Map/match analyzer project

Anything about UT2004 mapping, Uscripting & more
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Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 16:35

Re: Map/match analyzer project

Post by Cat1981England »

AntiTCC2009r6
TitanTeamFix
ONSPlus_101beta31
UTPlusStandaloneHitSounds
ServerLogo4a
TA100
MutWheeledVehicleStunts

That's everything.
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All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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Wormbo
Posts: 384
Joined: Sun 28. Aug 2011, 12:52
Description: Coding Dude

Re: Map/match analyzer project

Post by Wormbo »

Okay, I think it's an incompatibility with ONSPlus - but only because I abused FindPlayerStart as trigger for detecting player spawning instead of e.g. using ModifyPlayer or other means. ONSPlus not always passes the FindPlayerStart call down the GameRules chain, probably for good reasons.

I'll straighten this out when converting the mutator to work in ServerActor-only mode. The additional overhead is likely insignificant and the inaccuracies of that approach are well below what will be displayed on the generated images.
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Cat1981England
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Joined: Mon 23. Aug 2010, 16:35

Re: Map/match analyzer project

Post by Cat1981England »

Ok, thanks for the update. I can't see another ServerActor being a problem, the server has quite considerable headroom in regards to both the CPU and Ram.

As soon as you're ready for another test run just give us a shout :thumbup:
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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Pegasus
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Re: Map/match analyzer project

Post by Pegasus »

Been almost entirely preoccupied with AFK affairs for the past few days, but there's one thought/suggestion about this tool that's been on my mind even before then that I forgot to bring up: the feasibility of supporting map-specific data stacking from multiple matches in future versions. Far more informative than just being able to review behavioural patterns in any specific match, with all the circumstantial caveats that can entail (time of day or day of the week and all the variables those influence, player count, other exceptional occasions etc.), having such an option to control for all those factors through averages derived from much greater amounts of data would no doubt provide an invaluable degree of insight and offer a glimpse at the bigger picture regarding the underlying trends as they're shaped by the maps' own features themselves. Here's hoping expansion towards such functionality is in the cards :).
Eyes in the skies.
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Wormbo
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Joined: Sun 28. Aug 2011, 12:52
Description: Coding Dude

Re: Map/match analyzer project

Post by Wormbo »

I don't see any problem with that kind of data aggregation, except that individual players will not be identifiable across several games, other than by their name. In fact, currently they aren't even identifiable across a reconnect.
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