change: report medic revives in client etconsole.log file?

Discussion for Bani's Tournament Mod

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ReyalP
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Post by ReyalP »

There are multiple ways cheats could figure this out. However, that's quite different than adding it as a feature to etpro :D

Also, logging revives doesn't mean you have to log spawns or gibs/tapouts. You could still make an educated guess, but in matches that's pretty easy to do from the other teams /kills.

The gameplay change that seeing the other teams revives would cause is knowing how many people that 4 man airstrike actually took out of action.

Anyway, statsall should take care of your statwhoring needs. If people want to see revives and/or gibs as a gameplay change (shrub rtcw showed both if I remember right) thats a different debate.
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blakjack
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Post by blakjack »

i dont really see how it'd be any easier to get spawn time off of revive logging, compared to /kills or just Seeing it, but whatever, you dont need to log 'XXX revived YYY' just need to add another column to the end of round stats table where existing client log parsers already get gibs, dg, dr, xp from. then it'd be a trivial update. given statsall already provides revives i wouldnt expect any time to be given to it, its would be a lot easier than relying on clients to use b_endround statsall and parsing that.
Dersaidin
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Post by Dersaidin »

I think changing that normal table would be a bad idea, then all the OTHER stats wouldnt work. And I think it'd become inconsistant between mods (afaik).

IMO, just make a command that does a /statsall in a nice table format.
Then it wont takeup 50 lines.

b_endround "statsall" does give you the stats, but I love looking at that original table aswell, and because of the statsall spam its lost a few miles up the console :(
Herf
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Post by Herf »

nah reyalp I sure dont want the gameplay change of spamming the revives to everyone.

So, the end of round output of

b_endround "statsall; weaponstats"

would become incorporated in the client etconsole.log file? And thereby, any statparser could then put in revives if they chose to right?

Let me know if there is any misunderstanding on my part.

Thanks,

H3rf
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ouroboro
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Post by ouroboro »

Herf wrote:So, the end of round output of

b_endround "statsall; weaponstats"

would become incorporated in the client etconsole.log file? And thereby, any statparser could then put in revives if they chose to right?
Right. The output is included in etconsole.log, and is also saved in your demo.

BTW, I include "weaponstats" just so mine are at the bottom in the console. You'd only need "statsall" for what you're asking. Statsall = everyones stats (including yours), weaponstats = just your stats (or "weaponstats <slot number>" for a specific player).
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ReyalP
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Post by ReyalP »

You also need whatever stat parsing program you use to understand the output of statsall.

Dersaidin has a good point that statsall ouput spams a lot in your console.
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Deus
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Post by Deus »

make statsall create an external file and everybody is happeh \o/
Dersaidin
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Post by Dersaidin »

You also need whatever stat parsing program you use to understand the output of statsall.

Dersaidin has a good point that statsall ouput spams a lot in your console.
Atleast 1 stats maker from Australia has plans to support this (gravystats)

And the longer I've had b_endround statsall happening the more I want it in a table. External file would be ok too, but I dont mind looking at them aswell. Original table is ftw though.
Dersaidin
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Post by Dersaidin »

Current /statsall (taken from an unsuspecting pub noob)

Code: Select all

&#91;skipnotify&#93;^7Overall stats for&#58; ^3Hector ^7&#40;^21^7 Round&#41;

&#91;skipnotify&#93;Weapon     Acrcy Hits/Atts Kills Deaths Headshots
&#91;skipnotify&#93;-------------------------------------------------
&#91;skipnotify&#93;^3Knife    &#58; ^7  0.0 ^5   0/3    ^2    0 ^1     1
&#91;skipnotify&#93;^3Luger    &#58;                 ^2    0 ^1     1 ^3        0
&#91;skipnotify&#93;^3Colt     &#58; ^7 35.7 ^5   5/14   ^2    0 ^1     0 ^3        0
&#91;skipnotify&#93;^3MP-40    &#58;                 ^2    0 ^1     5 ^3        0
&#91;skipnotify&#93;^3Thompson &#58; ^7 32.6 ^5  62/190  ^2   13 ^1     0 ^3       15
&#91;skipnotify&#93;^3Panzer   &#58;                 ^2    0 ^1     2 ^3        0
&#91;skipnotify&#93;^3Grenade  &#58; ^7 50.0 ^5   1/2    ^2    1 ^1     0
&#91;skipnotify&#93;^3Syringe  &#58; ^7100.0 ^5   1/1    ^2    0 ^1     0
&#91;skipnotify&#93;
^3Damage Given&#58; ^71516    ^3Team Damage&#58; ^758
&#91;skipnotify&#93;^3Damage Recvd&#58; ^71449    ^3Team Damage Received&#58; ^736
&#91;skipnotify&#93;^3        Gibs&#58; ^73     
&#91;skipnotify&#93;
^2Rank&#58; ^7Lieutenant &#40;377 XP&#41;
&#91;skipnotify&#93;Skills         Level/Points  Medals
&#91;skipnotify&#93;-----------------------------------
&#91;skipnotify&#93;Battle Sense   ^32 &#40;71/90&#41;     ^2     0
&#91;skipnotify&#93;Engineering    ^30 &#40;2/20&#41;      ^2     0
&#91;skipnotify&#93;First Aid      ^31 &#40;65/80&#41;     ^2     2
&#91;skipnotify&#93;Light Weapons  ^34 &#40;221&#41;       ^2     2
&#91;skipnotify&#93;Covert Ops     ^30 &#40;18/20&#41;     ^2     1
Possible table format

Code: Select all

Weapons  |Knife                      |Luger                      |Colt                       |MP-40                      |Thompson                   |
         |ACC  |Hit |Atts|K  |D  |HS |ACC  |Hit |Atts|K  |D  |HS |ACC  |Hit |Atts|K  |D  |HS |ACC  |Hit |Atts|K  |D  |HS |ACC  |Hit |Atts|K  |D  |HS |
Hector   |0    |0   |3   |0  |1  |0  |-    |-   |-   |0  |1  |0  |35.7 |5   |14  |0  |0  |0  |-    |-   |-   |0  |5  |0  |32.6 |62  |190 |13 |0  |15 |
ETPlayer |......
Player2  |....


Weapons2 |Panzer                     |Grenade                    |Syringe                    |Thompson                   |
         |ACC  |Hit |Atts|K  |D  |HS |ACC  |Hit |Atts|K  |D  |HS |ACC  |Hit |Atts|K  |D  |HS |ACC  |Hit |Atts|K  |D  |HS |
Hector   |-    |-   |-   |0  |2  |0  |50.0 |1   |2   |1  |0  |0  |100  |1   |1   |0  |0  |0  |32.6 |62  |190 |13 |0  |15 |
ETPlayer |......
Player2  |...


Stats    |DmgG  |DmgR  |TDmgG |TDmgR |Gibs|
Hector   |1516  |1449  |58    |36    |3   |
ETPlayer |......
Player2  |....

Skills               |Battle Sense   |Engineering    |First Aid      |Light Weapons  |Covert Ops     |
         |Rank |XP   |lvl|xp |up |med|lvl|xp |up |med|lvl|xp |up |med|lvl|xp |up |med|lvl|xp |up |med|
Hector   |Lieut|377  |2  |71 |90 |0  |0  |2  |20 |0  |1  |65 |80 |2  |2  |71 |90 |0  |0  |18 |20 |1  |
ETPlayer |......
Player2  |....
You could keep weapons and weapons2 on one line, but meh

Edit: Gah, damn font. It'll lineup it you copypaste somewhere with fixed width font
blakjack
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Post by blakjack »

to me, it just seems like an awful lot of effort when really, all that people want out of statsall is the revives. most of the information in statsall can be attained already - the rest isnt worth much.
Accuracy depends on to many variables to really mean anything in a stats file, and xp means nothing in a competition sense which is what most stats are focused on. Headshots might be interesting to track but again are largely context sensitive. The only things apart from revives Im looking at pulling from statsall are the number of canisters/airstrikes/panzers etc fired, and maybe team damage received.
I just reckoned that with revives, you could easily forget the rest and you'd have satisified most people's needs for stats (its the only real recurring request).
Herf
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Post by Herf »

ditto the above.

All the other stuff from a clan perspective doesnt matter much. I mean if a guy gets 100000 damage from getting 77 headshots or zero headshots I do not care, as long as he is getting the damage. Heck, he could achieve that damage by using his friggin knife only, whatever.

Accuracy too, who cares per se? Higher the better I guess (although one could argue against that too to some extent) but its the damage given that counts in the end.

Revives though, those are KEY, they are equal to damage given in importance.

I love all the info in the statwhore program though, its a very nice job.
Last edited by Herf on Sat Jun 24, 2006 5:40 am, edited 1 time in total.
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Deus
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Post by Deus »

then a "revivestats" at the end of the round might be the solution
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