Author Topic: Statistic logs?  (Read 4522 times)

Little Helper

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Statistic logs?
« on: 22 February 2010, 23:51:40 »
Why not create or some how make glest create statistic logs?  ::)
Glest will record amount of games you win,lose,draw, amount of resources, basically the whole entire statistic after you play :)
« Last Edit: 23 February 2010, 09:43:11 by titi »

modman

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Re: WHy not?
« Reply #1 on: 23 February 2010, 00:20:03 »
Great idea.  I'll add it to my list of ideas for Glest improvement.  Even though it is a dead topic, I think it is important to keep track of good ideas.  A better way would be that I could link to it in my signature, but I've run out of characters, and won't get any more soon.

I would be interested in seeing how much I play and how well I do.  A really interesting feature would be a couple nice graphs of the info from inside Glest.

As with any other ideas, it will probably not happen soon, because coders are currently working on other stuff (I think that sums up the situation quite well, myself, but I of course reserve the right to be wrong ;)).

ultifd

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Re: WHy not?
« Reply #2 on: 23 February 2010, 00:31:51 »
Cool idea, but one problem would be that if a updated version of GAE is released, will it overwrite the statistic log file...? I mean it might...  :-\

If it was implemented, statistics would be great though.  :)

Little Helper

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Re: WHy not?
« Reply #3 on: 23 February 2010, 00:46:51 »
Cuz me and my brothers are currently working a glest network :) we needed a statistic log

modman

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Re: WHy not?
« Reply #4 on: 23 February 2010, 00:56:52 »
The statistics log would be a data file.  It would be made up of entries.  Each subsequent game would add a new entry to the list.  So every time you finish or exit a game, the log is added to, not overwritten.  Technically speaking, the file might be overwritten, but the above effect would be still the same.

Little Helper

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Re: WHy not?
« Reply #5 on: 23 February 2010, 02:45:03 »
So..is anyone gonna do this?  ::)

silnarm

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Re: WHy not?
« Reply #6 on: 23 February 2010, 07:19:32 »
Cuz me and my brothers are currently working a glest network :) we needed a statistic log

Wouldn't it make sense to have the server keep such a log then?
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titi

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Re: WHy not?
« Reply #7 on: 23 February 2010, 09:03:20 »
I think this is maybe something for a masterserver?
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Little Helper

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Re: Statistic logs?
« Reply #8 on: 25 February 2010, 03:01:50 »
YES how did you know  ::)

Omega

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Re: Statistic logs?
« Reply #9 on: 25 February 2010, 18:50:24 »
But what about keeping track of offline games (which [at least for me] are the majority). A few possibilities:

-Text file: very easy for anyone with Computer 101 to change. (XML/INI?)
-Binary file: Still easy to cheat, as glest is open source, but a lot better.
-Registry Entry: Only good for windows, so completely useless here unless you want to make an alternative for linux/mac/etc;
-Server: As suggested, but can't be used for offline gaming.

Of this, Binary files are the best, as they can be produced easily enough by the programmers for testing and debugging, but are a bit harder for most users, as only coders or someone with a coder's program could make them. What do you think?
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zombiepirate

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Re: Statistic logs?
« Reply #10 on: 25 February 2010, 20:02:46 »
Why does cheating matter in offline games?

Have the stats be kept by both the client and the server by XML. If a network game is going on then the server keeps the "master copy" of the stats. If the stats are going to be used for online ranking then the ranks would refer to the online games records kept on the server. For local ranking among friends there would still be stats on the clients that keep both on and offline games.

Omega

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Re: Statistic logs?
« Reply #11 on: 26 February 2010, 15:04:45 »
Because one big use for stats would be to unlock new scenarios, etc; As well, it would be nice to have scenario perquisites.
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zombiepirate

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Re: Statistic logs?
« Reply #12 on: 26 February 2010, 19:17:47 »
Hmmm... I see your point there. But, even still, personally I wouldn't change an XML stats file to unlock the next scenario in a series; I like to play campaigns in order. Save files, even in binary, are a different story though :P

PolitikerNEU

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Re: Statistic logs?
« Reply #13 on: 26 February 2010, 20:56:52 »
Imho offline cheating is a non-issue - especially since this is an open-source game. If someone wants to cheat, he can simply edit the source code (e.g. remove checking of campaign requirements), so I think that the easiest thing to implement (portably!) should be the "best" thing.
If this is XML, then it should be used - if someone wants to cheat, let him do it.

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Re: Statistic logs?
« Reply #14 on: 26 February 2010, 21:03:09 »
Hmmm... I see your point there. But, even still, personally I wouldn't change an XML stats file to unlock the next scenario in a series; I like to play campaigns in order.
I wouldn't either, but I'm sure some people would.  I don't see that as a problem, though.  The only reason to have people play campaigns in order is for them to be more fun, so if some players would have more fun by hacking the file and playing it out of order, I say let them play their own way and have their fun.

silnarm

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Re: Statistic logs?
« Reply #15 on: 27 February 2010, 09:13:19 »
I plan on enforcing sequence in the campaign I'm, err... planning.  It wont be perfect, and the campaign probably wont be able to be called 'open source' [on acouunt of point 2 here], but it will then instead be 'public domain' and I will show anyone who desires how to do it.

Not perfect, as I said, but you'd need to be very smart and resourceful to 'crack' it, and the effort wouldn't be worth it, so it will be easily good enough for its purpose as far as I'm concerned.
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Little Helper

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Re: Statistic logs?
« Reply #16 on: 27 February 2010, 09:14:34 »
ok then..do so

 

anything