View Full Version : PSO GameRoom ID Changing?
Sedyne
12-13-2002, 10:31 AM
Hmm to my knowledge back in the DC versions when someone created a room the rares were based on the creaters section ID, and if the creater left the game then the 2nd person to enter, his ID was asserted to the created game.
Ex: If I (ORAN) create a game i'll be finding ORAN RARES, then a SKYLY joins my game and I leave the game becomes skyly.
Now I want to know / confirm if this still holds true or am I mixed up? Confirmation would be great =) Thanks Guys.
-Sed
sMiLeY
12-13-2002, 02:26 PM
whoever the creator is, the game stays as until everyone is gone.
ex: REDRIA makes the game with 3 other people in the game and he has to go water the daisies so he leaves. The game stays as REDRIA.
Munki
12-13-2002, 02:32 PM
I don't think that sMiLeY's theory is correct. I think it still acts like you described in DC.
I would have to try and confirm this tonite, but me and a couple friends are pretty sure that it goes as thus;
you create game (Oran). Skyly joins, Oran leaves. Game becomes Skyly.
Anyway, that is how I am pretty sure it is working. I am intrigued now and will test this out tonite to get confirmation on the way it works.
<font size=-1>[ This Message was edited by: Munki on 2002-12-13 12:34 ]</font>
jello44
12-13-2002, 02:46 PM
It still remains the same from the DC version, in order to get the ID to change everyone has to return to Pioneer 2.
Whatley
12-13-2002, 03:19 PM
On 2002-12-13 12:46, jello44 wrote:
It still remains the same from the DC version, in order to get the ID to change everyone has to return to Pioneer 2.
Jello44 is correct.
There are many secrets in the games that we never known until now,like this one.
Barubary6
12-13-2002, 08:02 PM
I think I can give an authoritative answer here.
When you create a team, your client sends a packet containing 5 pieces of information: version, team name, password, difficulty level, and game mode. Assuming you have permission to join the team (IE, no banned items/hacked data, and a high enough level for the selected difficulty), the server will send you the "you are joining a team" packet, known to Sega as RcvStartGame3. This packet contains the following information:
1. Map numbers for each floor (room arrangements)
2. Quest numbers for each floor (layout of objects like fences)
3. List of members in the team: Name, guild card number, IP address
4. Event number (Christmas, etc.)
5. Leader's ID number (gem color)
6. Creator's section ID
7. Whether to use UDP
Note that RcvStartGame3 is sent regardless of whether you're joining an existing team or creating a new team. The client actually doesn't get confused if you "create" a team with someone already in it, even though it can't happen http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_smile.gif
#6 is the interesting one. The client takes whatever the server says at face value. In other words, the server decides and tracks the section ID of each team. It's been experimentally verified that the server simply copies the creator's ID to this field of the team, and keeps it until the team is closed.
-- Barubary
<font size=-1>[ This Message was edited by: Barubary6 on 2002-12-13 18:05 ]</font>
Barubary6
12-13-2002, 08:05 PM
On 2002-12-13 16:53, Jkid wrote:
There are many secrets in the games that we never known until now,like this one.
Yeah... I do know a lot of things like this (though definitely nowhere near all!!). I wish I had some way other than a lot of writing to publish my technical knowledge of this game - it would be very helpful to even non-cheaters/server programmers as well.
Certain things are still a big mystery to me as well, such as how monster spawning works. I would love to do funny things like spawn Sinows in the Forest.
-- Barubary
<font size=-1>[ This Message was edited by: Barubary6 on 2002-12-13 18:06 ]</font>
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