesn't appear to do that on the daybreak server, though i'm unsure if that has resulted in the current comet being equal to the best of the old versions output, or the worst.

The vanu plasma mortar is also bugged in a somewhat unusual way - the hitcheck and damage source are offset from one another so when the bolt sticks in the ground the radiation origin is some distance below the surface (and below the visual effect), which is why you can often run across the area completely unharmed.

Last edited by Ryathorz; 2015-10-09 at 06:27 AM.
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Old 2015-10-09, 07:32 AM   [Ignore Me] #7
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Re: PSForever.net and PS1 Packet Capture


So it works well ! I am trying to isolate some stuffs into packets but a massive fight will be more interesting

>Chord

For PSCap :
Can we have shorcuts for Capture and Saving?
Can you add a save mode after the metadata mode? I always forget to edit or save.

Are you interested to have some packets right now?
And what is the biggest size for a packet? no limit?

I think we need some schedule for testing regulary, like each sunday if people can. Toughts?
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