QStat Version 2.1a Oct 4, 1998 This release supercedes previous 2.1 releases (2.1z BETA and 2.1y BETA) [ This text can also be found in CHANGES.txt in the release. ] Summary of New Features ----------------------- Unreal 2.15+ support (option -uns) Broadcast queries (prefix address with '+') Save lists from master servers (options -qw,outfile and -q2m,outfile) Bug Fixes --------- Fixed host cache on Intel platforms Report Host Not Found as a server error (so it appears in templates and raw output) New variables for output templates ---------------------------------- Server template variables $HOSTNOTFOUND True if the host name lookup failed Player template variables $MESH Player mesh (model) name (Unreal only) Notes ----- QStat will support the public Unreal master server once it's done. The current Unreal master server is private to GameSpy (snarl). The broadcast queries is an experimental feature. I've only tested it with Quake II. Other games will be tested and supported in later releases. For example, querying the local net for Q2 servers on the default port: qstat -q2s +255.255.255.255 The '+' makes QStat broadcast to the given address. The default broadcast address for all nets is 255.255.255.255. You can also use a network specific broadcast (eg. 199.2.18.255). On Unixes, 'ifconfig -a' will display the broadcast address for all attached networks. The ",outfile" option for master servers is handy for dealing with unreliable master server (such as the id Q2 master). Run qstat once to save the servers lists to files, and a second time to query the servers: qstat -q2m,outfile satan.idsoftware.com,idq2.lst qstat -f idq2.lst The first command saves the server list from the id Q2 master into "idq2.lst". If the master isn't working, then the file retains its previous contents. The second command queries the servers in that file. I've also included the templates for an example Unreal server list web page. Thanks to my wonderful users for reporting bugs and making suggestions. And a special thanks to the Unreal development team for actually documenting their query protocol (unlike some other well known first person shooter developers). Steve, steve@activesw.com