create nice map stats with the spring demonaut!

create nice map stats with the spring demonaut!

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

create nice map stats with the spring demonaut!

Post by knorke »

the white triangles are defense.
Can you guess what map this is?
Image
FIND THE ANSWER here and learn more about this amazing program! :shock:
if the download on the page doesnt work, use the attachment.
blabla.

lua widget writes game events to textfiles.
program reads textfiles and turns into images.
i wanted to explain more but iam tired.

its useable but userfriendless is at the level of this mapconv program.
only works with .bmp files:
save map images from http://www.springfiles.com and convert to bitmap.

use at own risk, save your stuff before you try it in case it hangs. didnt happen so far but who knows.
is there even interesst in something like this?
anyway looking for feedback and post some images if you managed to create them :)

newest public version:
http://springrts.com/phpbb/viewtopic.ph ... 1&start=62
Last edited by knorke on 17 Sep 2010, 18:09, edited 2 times in total.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: create nice map stats with the spring demonaut!

Post by Beherith »

Hehe, cool :)
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: create nice map stats with the spring demonaut!

Post by Google_Frog »

Looks good.

Can it distinguish over time? For example colour destroyed units based on time destroyed. This would be useful as most of the destruction happens at the end whereas most of the important destruction occurs at the start.

Also different maps for buildings, units, air, econ etc...?

Now integrate into autohosts, add to uploader and make some useful/interesting images.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: create nice map stats with the spring demonaut!

Post by Gota »

This is indeed cool and has the potential to be very educating,and help in map specific tutorials.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: create nice map stats with the spring demonaut!

Post by Beherith »

Whats odd about the first image, is that ppl place dfens _everywhere_. Its much less clustered than i thought.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: create nice map stats with the spring demonaut!

Post by Gota »

Hard to really say since there is no distinction between AA and land defenses..
Maybe if we see only land defenses there will be a certain pattern and certain clustering around key areas.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: create nice map stats with the spring demonaut!

Post by manolo_ »

damn thats knorke (beware double meaning in german), should be integrated into spring somehow, also the stuff (dunno how made it) that records the mousemovement :regret:
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: create nice map stats with the spring demonaut!

Post by knorke »

Beherith wrote:Hehe, cool :)
thanks.
the first image is from your replays btw :)

distinguish over time, different maps for buildings, units, air, econ etc
yes, all those would be cool options. buildings are already possible as well as factories i just did not include them for these images.

At the moment, it just logs into
*turretlog.txt
*comdeath.txt
*factorylog.txt
*destroyedlog.txt //only mobile units, otherwise the base areas would be complety red
*buildinglog.txt
I think the filenames show whats in them.
There is some filtering in the lua so it does not see mines as turrets etc.
The file so far just include coordinates of events like:
450:8990
1330:540
480:360

because for the start that was just easier to read for the program.
I plan to expand it to something like
450:8990-flashtank-ground-cost:260-time:2500
1330:540-lasertower-cost:200-time:5500

etc
Then make it possible to filter by ground/air/metal cost. But that will take some time.
Now integrate into autohosts, add to uploader and make some useful/interesting images.
This stuff is out of my skillrange lol. But you could just spec an autohost and have the widget running. While playing it will not work because it can only log what you are allowed to see.

The "defense everywhere" is just to the nature of games I think, turret creep, missle tower spam etc

tl;dr:
thanks, more features will be added.
did anyone download?
The logfiles from the throne games are included so you can analyze them further, like include factories.
The idea is that everybody can make their own images :)

Oh, if someone has replays that might be interessting but is too lazy to run them, upload and give link. Not sure if much will come out of 4v4 DSD though, too much stuff just everywhere. But 1v1 on porcy maps might be cool.
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: create nice map stats with the spring demonaut!

Post by KaiserJ »

hells yes, i'll be giving this a try later on tonight.
Google_Frog
Moderator
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Joined: 12 Oct 2007, 09:24

Re: create nice map stats with the spring demonaut!

Post by Google_Frog »

Wait, is this hardcoded to BA?
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knorke
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Joined: 22 Feb 2006, 01:02

Re: create nice map stats with the spring demonaut!

Post by knorke »

no, works with other games too.
tested with ba, xta, ca, kernel panic, nota.

some mod specific problems:
*it mistakes kp's sockets as commanders. doesnt matter much as buildings/commanders are not that important in kp anyway.
*nota's transportable/mobile turrets are not seen as turrets
*if you morph something (like xta commanders), it thinks a unit died

other bugs:
at least on my pc spring wont run replays with a space " " in the path name. so if they do not start check this.
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: create nice map stats with the spring demonaut!

Post by Google_Frog »

some mod specific problems:
*it mistakes kp's sockets as commanders. doesnt matter much as buildings/commanders are not that important in kp anyway.
*nota's transportable/mobile turrets are not seen as turrets
*if you morph something (like xta commanders), it thinks a unit died
Things like this and the (presumably?) hardcoded output logs made me think it doesn't work with other games as well as it does with BA.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: create nice map stats with the spring demonaut!

Post by knorke »

Google_Frog wrote:Things like this and the (presumably?) hardcoded output logs made me think it doesn't work with other games as well as it does with BA.
Yea, partly true probally. But its only version 1. The filtering in the widget is very simple at the moment.

What games do you have in mind?
I think GundamRTS might work too. But I have no replays of gundam.
S44 probally not, again the morphing problem.
You can also just test yourself how it works with other games if you just enable the widget and test. It will draw some markers on units it logged, like a dead commander becomes a cross, a factory gets an X etc.

more images:
these time of the ultimate spring experience. BA@DSDdry.
these were really super easy to create, just went to adune, got some replays where it didnt say "lol ally teamkilling" in the description. Then used replay multi launcher and went afk. I come back, logs are done.
Then just a few seconds to use irfanview to make the .bmp to .jpg.


Image
where fighting happens.
notice small mapimage as input automagically scales the output file.


Image
too much information!

Image
same image but bigger. icons should scale too, i guess

edit:
as far as i could test, gundam rts works fine.
but my gfx driver doesnt like it and crashes spring after a while (nvoglnt.dll) thats a different problem though..
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: create nice map stats with the spring demonaut!

Post by knorke »

Image
new gfx driver taaadaa taada.
played gundam vs the ai (the ai is similiar like chicken/space bugs)
couldnt get out of my base though and died very fast.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: create nice map stats with the spring demonaut!

Post by Satirik »

best would be to make the same thing over hundreds of DSD replays to see where most of the fight happen
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Sausage
Posts: 272
Joined: 05 Jan 2010, 23:47

Re: create nice map stats with the spring demonaut!

Post by Sausage »

Satirik wrote:best would be to make the same thing over hundreds of DSD replays to see where most of the fight happen
why would that be even remotely interesting?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: create nice map stats with the spring demonaut!

Post by knorke »

so you see what happens with all the flashies!! :shock:
its only as interessting as the games you put in though...
Nonoce
Posts: 8
Joined: 31 Aug 2009, 17:34

Re: create nice map stats with the spring demonaut!

Post by Nonoce »

A feature to only show a map between a certain time frame would be useful too I think, like comparing where attacks happen at 5:00 min and where they happen at 20:00 min.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: create nice map stats with the spring demonaut!

Post by JohannesH »

Nonoce wrote:A feature to only show a map between a certain time frame would be useful too I think, like comparing where attacks happen at 5:00 min and where they happen at 20:00 min.
If you want to get down to the specifics - you could even watch the replay yourself :O
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: create nice map stats with the spring demonaut!

Post by Licho »

Its very cool!

Can it make animation into web viewable form too?

If yes, we could host it on springrts.com
It contains several GB of replays (from springie-type autohosts and from relayhosts) and it would be cool to have instant dotwar generator :)
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