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Quake 4 statisticslog.txt parser
Posted: Thu Nov 10, 2005 6:15 pm
by GODLIKE
? Anybody written one, yet ?
Where IS that guy who wrote gibstats, back in the day.. that thing rocked.
Posted: Fri Nov 11, 2005 4:14 am
by endmill
I was just gunna post for that hope someone makes one soon it be nice to have.
Posted: Fri Nov 11, 2005 3:19 pm
by Fjoggen
I planned to write one before I saw the log file....
Code: Select all
Statistics for ^1N^9emon
Kills: 8 Deaths: 2 Suicides: 0
Gauntlet not used
Machinegun not used
Shotgun: 23%
HyperBlaster not used
Grenade Launcher: 0%
Nailgun not used
Rocket Launcher: 27%
Railgun: 46%
Lightning Gun not used
Dark Matter Gun not used
Statistics for Player
Kills: 6 Deaths: 6 Suicides: 0
Gauntlet not used
Machinegun not used
Shotgun: 11%
HyperBlaster not used
Grenade Launcher not used
Nailgun: 0%
Rocket Launcher: 32%
Railgun: 35%
Lightning Gun: 15%
Dark Matter Gun not used
For unknown reason Raven have removed all the nice parts from the consol log.
Examples:
Who killed who
picked up items
what weapon you killed with
etc, etc.
Until someone creates a mod that enables full logging, I do not bother writing a logfile parser.
The mysteri of the missing percentages
As you probably have found out, there are some missing prosentages:
^1N^9emon = 96%
Player = 93%
- Is the log missing a weapon?
- Do Raven know how to calculate?
- Is 0% any different from: not used?
- Is the 0% equal to: f(x)=x?
- Did they do it on purpose?
- Do I know how to calculate...?
Questins so many questions
As a side not:
Since the logfile is this simple, writing a parser for it might be a perfect opportunity for anybody who wants to learn programing/scripting (C++,Java,python,ruby,php,perl....)
Edit
Spelling and grammar
Posted: Fri Nov 11, 2005 3:43 pm
by ^misantropia^
If somebody provides me with a decent log file, I'll write you a decent parser in Perl or PHP in return.
Posted: Fri Nov 11, 2005 7:36 pm
by GODLIKE
I sent logfiles over to AEon, who will hopefully update AEstats for the new game..
Otherwise, anybody who feels like writing a parser can email me @ kilnet.org; I've got log files aplenty.
The logging IS different; though.. It won't be a simple import into a Q3 log parser. The stuff is recorded differently..
Posted: Thu Nov 17, 2005 11:52 am
by kaffeedoktor
I also thought about writing a log parser, but like mentioned above it's not really needed because there is no suiteable log file!
I just don't understand why g_log is disabled in multiplayer. Perhaps that's something mod development may pick up and change ...
Posted: Sat Nov 19, 2005 4:29 am
by dynerman
To answer Fjoggen's (and other's) questions
This stats dump is just a dump of extra end-game summary statistics kept (basically the end-game scoreboard stuff) - it's not a log of the gameplay action. Logging every item picked up to a file would be very intensive ont he server.
This is different from the logfile (enabled by setting logfile to 1) which spews console output to a text file - that will contain the game action (i.e. Newb ate Player's boomstick)
Not sure what you mean about missing percentages.
Weapon not used means that the weapon wasn't used

- If you never fire a shot from a weapon, your accuracy isn't 0%, it's undefined (at least the way we're looking at - shots hit/shots fired)
Posted: Sat Nov 19, 2005 6:52 am
by FragaGeddon
0% means that weapon has been fired but with no hits.
Posted: Sat Nov 19, 2005 8:11 am
by kaffeedoktor
dynerman,
settng logfile to 1 will write console output to a text file, sure, aber it will NOT contain the game action as it was in q3. Only messages about players connecting are logged.
Look at my other thread in programming discussion for more information about this.
Posted: Sat Nov 19, 2005 9:22 am
by Fjoggen
OPS
I just assumed that the percentages where of kills per weapon, not hits per weapon, which doesn't add up at all......
Posted: Sat Nov 19, 2005 7:08 pm
by R00k
I was thinking about writing a log parser as a nice exercise in regular expressions in VB. But when I saw the actual log output I decided it would be a wasted effort for both the usefulness of it and as an exercise.
Surely someone will make decent logging for MP games, it's pretty crap not to have it in todays games.
Posted: Sat Nov 19, 2005 7:11 pm
by dynerman
kaffeedoktor wrote:dynerman,
settng logfile to 1 will write console output to a text file, sure, aber it will NOT contain the game action as it was in q3. Only messages about players connecting are logged.
Look at my other thread in programming discussion for more information about this.
This seems very odd - logfile should be dumping everything, and kills certainly get written to the console.
I'll take a look at it tonight and see what I can find.
Posted: Sat Nov 19, 2005 7:16 pm
by R00k
Kills don't get written to the console in my game - they only appear as little messages in the top right corner.
Maybe you haven't checked the console for them - or maybe you're using a cvar/setting we don't know about?
Posted: Sat Nov 19, 2005 7:54 pm
by Foo
The game log is fucking useless in its current form.
Posted: Mon Nov 21, 2005 7:56 am
by GODLIKE
I seem to notice that the totals are weird, too.. on a 15 fraglimit round, I see many players with 17, 20 kills.. and 0 suicides. Something is up with the totals...
Posted: Mon Nov 21, 2005 8:28 pm
by dynerman
R00k wrote:Kills don't get written to the console in my game - they only appear as little messages in the top right corner.
Maybe you haven't checked the console for them - or maybe you're using a cvar/setting we don't know about?
The code in idMultiplayerGame::ReceiveDeathMessage() calls Printf(), so it SHOULD be echoing the console.
Trying just now, I started a server with logfile 1 and killed myself. q4base\qconsole.log contained among other things
So it seems this would work. Please note that console text is not echo'd to the screen (printed on the top left like q3) unless developer 1 is set.
Posted: Tue Nov 22, 2005 1:16 am
by Hex
/agrees with dynerman, when this on a windows listen server.
linux dedicated server, no.
Posted: Thu Nov 24, 2005 8:30 am
by endmill
Posted: Thu Nov 24, 2005 3:22 pm
by R00k
Is that populated with actual data from a server log?
Posted: Thu Nov 24, 2005 5:57 pm
by jester!
Think so, I have played with a few of those names randomly...
Posted: Thu Nov 24, 2005 5:57 pm
by endmill
yes it is.
Posted: Thu Nov 24, 2005 6:20 pm
by kleeks
looking good so far endmill
/me awaits release
Posted: Thu Nov 24, 2005 8:50 pm
by endmill
im not actually making it a friend is though i just helped out with the icons is all but we're talking back and forth about other options to have. I don't even know when it will be finished plus some sort of data base will be needed to do all the options we want done. I'm just no programmer to help him out :/
but thanks for the feed back

Posted: Wed Mar 01, 2006 5:14 pm
by {uZa}FreakOfNature
Did anything ever come of this? Not one single person has written a log parser to at least get some basic stats going? Or are the logs just to fubar?
Posted: Thu Mar 02, 2006 7:09 am
by GODLIKE
once the patch is final, people may write a good one. The console logging isn't just for listen servers, now..