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See some servers that use Fluff:
Spies.com FLF

a ceejbot project

Fluff news

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Perforce browser so you can look at the source and my recent checkins.

Current task:
Fluff 0.3 released.

Most recent change:


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Earlier changes:

Fixed two problems with log parsing: a problem with empty logs and a problem with clan matches. (10 Feb)
Added map image display to the game reports. If you have a big stock of images from hlmaps, this is cool. If you don't have flf map snapshots, you can grab mine from the downloads directory. To get this change, download the latest archive.
Cleaned up the php files as much as possible to make it easy for people to customize them for their own site. They're still not great, because I was too sloppy writing the darn things. But if you want a two-column layout, you'll be in business fast. (21 Jan)
Ran the version .2 parser on about 1500 archived log files. The results were good, so I replaced my old database with the new one. (I fixed enough bugs in the actual parsing that the data is better now.) I'm now running version .2 on my own server. (19 Jan)
Installation instructions in progress for the beta testers I anticipate getting this weekend. (19 Jan)
I finished that last chunk of work this morning before heading off to real, for-pay work. So I suspect that I'll put my new system into use on my server tonight, and give it a few days of real use to shake out any lurking problems. (17 Jan)
Got another huge chunk of refactoring done tonight. I have one major piece of work to do before I call it ready to go out on my own server in place of the first version. (16 Jan)
Abstraction of configuration info into separate files for easy editing. (14 Jan)
Nickname reserve system is ready to roll. Unfortunately, I can't get AdminMod mysql working. At all.
Fixed the "Long Tra'ang Kuniich" bug, a problem with identifying players correctly across server sessions. Fixed by relying on names instead of WON ids as the first-line means of player identification. The solution has its problems. To deal with those problems, I'll be writing a little nickname reserve system for spies, which I will of course also give away.
Added a list of the top fifty players sortable by the skill you're interested in.
By popular demand, put the grenade and knife awards back to sheer numbers, not rate.
Added overall player rankings to the player display.
Some interesting trends are now displayed in the weapons popularity display and the class effectiveness display.
Weak class identification is working-- if a player makes a kill with a class-specific weapon, I guess that she's in that class.
Lots of player rankings now available.
Weapons use logged.
Time-keeping is working.
I'm maintaining and displaying player historical data.
People who connect with more than 1 WON id during a game are now handled properly.
Single-game data is in good shape, with one exception: The FLF log isn't detailed enough for me to compute scores that match scores displayed in the actual game. It doesn't include any location information. I can approximate the right scoring by awarding points for kills just before a successful cap, but I can't ever figure out who was standing next to the capper.

To be done:
Work to make the package portable.
Time-related analysis in single-game display & player display.
Search for player by won ID or IP number.
Better name and team tracking.
Analysis of player habits.
Grid display of who killed whom how many times. (Is this actually interesting?)



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