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[1.0.1.1] Awfultanker Session Stats

Session Statistics

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AwfulTanker #141 Posted 09 February 2018 - 05:00 AM

    Corporal

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  • 2242 battles
  • 147
  • Member since:
    04-10-2016

An update is available.

A bug has been fixed: If quitting the client in the first battle of a tank following a reset tank-stats became unavailable.

 

View Postbadabum, on 18 December 2017 - 09:17 PM, said:

Is there a way to increase font size? It's smaller than the non-mod text in notifications and a bit difficult to read on my monitor.

It is now possible to change the font size. Default size has been increased from 12 to 13.



TardWurst #142 Posted 10 February 2018 - 05:29 PM

    Staff Sergeant

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  • 40913 battles
  • 368
  • [TSOP] TSOP
  • Member since:
    02-23-2011
For me it only shows battles, dmg and wn8 and nothing else. And no wn8 of individual battles just the session. Somethings not right.

Gorf_Hr #143 Posted 10 February 2018 - 06:35 PM

    Private

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  • 4855 battles
  • 7
  • Member since:
    07-01-2014

View PostTardWurst, on 10 February 2018 - 05:29 PM, said:

For me it only shows battles, dmg and wn8 and nothing else. And no wn8 of individual battles just the session. Somethings not right.

 

I have the same problem!  Please fix that man!

 



AwfulTanker #144 Posted 10 February 2018 - 11:37 PM

    Corporal

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  • 2242 battles
  • 147
  • Member since:
    04-10-2016

View PostTardWurst, on 10 February 2018 - 05:29 PM, said:

For me it only shows battles, dmg and wn8 and nothing else. And no wn8 of individual battles just the session. Somethings not right.

I tried updating an existing installation of the mod and installing a fresh one and both worked perfectly. Perhaps your python.log file (found in the mail WOT folder) has an error entry?



TardWurst #145 Posted 11 February 2018 - 09:35 AM

    Staff Sergeant

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  • 40913 battles
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  • [TSOP] TSOP
  • Member since:
    02-23-2011

Played one battle just now and it worked fine. Python log from yesterday when it didn't work is in the spoiler.

 

Spoiler

Edited by TardWurst, 11 February 2018 - 09:40 AM.


AwfulTanker #146 Posted 11 February 2018 - 10:55 AM

    Corporal

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  • 2242 battles
  • 147
  • Member since:
    04-10-2016

View PostTardWurst, on 11 February 2018 - 09:35 AM, said:

Played one battle just now and it worked fine. Python log from yesterday when it didn't work is in the spoiler.

The issue has been resolved. Thank you for your bug report and log file.



Gorf_Hr #147 Posted 11 February 2018 - 02:08 PM

    Private

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  • 4855 battles
  • 7
  • Member since:
    07-01-2014

View PostAwfulTanker, on 11 February 2018 - 10:55 AM, said:

The issue has been resolved. Thank you for your bug report and log file.

 

its ok now! great job tenks man   :teethhappy:

AwfulTanker #148 Posted 14 February 2018 - 11:59 AM

    Corporal

  • Player
  • 2242 battles
  • 147
  • Member since:
    04-10-2016
Updated to 9.22.0.1 with no changes.

Covenant_R #149 Posted 28 February 2018 - 11:44 PM

    Private

  • Player
  • 4173 battles
  • 5
  • [REQT] REQT
  • Member since:
    05-21-2015

I just assume that the session stats mod will be uploaded to WG's modhub so you get full verification as well as testing, if it already hasn't been ?

https://wgmods.net/


Edited by Covenant_R, 28 February 2018 - 11:47 PM.


Kaltroh #150 Posted 01 March 2018 - 12:58 AM

    Sergeant

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  • 46036 battles
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  • Member since:
    05-30-2015

View PostCovenant_R, on 01 March 2018 - 01:44 AM, said:

I just assume that the session stats mod will be uploaded to WG's modhub so you get full verification as well as testing, if it already hasn't been ?

https://wgmods.net/

 

Why should a statistic mod require verification? Can you imagine any kind of cheat/harm with a mod like this? 

 



Covenant_R #151 Posted 01 March 2018 - 01:26 AM

    Private

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  • 4173 battles
  • 5
  • [REQT] REQT
  • Member since:
    05-21-2015

So, you don't think having it on the official site, as well as going through verification and bugtesting is beneficial for a mod ?

Not to mention, it pretty much also takes away the upkeep of needing to host a separate site for the mods as well.

To be honest, I wouldn't put it as that unlikely, if the mod hub works correctly, at some point, all mods that aren't verified might be barred.

 

That said, I was mostly thinking of the the verification for his other mod that is the Server Marker that overlays the server reticle on top of the normal one as well as include anti-team-damage function. The server marker is pretty much one of the more useful mods I found so far. Especially for arty it does a lot of difference.



Edited by Covenant_R, 01 March 2018 - 01:26 AM.


Kaltroh #152 Posted 01 March 2018 - 12:52 PM

    Sergeant

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    05-30-2015

View PostCovenant_R, on 01 March 2018 - 03:26 AM, said:

So, you don't think having it on the official site, as well as going through verification and bugtesting is beneficial for a mod ?

Not to mention, it pretty much also takes away the upkeep of needing to host a separate site for the mods as well.

To be honest, I wouldn't put it as that unlikely, if the mod hub works correctly, at some point, all mods that aren't verified might be barred.

 

That said, I was mostly thinking of the the verification for his other mod that is the Server Marker that overlays the server reticle on top of the normal one as well as include anti-team-damage function. The server marker is pretty much one of the more useful mods I found so far. Especially for arty it does a lot of difference.


 

Unless it is officially forced to be mandatory, mod developer may decide to publish anywhere he wants. Because mod developer mostly gets nothing in return as a consequence of his efforts and at least he might have wish to get some popularity to his own website. Furthermore, mod is described and announced here at the official forum.
 

On the other hand, I agree that it is better to have all mods in the official website, at least it is better and safer to use official site for us ordinary players. But for this one especially it is not fair asking to put it into official site for testing purposes. This is just users own statistics. Is it possible to be illegal/cheat in any form? There are many other mods to be checked before this one.

Maybe, somehow rewarding developers of popular mods in the official site can be a solution. By this way developers can willingly use official site.



AwfulTanker #153 Posted 01 March 2018 - 03:19 PM

    Corporal

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  • 2242 battles
  • 147
  • Member since:
    04-10-2016

View PostCovenant_R, on 28 February 2018 - 11:44 PM, said:

I just assume that the session stats mod will be uploaded to WG's modhub so you get full verification as well as testing, if it already hasn't been ?

https://wgmods.net/

 

Hello

I've had a look at the WG mod portal (1) and I fail to see the benefit to me as a mod developer. I quite like the current setup where announcements and feedback is available in this threat and download from my website. It allows for a rapid response to any issues not found during my own testing and an updated version can be made available immediately. This is in contrast to the mod portal where it can take up to a day for a new upload to be tested and approved (2). As Kaltroh has mentioned the fair-play issues are non-existent for personal stat mods and with regard to the ServerMarker mod the functionality is well defined and is explicitly allowed by WG's fair-play policy.

As you mention, the mod portal will undoubtedly become mandatory at a future date and I will be forced to re-evaluate my options but for now thing stays as is.

 

On a personal note: While I can certainly see the benefit of the portal for mod users, as a mod developer having WG publish my mod more resembles working for free for WG than engaging in a player to player experience.

 

(1) https://wgmods.net/

(2) http://forum.worldoftanks.eu/index.php?/topic/663965-official-mod-hub/page__st__40__pid__15451639#entry15451639


Edited by AwfulTanker, 01 March 2018 - 03:21 PM.


Covenant_R #154 Posted 01 March 2018 - 07:47 PM

    Private

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  • 4173 battles
  • 5
  • [REQT] REQT
  • Member since:
    05-21-2015

Thank you. It was just a thought. Although I don't see a problem for anyone doing both actually, but havent read the requirements. That would get the base verified at least.

 

Mainly because I want to be explicitely sure that the mods I use are in the clear and no questions about it. With session stats, there is nothing to worry about, so it was mostly the servermarker, which offers a much better functionality compared to the built in server reticle as well as the safe shot functionality.

 

I run only 4 mods in total, and session stats and ServerMarker is two of them. Especially the latter I find immensely useful.

The other two are the Battle Hits so you can check in the garage where you got hit and quickybabys modpack because the moving camonet, crew, etc automatically is just too useful.

 

Thanks for providing a pair of great mods.


Edited by Covenant_R, 02 March 2018 - 01:50 AM.


Kaltroh #155 Posted 08 March 2018 - 12:50 PM

    Sergeant

  • Player
  • 46036 battles
  • 228
  • Member since:
    05-30-2015

AwfulTanker ,

 

I select ranked battles only in setup, at the stats section my damage stat shown too high (it should be wrong). Maybe it sums random battles as well (not only ranked)

 

Would you please check the following pictures? Is my setup wrong?

 

setup screen

https://i.hizliresim.com/1JBj7j.png

 

stats

https://i.hizliresim.com/gOpjbO.png

 

 



AwfulTanker #156 Posted 08 March 2018 - 12:55 PM

    Corporal

  • Player
  • 2242 battles
  • 147
  • Member since:
    04-10-2016
I'll look into it

View PostKaltroh, on 08 March 2018 - 12:50 PM, said:

Would you please check the following pictures? Is my setup wrong?

 

I'll look into it.



AwfulTanker #157 Posted 08 March 2018 - 04:53 PM

    Corporal

  • Player
  • 2242 battles
  • 147
  • Member since:
    04-10-2016

View PostKaltroh, on 08 March 2018 - 12:50 PM, said:

I select ranked battles only in setup, at the stats section my damage stat shown too high (it should be wrong). Maybe it sums random battles as well (not only ranked)

 

An update is available for download.

While I don't play Ranked I tried a couple of Grand Battles but was unable to replicate your bug. I did however find another issue with the selection and calculation of battle-types which is now fixed. Perhaps we are in luck and your issue has been fixed as well!

 

Unrelated: Colour coding based on performance stats (WN8 etc.) will no longer be shown unless Random battles is the only type selected. The colours are calculated using the WN8 expected values and therefore only makes sense for Random battles.

 

The text and numbers in your bottom picture looks clipped and distorted. Is that just an artefact of image compression or is it an issue with the font you selected?


Edited by AwfulTanker, 08 March 2018 - 05:00 PM.


cricketwes #158 Posted 22 March 2018 - 08:01 PM

    Lance-corporal

  • Player
  • 28224 battles
  • 55
  • [CIRC] CIRC
  • Member since:
    12-08-2012
Update for 1.0 on the way?

AwfulTanker #159 Posted 22 March 2018 - 10:34 PM

    Corporal

  • Player
  • 2242 battles
  • 147
  • Member since:
    04-10-2016

View Postcricketwes, on 22 March 2018 - 08:01 PM, said:

Update for 1.0 on the way?

 

Well, I tried to play a couple of battles. The old version works except if going back to the garage before end of battle new stats are not updated (but are saved). The problem is that WG removed Training Ground in 1.0 which I used for my development and testing. This forces me to actually play the game which I'm to thrilled about. I guess I will get it fixed eventually.

AwfulTanker #160 Posted 24 March 2018 - 02:32 AM

    Corporal

  • Player
  • 2242 battles
  • 147
  • Member since:
    04-10-2016
Updated to 1.0.0 with no changes.





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