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Messages - nXe

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1
General Development / Re: Ranking site?
« on: February 12, 2008, 01:59:54 AM »
1) Can I see the source of the Perl parser? I'd be interested in porting it.

2) Why waste time creating the reverse proxy blah blah blah?  Just get on jitspoe... we'll all get on him... it's clearly a core feature intercourseup rather than some unnecessary addition...

Here's the deal, HJvK.  PB2 has had support for stats logging for the last 8+ yrs, using a format that once was compatible with the StdLog 1.2 spec that GibStats published.  Recent changes in the PB2 code (which were made mainly from my input and experiences) have seen the addition or modification of a few of these standards, and there isn't currently an up to date resource for this information (I'm probably your best bet to talk to).

I developed such a stats systems 4-5 years ago that had two major components:
- A parser written in perl to quickly run through the log file every 20 minutes and populate the MySQL database with new stats.
- A front end webpage written in PHP to rank/search/sort players based on kills, deaths, k:d, kills with each weapon, caps, grabs, streaks, average ping, total time played, etc.

With Blitz's help (read: mathematical genius) we came up with a formula to calculate a "skill" value for each player based on their kills/death against a particular opponent, which took into consideration a few things like which gun they were using, how much "skill" their opponent had, etc.  When we implemented that into the Perl parser we were running into stupid integer overflows.  One overflow would cause the entire skill column to corrupt itself because one overflow would cause chain reaction through everyone who ever killed or was killed by the affected player and so on.

We lost our server, I was in college and I didn't work on any of this code for a couple years.  I picked it back up May of last year when I was running servers for ch1ll.com.  I made the stats look a lot cleaner, introduced things like country based stats, but I never officially released it because of that integer overflow problem in perl.  I would sit there for hours stepping through MBs worth of log files in my parser, monitoring variables trying to see what was throwing it off.  I squashed a few bugs, but still ran into problems after parsing a couple weeks worth of stats.  I've recoded those areas of the parser probably half a dozen times, always running into similar problems.

So then I gave up the ch1ll.com servers, since they weren't worth keeping around (terrible hardware problem with DP anyway.  In September, I just got a new server with the help of my friends in eR33t and getting some pub servers up and stats going is at the top of our todo list.  The only hurdle right now is that stats are so much different than they were a year ago, and 5 years ago.

Now we have a wonderful global login system that we can leverage in terms of stats tracking.  Stats tracking up until now was done based on a person's name, or potentially an IP address.  This is a problem because people play under different names and/or funnames, and dynamic IPs making IP-based tracking stupid.  So now that we have global login, and decent stats support we should be able to whip up a pretty killer stats app, right?  Not quite... Our StdLog implementation hasn't been updated to make it global login aware.  Pretty simple change if you ask me, but this changed must be feature-voted up by our beloved forum community before the developer (jitspoe) even thinks about doing this.  What's more is that all of the StdLog code resides in the closed-source game binary, so I can't even make the simple change myself.

So here we are today.  Currently I'm working on a really painful proxy mod that will take player connections and dump them to a log so I can have all the players associated with their global login account.  Using this log, I'll be able to cross-reference it with our stats log, and come up with a pretty neat implementation.  I've sketched out a bunch of different ideas on paper as to how I'm going to approach the entire project, since it's looking like I'll be starting from scratch instead of trying to solve year old answers.  I've been debating about whether or not to add a social networking twist to it, since those are all the rage right now.  I've got some pretty big ideas on integrating it into in-game pub, IRC and tracking matches through there, but there's too many hurdles to go through just to get anything done around here.

If you have any questions, let me know, or come drop by #eR33t-Gaming on GGC.  I'm usually around during North American evenings.

Edit: typo

2
Resolved Help & Support / hide gun
« on: June 28, 2007, 09:47:56 AM »
what's the cmd / arg to not have your gun model drawn.  Looks like the fov bug got fixed.

3
Other Stuff / Re: Who are YOU?!! (With pictures!)
« on: March 31, 2007, 09:07:42 PM »
I like the pic of nXe that stands next to his grandma or something and shows us his middlefinger ;)

;)

4
Other Stuff / Re: Who are YOU?!! (With pictures!)
« on: March 31, 2007, 01:32:32 PM »



5
Mapping / Re: please be intelligent
« on: April 11, 2006, 07:46:44 PM »
Spawns and similar tid bits should be caught in beta testings... idk... that's just excrement that should be caught.  A saying that the DP community disregards: If you're going to map, do it right.  I have almost half a gig of maps... 90% worthless...

6
Mapping / Re: NEW! textures: 8
« on: April 11, 2006, 07:43:04 PM »
I'll throw something together and post it later tonight.

7
Mapping / Re: NEW! textures: 8
« on: April 10, 2006, 04:49:05 PM »
yeah they do look a bit funky on large ass brushes but they actually aren't that choppy... ill post a screenshot maybe? idk ive been meddling around with all sorts of mapping aspects.

Yeah the good ones I'll make hi-res... just trying to exercise some realistic textures... sorta sick of the game looking a bit cartoonish... whatever works though

8
Mapping / Re: 4 new good textures
« on: April 08, 2006, 01:11:28 AM »
here are 4 some more

they tile pretty well, but are NOT meant for a huge, rectangular brush... they're detail








9
Mapping / Re: 4 new good textures
« on: April 08, 2006, 12:42:05 AM »
eiii... have you ever seen a 1/2 mile wide slab of pure concrete?  They're realistic textures... supposed to be used on realistic brushes...

but yeah the tile is some wierd tile... concrete looks sexy up close... the stucco ill tweak--im not satisfied yet... it needs to be a bit darker and more grayish... too colorful... and the plank looks freakin nice on proper brushes

so yeah... use responsibly... enjoy

EDIT:  the concrete almost looks as if it's bump mapped, no? anyways bump mapping would be sexy too...

10
Mapping / NEW! textures: 8
« on: April 07, 2006, 03:50:44 AM »
load em up in PS and make a nice .wal out of em... they're meant for hr4... lalalalla

all of them are pics of places around my house... they're pretty real and look nice in maps... if only i had the patience for mapping good maps... so here.. take em and use em.








11
Bugs, Feature Requests, and Feedback / Re: Desires for Build 17?
« on: March 11, 2006, 01:18:34 PM »
Quote
1. Decreased acurracy. When you shoot, you lose accuracy in real life

Higly agree... Decreased accuracy dependant on current speed would be a plus for the game.

Oh, I dual vote for a new map format. I just guess people don't realize the current restrictions... but... it should be up there...

12
Map Graveyard / Re: Maps - Waffle, Salem
« on: March 11, 2006, 01:10:29 PM »
Quote
This reminds me of the first map I ever made for Quake where I just tried to put as much crazy junk in as I could.  If you seriously want to release it, it's going to need a lot of work.

I laughed... out loud.

13
Map Graveyard / Re: New map Industrial
« on: March 11, 2006, 01:09:21 PM »
Quote
It would be a shame if this map could not be used for dp

No it wouldn't. It'd avoid a possible legal suit and offer inspiration for future mappers...


14
Mapping / Re: Beta Maps Server
« on: March 11, 2006, 01:07:32 PM »
I'd hope that the beta server could be pworded and only fellow developers / mappers / experienced players would be beta testing maps WITH the mapper present... that situation would be ideal... and in that situation, there wouldn't be much irrelevant talk going on...

15
Bugs, Feature Requests, and Feedback / Re: Desires for Build 17?
« on: March 02, 2006, 08:36:19 PM »
STATIC MESH SUPPORT!  mapping with soley brushes = boo.  My major push would be for the new map format :/  All of the UI suggestions sound awesome and not too time consuming...

16
Bugs, Feature Requests, and Feedback / BUG: reflective water
« on: March 01, 2006, 04:04:26 PM »
was taking notice of r_reflective water...  take a look ->

first image -> the reflective surface isn't being rendered... even from such a close distance...
second image -> I moved around a bit to get the renderer to render the reflective surface.





maybe there just needs to be some "when or when not to render" the reflective surface tweaks.  I notice the rendering of the reflective surface like turns off for farrrrrr off waters (pretty efficient) but as you can see, im practically ontop of the water brush :/

any thoughts jits?

17
Paintball 2 Discussion / Re: How to play castle1.bsp
« on: February 27, 2006, 04:16:18 PM »
Quote
jesus fuc*ing christ you're a pansy jitspoe, go get some pu*sy.

heh blitz, he has to be a kitty--he's the only god darn developer for this game.  it wouldn't last long if jits was anything but a neutral, supportive... kitty... call him what you will, but jits, keep on doin what you're doin... except... faster!  ill be 90 and looking back to this site and dp will be at build 20 probibly... and the new feature included in b20 would be something like HDR :|...

Quote
I don't really think the demo was to "make fun" of the players, until the way Clipz and others acted after the match.

agreed. the instigation jump started everyone's super egos and the usual social mockery takes place... 

All in all eR33t outplayed aB and that's that.


18
Paintball 2 Discussion / Re: about bunny jumping
« on: February 24, 2006, 08:55:30 PM »
god. there are some intercoursed up configs people are using in this game...

19
Paintball 2 Discussion / Re: about bunny jumping
« on: February 24, 2006, 11:07:50 AM »
using mouse2 to jump is the most absurd--yet generally acceptable--way of using a jump bind.  I find it rediculous because i strongly believe movement should be kept seperate from aim.  Moving your mouse around (aiming) while also using the same hand to keep your jump pulses in sync--to keep you speed up and hit dbl jumps and whatnot--is rediculous... but then again, if you've been doing it your entire fps gaming career then more power to you :| also, take a look at the pros, none of them use mouse2 to jump... it's also recognized as an accepted bind ONLY for games like quake.  you'd be intercoursed having a mouse2 jump bind in UT or CS...

20
Map Graveyard / Re: New Map = Field
« on: February 23, 2006, 06:54:54 PM »
Quote
Sure, it's got a bit of a learning curve, but once you get the hang of it, it's much more powerful that WC is.

I highly agree with that statement.

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