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Account and high-score counting

PostPosted: 20 Aug 2011, 22:14
by nicoxxl
This morning, I've an idea:
the possibility to create an account to count the score (whithout bots).
But not the Kill/Death ratio, it will count the "carnage" "dominating" etc, the parties played.
And add functionality like friend (to see if they are online and where, and to be in the same team).

devellopers and players thank for reading and goods frags ;)

Re: Account and high-score counting

PostPosted: 21 Aug 2011, 01:39
by ZeroKnight
Do you mean something like a Leaderboard? If so, I think it would be a nifty addition. It could draw more players, as it gives an extra competitive aspect to the game. And it's just fun to see where you rank against everyone who plays :P But like you mentioned, we would need some form of accounts. Or possibly a code addition that keeps track of players by name on the server, and at the very least records score that way.


Offtopic:
Speaking of KDR and Points, something I never understood was the "cn" and the other entry in your score. What are those?

Re: Account and high-score counting

PostPosted: 22 Aug 2011, 08:04
by fluxord
"cn" means "client number" as for the other one ("sk") I don't know.

Re: Account and high-score counting

PostPosted: 22 Aug 2011, 10:40
by qreeves
"sk" is for bots, and shows their skill level :)

Re: Account and high-score counting

PostPosted: 22 Aug 2011, 23:49
by ZeroKnight
Thank you both, fluxord and quin ^^

Now, let's get back on the original topic so I don't feel like a dick for derailing this poor guy's thread ;)

Re: Account and high-score counting

PostPosted: 23 Aug 2011, 03:06
by fluxord
On-topic: doesn't some Sauerbraten server's already track the stats of the matches being played?
Maybe a server side command that displays the current player list, map, mode, scores, etc.?
Similar to orbital's online master server list (http://server.orbitaldecay.com/) but more detailed.
Run it whenever the scoreboard is show, process & store that info in a database and walla! You have some rustic leaderboards :p .

Re: Account and high-score counting

PostPosted: 23 Aug 2011, 05:42
by orbitaldecay
I've seen this often on Q3/Q3 mod servers -- a script that just grabs the tail of the log file and tallies the scores of people who are playing, maintaining server wide stats. It's minimally invasive, but it may be easier just to write this sort of functionality into the game server.

Re: Account and high-score counting

PostPosted: 23 Aug 2011, 07:35
by qreeves
orbitaldecay {l Wrote}:I've seen this often on Q3/Q3 mod servers -- a script that just grabs the tail of the log file and tallies the scores of people who are playing, maintaining server wide stats. It's minimally invasive, but it may be easier just to write this sort of functionality into the game server.

My intent was to eventually have the master server do it with authed users, the idea would be to have a regular user auth level and allow some form of registration. Just a bit of so much to do and too little time.

Re: Account and high-score counting

PostPosted: 25 Oct 2011, 07:54
by Chasm
My Sauerbraten mod has automatic auth based user authentication using the N_REQAUTH packet which I was sad to discover is not present in RE. I'm keeping my fingers crossed for this global user system as I expect open a lot of doors with respect to cool community features like game wide stats.
I'm working on a generic multiplayer game stats system capable of storing stats from any game and mode for a common user base. Perhaps I could be of assistance with the RE stat system when it's time for that to be implemented.

Re: Account and high-score counting

PostPosted: 25 Oct 2011, 10:29
by qreeves
Chasm {l Wrote}:My Sauerbraten mod has automatic auth based user authentication using the N_REQAUTH packet which I was sad to discover is not present in RE. I'm keeping my fingers crossed for this global user system as I expect open a lot of doors with respect to cool community features like game wide stats.
I'm working on a generic multiplayer game stats system capable of storing stats from any game and mode for a common user base. Perhaps I could be of assistance with the RE stat system when it's time for that to be implemented.

By default, anyone with an authkey in RE identifies when they connect to a server (unless you set /connectauth 0 - this allows us to get around bans). There is already precursors for adding user keys (ones that don't allow people to claim master, etc), but they aren't used yet. If you can come up with a decent system, I'd be more than happy to consider it for the main branch (might want to work with eihrul to make sure you do it right).

Re: Account and high-score counting

PostPosted: 25 Oct 2011, 15:55
by ZeroKnight
orbitaldecay {l Wrote}:I've seen this often on Q3/Q3 mod servers -- a script that just grabs the tail of the log file and tallies the scores of people who are playing, maintaining server wide stats. It's minimally invasive, but it may be easier just to write this sort of functionality into the game server.


Well, until we can get an in-game solution working, this sounds like a good idea in the mean time :P People could make it on their home pages or something.