stats for 1st person shooters...
you have a game server running? ... got tons of log files loaded with information? ...
looking for a parser that will generate statistics and ranking in form of neat html pages? ...
fast, easy to use and configure?
if so... then æstats++ is just the thing for you.
start with the list of features.
then for an overview check out the html output example
pages. then grab a copy of the latest files, and finally go for the
installation.
news...
wednesday, august 19th 2009 |
ætats++ - development dead
due to a forced site migration - planetquake is shutting down - i am migrating this site over to the new host: hugelaser.com.
after four years down the line, alas, it has become apparent that any development on æstats++ is extremely unlikely, thus can be considered dead. i really regret this, the site presents quite a few spiffy ideas that would have been interesting to implement, but i simply don't have the time, and even worse i completely lack the energy to take on such a huge project. sorry everyone.
since the time and effort to add a few things to æstats are way more manageable, i am hoping to release some updates for it over at my old æstats site.
friday, may 20th 2005 |
ætats++ - site re-launch
after so many years, and since i am finally getting the original æstats code re-written, i thought it was
high time to update the site design for æstats++,
to be more practical (without frames) and to better fit in with my other sites.
the information on these pages is not yet up to date. many things
still need to be written. that will happen once æstats++ is in a releasable state.
in case you are wondering what the old æstats++ site
used to looked like, just click on the icon to the right. i kept the basic
design (glowicons-look) and color design, since even after all these
years i still like it very much. hope the page is now more functional... back to programming :).
thursday, may 5th 2005 |
æstats++ development status
the development of æstats++ has started off quite well, presently the new parser aepar, will support every quake iii arena mod via external obituary configuration .cfg files. alas i lost quite a bit of coding time, due to a pollen-allergy that hits me every year, plus in the last two weeks i was helping write an article on level editors and their sdks (sandbox, doomedit, hammer), so i did not get to do to much programming. but work will continue now. presently i am working on half-life engine log parser code (includes cs and tfc).
good news, i have received log files for ut2004 and counter-strike: source, so those two modern games will definitely be supported next. if you happen to have log files for doom 3 or any other "modern" shooter, do not hesitate to send me an email about them.
monday, march 28th 2005 |
æstats++ development in d!
just wanted to let everyone know that after about 2.5
years of not doing anything with æstats, code-wise, i have started
programming again. presently this is day 7 of coding (started 3/19/2005).
i am re-coding æstats in d, the project will turn into the
new stats tool called æstats++.
why would that merit much attention, you may ask?
because i recently learned to love a new programming language called
d. it combines the features of c and c++, but
packages everything in a very much more practical and more modern
language. this "adds" classes, garbage collection (no manual
memory allocation required, for all those "trivial" temp variables),
and *many* more features.
if you are sick and tired of ansi c (and all the forced use of
pointers, i.e. i have not used one pointer "knowingly" in d sofar),
and find c++ just plain too bloated (in notation) and too slow, then d
could be interesting for you as well. i certainly will never go back
to c or c++. oh, and d can be learned very quickly, took me about a
week (to understand all the basics and start coding).
visit digitalmars.com for more
details, and for a quick rundown of d, visit the d programming language page for
more information. it will be well worth your time.
to the point: d lets me quickly program things that would be nearly
impossible in ansi c.
so what is the advantage of re-coding æstats in d?
new features! since the code is a *lot* more transparent, and less
error prone, it is much easier for me to add powerful new features.
basically all the things i had hoped to add to the (original) æstats++ project
will now be possible.
the first thing i have already added to the new parser of æstats++
called aepar are non-hardcoded obituaries.
this means you can now simply edit an easy to read .cfg text file to
add/change the obituaries of any game æstats used to support. this
also lets you "program" a parser for a new game mod, as long as it
abides to the basic format of a parser engine aepar already supports.
i.e. a new quake iii arena mod, called abc comes up: simply define a
new abs.cfg file, and define the mod "q3a" engine based. you can then
immediately generate stats for that new mod. i had already written a
"ripper" tool that let me analyze new log file formats, and extract
obituaries, i will update the code for it and release it with the
æstats++ package.
i am presently re-writing the parser code (based on the old preaes),
cleaning it up, optimizing the parser speed, fixing any possible bugs
along the way. q3a engine games will be supported first. from there i
will start re-coding the stats module. all in all i should be able to
finish recoding everything in about 2 months, if all goes well. And
release a æstats++ beta then.
what is planned for æstats++?
after re-coding, the old æstats code in d, plus adding a few new nice
features. the next step will be to add the following:
- æstats++ will let you "collect" all stats data in a mysql
database. basically turning it into a real-time stats tool with stats
history. i.e. old log files could be deleted, only new logs would be
fed into æstats++ (huge project).
- the web based pages will be
written in php, and contain tons of new info in
addition to you have come to know from æstats. since æstats++ will
be database driven, you can imagine all the nifty things you will be
able to look up. e.g. search for buddies, compare of stats etc.
- æstats++ may possibly turn out to be linux only. depends on if
it will be possible to control mysql from d, possible under linux.
would the lack of an æstats++ windows exe be a problem to admins out
there?
- code a parser script language that will let you program the log
parser to understand *any* log file format. this would let you e.g.
translate one log file format into another if you wanted. more
importantly, you could add support for any new game yourself. (no idea
when this will happen).
but i am getting ahead of myself. at the very least mysql has become
possible with d, so chances of that happening are a *lot* better than with
the old ansi c code æstats was written in.
feel free to email æstats++ requests.
or if you want updated support for any of the gametypes æstats
supports, now is the time to ask for that support. since i am re-coding the
parser, i can add it on the fly. log files for new games æstats does
not yet support are also welcome, e.g. far cry, half-life 2, hl2 counter-
strike, doom 3, etc.
hope that is a bit of good news for the faithful æstats users out there.
- copyright and disclaimer
-
æstats++ is copyright (c) 1998-2009 by christoph 'aeon' loewe.
i am providing the æstats++ package as is, there is no warranty whatsoever.
install and use it at your own risk. commercial use prohibited!
the neat glowicons on this site where developed for the amiga and
are copyright to matt chaput & pixelstudio.
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last updated on wednesday, august 19th 2009

up since: monday, october 2nd 2000
re-design: monday, may 16th 2005
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