Page 2 of 2
Posted: 26 Aug 2007, 22:20
by Neddie
Anyway, Optimus, the Community Promotion Initiative has been pushed back a number of times - so a large kick may have to wait until the first or second quarter of 2008.
Posted: 28 Aug 2007, 07:29
by Neuralize
School has stolen me, not poopcom.
Posted: 28 Aug 2007, 09:04
by Tobi
neddiedrow wrote:I have a question, lads. What sort of access would it take to pull the data necessary to make a better game statistics chart? I think we may as well - we recognized this inaccuracy some time ago and haven't done anything about it.
Currently it is done entirely by TASServer using ploticus, so you need access to TASServer. If you feel like making better stats however, I could see whether I could make anonymized stats of started battles available from the server logs, but I'm not into the protocol enough to know whether that would really work.
Of course any bot could make (better) statistics since the battle status is broadcasted to all clients. Actually that would be a better design I think.
The statistics doesn't have a minimum game length, it just samples the currently open battles every 20 minutes, so if your average game takes less then 20 minutes the chances for it being counted are less than 1.
There is no code whatsoever that excludes multiple games on the same host from the statistics, I don't know how this myth got spread but it's bullshit.
The only condition that exists is that the battle is in game at the time statistics are updated (once every 20 minutes), and that it has at least one client (where client excludes the founder).
Source:
https://spring.clan-sy.com/svn/spring/t ... stics.java
Posted: 28 Aug 2007, 09:15
by Neddie
Well, thanks Tobi. Let me see if I can do anything with it, I've not touched Java for a long time.
Posted: 28 Aug 2007, 09:21
by Felix the Cat
neddiedrow wrote:Felix, lay off on the sarcasm. You're going to curdle the blood of the innocent.
hmm...
If the blood is curdled, can I make cheese out of it?
Posted: 28 Aug 2007, 09:32
by smoth
blood cheese!
Posted: 28 Aug 2007, 09:40
by Neddie
Indeed, indeed you may.
Posted: 28 Aug 2007, 11:19
by Guessmyname
My abilities to mod got kicked in the face by computer issues (the upshot of which is that I cannot skin units, and I cannot play Spring for more than about 5 minutes because my computer will crash)
As I result, I'm stuck with making models for the various projects out there that need them (Argh's RTS thing, SWS, the occassional S44)
I might update Epic Legions soon, as the last release was very buggy, but I've managed to fix most of those
Posted: 28 Aug 2007, 20:38
by SwiftSpear
We had a slow point for modding for a while between the release of supcom and current, however, if you're currently following the spring modding scene, it's probably as healthy as it's ever been right now. Several new modders have picked things up recently, lua has totally changed the ability for modders to interface with the engine in abstract ways, a couple old titles are RAPIDLY approaching RC status, and a few new mods are being worked up constantly in the background. Hell, even as TA mods go, there has been a huge explosion of tweakers building different types of graphical updates into TA based projects as well as balancing mutators and what not.
Posted: 29 Aug 2007, 05:07
by mecha
I'm also in computerless purgatory at the moment, moving to the states from NZ tends to make you throw everything heavy away, Was doing some pretty primitive work on LUA scenarios and a bit of work on War at Sea (anybody remember that one?

) Still a long cold alaskan winter coming up so heaps of time to get something done