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 Post subject: Re: Planning complete rework on the Source DS Statistics
PostPosted: 07 Dec 2009, 09:34 
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Joined: 20 Apr 2008, 13:53
Posts: 600
Update:
--------
I've changed the scoring a bit. Unlike the old stats (where the points were calculated on a total score base of killer and victim), the points now are calculated on a "score per hour" base. This equalizes problems that godlike players which are new to the stats are "leeching" points from "not-so-godlike" players with high scores (because they spent much more time ingame).

I also introduce you the new banners on the dashboard.
Thanks to Drake, who did the tf2 picture and showed me some gmod tricks :)

The game-specific Banners are shown when gamefilter is set.

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 Post subject: Re: Planning complete rework on the Source DS Statistics
PostPosted: 07 Dec 2009, 17:46 
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Joined: 05 Sep 2007, 17:08
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hellraiser wrote:
Thanks to Drake, who did the tf2 picture and showed me some gmod tricks :)


I am not guilty. I did nothing.

But if you think you need tipps'n'tricks take these:
1st: delete the ugly frame around it.
2nd: delete the ugly background and make it transparent
3rd: poses have to be realistic. otherwise it is a screenshot of a freezed ragdoll :P

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 Post subject: Re: Planning complete rework on the Source DS Statistics
PostPosted: 07 Dec 2009, 18:07 
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1) transparent banner looks like crap on undefined background images (sepia tones vs totally different coloured background)
2) transparent png of that size is about 500-580 kb instead of 60-80k jpeg

I'll try some better looking edge-styling....

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 Post subject: Re: Planning complete rework on the Source DS Statistics
PostPosted: 07 Dec 2009, 18:24 
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1. when you edit the colour of the gmod screen to a little bit of into blue it should match much better than this pooh like brown.
2a. and i asked myself why these pics looks like i am getting blind. take a better bitrate. jpeg at this level looks like eyecancer. ;)
2b. next time you should also switch ur gmod to 100% quality jpeg or tga. gmod with the standard config takes screens only at 75% quality. i can see the difference. ( jpeg_quality 100 )
2c. with todays connections we can give a shit about these few kb's and should take that what looks the best. ;P

EdgeStyling: if you must insert this border - style it like the topnavi background!!!

by the way - an avatar with malte'S engineer:
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 Post subject: Re: Planning complete rework on the Source DS Statistics
PostPosted: 07 Dec 2009, 18:40 
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Joined: 08 Oct 2007, 00:27
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Location: Gütersloh
[el] dr4ke wrote:
1. when you edit the colour of the gmod screen to a little bit of into blue it should match much better than this pooh like brown.
2a. and i asked myself why these pics looks like i am getting blind. take a better bitrate. jpeg at this level looks like eyecancer. ;)
2b. next time you should also switch ur gmod to 100% quality jpeg or tga. gmod with the standard config takes screens only at 75% quality. i can see the difference.
2c. with todays connections we can give a shit about these few kb's and should take that what looks the best. ;P

EdgeStyling: if you must insert this border - style it like the topnavi background!!!

by the way - an avatar with malte'S engineer:
Image



the figures in these pics above looks like there are out of plasticine :D

MfG Kris

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 Post subject: Re: Planning complete rework on the Source DS Statistics
PostPosted: 08 Dec 2009, 10:22 
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2c. with todays connections we can give a shit about these few kb's and should take that what looks the best. ;P


Don't forget, that there are many people with a so caled "DLS-light" wich gives you the Netperformance of a Djungle-Drumm.

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 Post subject: Re: Planning complete rework on the Source DS Statistics
PostPosted: 08 Dec 2009, 11:11 
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Quote:
Don't forget, that there are many people with a so caled "DLS-light" wich gives you the Netperformance of a Djungle-Drumm.

Agree. Whatsoever. Using "incredible quality" - giving a shit on the bandwidth load lets me bang my head :wallbash:
Don't only look at the client side (sure, there are still a lot of people with small bandwidth - especially in a lot of countries outside DE) - try thinking of server bandwidth!
We have 100mbit connection for our complete serverfleet.
Now try thinking about this: We're playing (probably a warmatch) together, using game's netcode and teamspeak. The more bandwidth "slurped" by the webserver (by transmitting 500kb transparent png files, board pages, stats stuff, whatever) the more lag we produce ingame where packets are time-relevant.

what i'm talking about is the complete sum of all transmission - if we keep everything in a good quality-size ratio we prevent our gameservers from lags.

Sure, this could also be prevented by putting a QoS Gateway in front of the servers, or by getting another physical server for web&stuff but hey - it requires much more EUR's to do that.

By the way:
Yes, the pictures look like a "screenshot" because they ARE snapshots from a scene. If a model is in a strange position it doesnt have to be crap - it also could be a snapshot of some movement.
If somebody wants to do "more realistic" looking pictures, feel free to do so! (i did the pics because we had none)

Regards, hellraiser

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