Sample Log uploaded to illustrate a problem.
More explanation later..
Deathball Dev progress
Moderators: Jay2k1, DavidM, The_One
[12:43] SuperBitch: whats the command to enable stats in deathball.ini ?
[12:44] Imaginos:
[Engine.GameStats]
bLocalLog=True
LogFileName=Stats_%P_%Y_%M_%D_%H_%I_%S
[12:44] Imaginos: you must also be using GameStats=true
[12:44] Imaginos: and NO bots in the game
[12:45] Imaginos: I have gamestats=true and I encourage every admin to do the same to send epic our stats and have a showing on the master server
[12:45] Imaginos: damn thing didn't allow *.log uploads.. http://forums.gameservers.net/showthrea ... adid=19817
[12:46] SuperBitch: just rename it txt
[12:47] Imaginos: already did.. upped it and that link gets you to the thread.. it was too large to post IN the thread body
[12:48] Imaginos: once you're able to grab that log, you'll see that in the first 15 seconds of the match, 3 players login.
[12:49] Imaginos: they are identified as #2, #3, and #4.
[12:50] Imaginos: 19 secs into the match, a goal is scored. play resumes at the 36 second mark.
[12:50] Imaginos: the tk is a telefrag of player 4 by player 3
[12:51] Imaginos: that is because this is a 1-on-1 map in which there's only 1 spawn point on each side.
[12:52] Imaginos: 45 seconds into the match, player #5 makes an interception. WT? there is no player #5 logged in..
[12:52] SuperBitch: can i ask you a question...who cares about a impossible to read text log?
[12:53] Imaginos: this can be parsed quite easily actually for stats - I have a website that is set to do so once it is working correctly.
[12:54] Imaginos: the logins ensure the players are correctly credited/blamed as well.
[12:54] SuperBitch: oh so the goal of this is to have it parsed by html
[12:54] SuperBitch: is this log server side ?
[12:55] Imaginos: play by play if you will. php/html, whatever works. and yes. completely serverside using the stock ut2004 stats engine.
[12:55] Imaginos: normally chat is also logged, but for testing, I turned it off.
[12:55] SuperBitch: cool
[12:57] Imaginos: it's this automation that once it's functional will boost deathball via stats progs like utstatsdb and olstats
[12:57] SuperBitch: GameStats=true does this go under [Engine.GameStats] in deathball.ini ?
[12:57] Imaginos: that's more like a command for the server
[12:58] Imaginos: ucc server DB-Cube?game=deathball.db_deathball?Gamestats=true
[12:58] SuperBitch: ah ok
[12:58] Imaginos: it can also be set in ...
[12:59] Imaginos: [IpDrv.MasterServerUplink]
DoUplink=True
UplinkToGamespy=True
SendStats=True
[12:59] Imaginos: although failing to actually uplink doesn't stop local generation of logs.
[13:00] Imaginos: I deliberately DON'T uplink on BuD2 to prevent advertising, this is my beta/test/guineapig server
[13:01] Imaginos: the goal here is to get legit stats, verify a player is who they say they are and have it secured server side for automated retrieval. all very attainable goals.
[13:02] Imaginos: and we're so close too..
[12:44] Imaginos:
[Engine.GameStats]
bLocalLog=True
LogFileName=Stats_%P_%Y_%M_%D_%H_%I_%S
[12:44] Imaginos: you must also be using GameStats=true
[12:44] Imaginos: and NO bots in the game
[12:45] Imaginos: I have gamestats=true and I encourage every admin to do the same to send epic our stats and have a showing on the master server
[12:45] Imaginos: damn thing didn't allow *.log uploads.. http://forums.gameservers.net/showthrea ... adid=19817
[12:46] SuperBitch: just rename it txt
[12:47] Imaginos: already did.. upped it and that link gets you to the thread.. it was too large to post IN the thread body
[12:48] Imaginos: once you're able to grab that log, you'll see that in the first 15 seconds of the match, 3 players login.
[12:49] Imaginos: they are identified as #2, #3, and #4.
[12:50] Imaginos: 19 secs into the match, a goal is scored. play resumes at the 36 second mark.
[12:50] Imaginos: the tk is a telefrag of player 4 by player 3
[12:51] Imaginos: that is because this is a 1-on-1 map in which there's only 1 spawn point on each side.
[12:52] Imaginos: 45 seconds into the match, player #5 makes an interception. WT? there is no player #5 logged in..
[12:52] SuperBitch: can i ask you a question...who cares about a impossible to read text log?
[12:53] Imaginos: this can be parsed quite easily actually for stats - I have a website that is set to do so once it is working correctly.
[12:54] Imaginos: the logins ensure the players are correctly credited/blamed as well.
[12:54] SuperBitch: oh so the goal of this is to have it parsed by html
[12:54] SuperBitch: is this log server side ?
[12:55] Imaginos: play by play if you will. php/html, whatever works. and yes. completely serverside using the stock ut2004 stats engine.
[12:55] Imaginos: normally chat is also logged, but for testing, I turned it off.
[12:55] SuperBitch: cool
[12:57] Imaginos: it's this automation that once it's functional will boost deathball via stats progs like utstatsdb and olstats
[12:57] SuperBitch: GameStats=true does this go under [Engine.GameStats] in deathball.ini ?
[12:57] Imaginos: that's more like a command for the server
[12:58] Imaginos: ucc server DB-Cube?game=deathball.db_deathball?Gamestats=true
[12:58] SuperBitch: ah ok
[12:58] Imaginos: it can also be set in ...
[12:59] Imaginos: [IpDrv.MasterServerUplink]
DoUplink=True
UplinkToGamespy=True
SendStats=True
[12:59] Imaginos: although failing to actually uplink doesn't stop local generation of logs.
[13:00] Imaginos: I deliberately DON'T uplink on BuD2 to prevent advertising, this is my beta/test/guineapig server
[13:01] Imaginos: the goal here is to get legit stats, verify a player is who they say they are and have it secured server side for automated retrieval. all very attainable goals.
[13:02] Imaginos: and we're so close too..