Does JJ2 use both TCP and UDP for game packets? I wonder if it would transmit shots being fired over the TCP connection since they'd want to make sure those packets get transmitted. If that's so, then they might be easier to find as there should be less TCP packets. Otherwise you'll just need to start filtering packet types until you could be able to see the different packet upon firing a shot. Ideally there are unique identifiers for each type of packet, so you could easily filter out the often-sent non-shot ones. And hopefully the packets aren't compressed, which could be possible if their networking is anything like their file formats.
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<div style="float: right; width: 100px; height: 70px; margin: 5px 15px;"><img src="http://madskills.org/monolith/idleserver.gif" style="width: 98px; height: 65px;"><img src="http://madskills.org/monolith/theserver.gif" style="width: 98px; height: 65px; position: relative; top: -65px;"></div><div style="margin: 0 3em; font-size: 80%; font-style: italic;">Love is patient, love is kind. It does not envy, it does not boast, it is not proud. It is not rude, it is not self-seeking, it is not easily angered, it keeps no record of wrongs. Love does not delight in evil but rejoices with the truth. It always protects, always trusts, always hopes, always perseveres.</div><div style="text-align: right; text-size: 80%;">1 Corinthians 13:4-7</div>
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