
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...)
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Den wrote:uhm
weap usage
shots fired
kills (player)
death (by player)
kill/death ratio
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
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 beforegegoj 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 beforegegoj wrote:Number of jumps - let's see who's te biggest frog around.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...
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 beforeThis 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 firstgegoj wrote:Couldn't You just check for the sound that is played when someone jumps? - It could be done for plumming too.
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...
KTFareImpulse 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!