Beiträge von mirko911

    Oh, you found a bug. Grats :D.


    I started with a simple rcon connection to fetch the players. After that I linked the online players to their stats profile. Second name was to check if online player and stats profile match.


    I'll run some scripts after the final import to get the last used name for such things. Atm. I only can get the most used name, which seems to be a bit buggy for some reasons.

    I think I can post it now:


    Here is the first alpha version of the new stats page: https://statsv2.3xp-clan.com (the ssl cert is broken because I needed one for testing of http2)

    This version should contain all features which were used by the old one. Try and check if some important data is missing. If yes: tell me.
    The design will stay that simple until I finished creating a better one with viruz.


    Also I want to mention that this version should be an equal replacement for the old stats page. We can't use the old one anymore because I changed the database layout to a better one.
    If all stuff in the alpha is fine, then I'll replace the actual stats plugin on the server with the new one, which means that I can log more detailed data (NSA v2 :D). Also I'll import the newest stats and fix some differences between ingame stats and stats page.


    When all this is done, I'll try to add some features of the list above (GUID switching, detailed kick/ban information etc.)

    does it only happen to you?
    Maybe you've set some wrong dvar.


    Back in the days I used r_lodscreenLimit 4and r_lodscreenIDKWhichVar 4 to see less trash on stock servers. Try to set these to 1

    Hey guys,


    some of you maybe know, that I started to write on the statspageV2.
    My main goal atm. is to have a statspage like the old one, but with a better performance.
    After I'm done with this, I'll convert the database in the new format and replace the old GSM Plugin with the new one.
    If this is done, we can start with the implementation of some cool stuff (some graphic visualisation for example).


    Atm. I'm working on the improved stats page and I found out why it's so slow.
    The Problem is caused by the pagination (Prev Page, 1,2,...,99,100 Next Page) since I have to count all entrys in the database or I have to cache them. I thought about it and came to the conclusion, that a normal pagination maybe isn't the best solution for this problem.


    At the moment the only pro argument for a pagination is if you want to sent someone a specific page of the chat logs.
    The cons are: it's slow, very high page numbers, no one reads old chat logs except you want to proof s.th


    With the new stats page, I would like to use a better implementation which avoids the high page numbers. We've 2 options here

    • Just Prev/Next Pages
    • Infinite Scroll (like FB, Twitter, 9GAG)

    the 1. Solution is cool, because people don't see the high page numbers on the page, but they can copy the url to the board if it's needed.
    the 2. Solution is cool. because you don't have any page numbers. You can scroll down until you found what you searched. With this method I've to implement a "Share Message" Link which leads to this exact point of chat logs +/- 50 messages.


    Also don't forget that a classic search for name, commands, datetimes will be available.


    So here is my question which kind of loading do you want.

    Hey guys,


    I want to inform you, that we want to do a bigger maintenance at 16th August 2016 in the morning.


    The maintenance requires to do some full restarts of the whole dedicated servers.
    I'll try to keep the services running as long as I can, but you have to expect some random crashes and shutdowns.


    The main reason for the maintenance is a kernel update and some changes on our network configuration to clear the way for the new "Call of Duty4 remastered". If all goes well, we should have a downtime of less than 10 minutes. If not, then we may need 3 hours.



    Kind Regards
    the 3xP' Clan




    No but I need to speak with other in teamspeak, and in teamspeak 3xP' member speak in german, thats why Viruz said me it can be hard for me because i dont speak german


    With the language it's a kind of the chicken or the egg problem.
    We speak german because we don't have many people who speak other languages.
    We don't have people who speak other languages because we speak german the most of the time.


    When we started to open the clan for non german members my dream was to get enough members from many countrys who could talk with their mates in their language. Means that it would be cool if we could get 5 french people, 5 people from the netherlands, 5 polish people, etc .
    The sad thing is that this never happend, so we have still over 80% germans and a few english guys which aren't that active atm.

    Maybe I'm wrong but I haven't seen you in teamspeak.


    I wanted to write an answer but I forgot it due my exams.


    About your application:
    Your application sounds good ;-). It's good that you try to learn german, because atm. we speak 95% german in teamspeak. If we play with non germans we try to speak english the most time. In rare cases we fall back to german (csgo example: if only 2 germans are alive we way switch to german callouts until the round ends). So it's a benefit if you understand this too.


    The next question I have is about your CSGO rank. The most of our members have ranks between gold4 and mg2. The others have ranks in the LE / LEM area.


    At the end I want to say sorry that I haven't answered your application.


    kind regards
    Mirko


    EDIT:
    if we find enough people, you could play a match with us

    the idea sounds good.
    One main problem there is, that cod4 has a getVelocity() function which returns the velocity in each direction (x,y,z) as vector. We eliminate the z vector and get the Vectordistance. The vectordistance is your speed.


    The acceleration is a bit harder because CoD4 doesn't have a build-in function for it. Also there are 2 ways of implementation:
    The first one uses normal gsc functions which have a delay of 0.05 seconds. The second one gets called every client frame and would run each 1000/125, 1000/250, 1000/333 milliseconds.


    Do you only need a normal acceleration or the max. acceleration of a jump