What kind of matchstats would be interesting?
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What kind of matchstats would be interesting?
I'm thinking about adding some stats to DemoPlotter... I thought what the hell, I already have the demo read and parsed (mostly) so I might just as well do some statistics
Is there any interest for this, and what kind of stats would you like to have?
(Note, this would only be stats for the player that recorded the demo...)
Is there any interest for this, and what kind of stats would you like to have?
(Note, this would only be stats for the player that recorded the demo...)
Den wrote:uhm
weap usage
shots fired
kills (player)
death (by player)
kill/death ratio
should be doable...
Damage probably won't be possible, simply because (I think) that this info wouldn't be relayed to the client CAUSING the damage. The reason that you can see it in TNG is because it's the server just printing the numbers. (since obviously the server would know...).Den wrote: hit locations %
bandage
max damage per kill
avg. damage
bandage, depends if I can find a good way to parse that, depends on what kind of commands are sent. Hit locations, the only way to do this would be to parse the hit texts that are printed in the console, might do that, although it would be a pain in the ass
I was also thinking about adding something like:
Total distance (the distance that the player has moved - beware campers!! )
Streak of rounds without death.
Streak of rounds without/with? frags.
More?
One thing that I won't do... I would like that as well, but that would involve collision detection as far as I know, and that's one hell of an undertaking for me since I haven't really done anything like this before This because demos doesn't make a difference between players in the air and players on the ground, this checking would be done in the client during the game, the demo just contains a log of coordinates where to place the player.. Correct me if I'm wrong...gegoj wrote:Number of jumps - let's see who's te biggest frog around.
Easy shit: alias "+moveup, plot_on_demomap_current_location" nah just fekking around.NRGizeR wrote:One thing that I won't do... I would like that as well, but that would involve collision detection as far as I know, and that's one hell of an undertaking for me since I haven't really done anything like this before This because demos doesn't make a difference between players in the air and players on the ground, this checking would be done in the client during the game, the demo just contains a log of coordinates where to place the player.. Correct me if I'm wrong...gegoj wrote:Number of jumps - let's see who's te biggest frog around.
One thing that caught my mind was that now when you check it out you just see som black lines on the map, and a skull or a gun here and there. Don't know really how it should be done but a little prettier
Nice job Nrgizer! _0/
MadWolf
Couldn't You just check for the sound that is played when someone jumps? - It could be done for plumming too.NRGizeR wrote:One thing that I won't do... I would like that as well, but that would involve collision detection as far as I know, and that's one hell of an undertaking for me since I haven't really done anything like this before This because demos doesn't make a difference between players in the air and players on the ground, this checking would be done in the client during the game, the demo just contains a log of coordinates where to place the player.. Correct me if I'm wrong...
I haven't actually checked this for sure, but I would think that there would be a problem in making a difference between if you yourself jump, or if there is someone besides you that jump (so close that you also hear the sound)... I will check that out tho.gegoj wrote:Couldn't You just check for the sound that is played when someone jumps? - It could be done for plumming too.
How do you mean? you can change the colors of the lines... and also the size, or you could use the dots or areas instead, or did you mean something else? I was thinking about adding some kind of pointers (so that you can see in what direction the player was moving, but I'm not sure about that either... could prove to get a bit cluttered...)MadWolf wrote:One thing that caught my mind was that now when you check it out you just see som black lines on the map, and a skull or a gun here and there. Don't know really how it should be done but a little prettier
hehe.... that's what I thought, although I had to check first ... there is no jumping sound in aq2gegoj wrote:Couldn't You just check for the sound that is played when someone jumps? - It could be done for plumming too.
so it wouldn't be possible to detect that way...
Last edited by NRGizeR on Thu Jan 27, 2005 7:44 am, edited 1 time in total.
demos wouldn't contain these command... they just contain the origin coordinates of the player, so it's impossible to tell if the player actually moves upwards because of that the ground is moving upwards, or he's been shot, or he's jumping... :/JezeT wrote:How about everytime during gameplay "+moveup".
Or someway goddam i wan't that frog-o-meter...
KTFare Would that be ok to just make them different shades of the color chosen? It would be a pain in the ass (both for me and for players) to choose the different colors for each round...Impulse wrote:Spawn positions and Different colors for the lines / round
Would be easier to follow your movements if the lines where plotted
1 color / round.
Also for tactical reasons the exact spawn points would be nice to have included.
Heija ÅA!
Well... turns out that I was wrong
there are some flags in the dm2 containing some extra info such as:
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_ON_GROUND 4
#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define PMF_TIME_LAND 16 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
Now lets see if I can get this info out of the dm2 and into some bunny stats
there are some flags in the dm2 containing some extra info such as:
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_ON_GROUND 4
#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define PMF_TIME_LAND 16 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
Now lets see if I can get this info out of the dm2 and into some bunny stats