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 Post subject: [BUG] EFFICIENCY Oddness
PostPosted: Sun Jul 31, 2005 4:43 am 
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Location: Ohio
The EFFICIENCY command is great.

But the one thing that is weird is that the best time to use it would be at the end of map and that's the only time it doesn't work.


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PostPosted: Sat Sep 17, 2005 10:15 pm 
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The autostats command is now available. It allows you to automatically dump the output of the efficiency command whenever the level the changes. If you don't want to enter this command every time you connect to the server, simply put it in an alias named "init". For example,

alias init autostats

The init alias is a special alias sent by Rune Quake servers to automatically initiate commands when you first connect. For best results, place the init alias your autoexec.cfg file.

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PostPosted: Mon Sep 19, 2005 3:03 am 
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Now I can discover how Yellow No. 5 beats everyone so badly @ RA ;)


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PostPosted: Wed Sep 21, 2005 10:49 am 
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zop.runequake.com
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ILLEGAL TEXTURE PACKS?

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PostPosted: Thu Sep 22, 2005 1:32 am 
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What does this report look like? Is it a delimited text file?


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PostPosted: Thu Sep 22, 2005 2:04 am 
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Type EFF in the console on Shmack and Singed and it gives you an effectiveness % per weapon.

(How do alt weapons figure into this? Excluded, I assume?)


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PostPosted: Tue Oct 18, 2005 1:47 am 
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Slot Zero wrote:
The autostats command is now available. It allows you to automatically dump the output of the efficiency command whenever the level the changes.


Btw, as far as I can tell this isn't working right. What it does do is output status information to the console frequently, but it doesn't output the EFF on the end of a map, unless I'm doing something wrong (and I could be).


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PostPosted: Tue Oct 18, 2005 5:18 am 
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Baker wrote:
Btw, as far as I can tell this isn't working right. What it does do is output status information to the console frequently, but it doesn't output the EFF on the end of a map, unless I'm doing something wrong (and I could be).


I'm not sure what you mean.

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PostPosted: Tue Oct 18, 2005 8:25 am 
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It is working properly. :D

I played a late night game and forgot I was on Singed and not 26002 because the runes and hook were off. :evil:


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PostPosted: Tue Oct 18, 2005 8:23 pm 
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quake.intertex.net
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Slot, i've noticed higher Eff numbers on the average for runequake than crmod.
Now in crmod if u had an average total of 20% then you were a good player.
if u have 30% you were "BlackKnight_DY" (LEET)
So, i see like normal players on shmack with 30+% eff at the end of the game?

I use for example:
Code:
     WeaponEff = (Damage_Fired / Damage_Caused);

Damage_fired is updated when you attack, and damage_caused is the value rendered...
Is that close to what you use?


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PostPosted: Tue Oct 18, 2005 10:06 pm 
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I based the efficiency code from the CRMod manual and local tests on a CRMod server.

Code:
The weapon statistics give efficiencies for bullets, nails, rockets
and lightning gun.  For each of these, efficiency is equal to the total damage
done to enemies and shootable switches divided by the total damage fired.
'damage fired' is computed as follows:

    attack          damage fired
    ------          ------------
    shotgun             24
    super shotgun       56
    nailgun             9 per nail
    super nailgun       18 per nail
    rocket              120
    rocket jump         0
    lightning gun       30 per frame
    discharge           not counted

Rockets that don't hit near an enemy and aren't fired near an enemy are
assumed to be "defensive" shots are not counted towards efficiency.


Feel free to check the source for any calculation errors. All efficiency changes are commented '// efficiency'.

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PostPosted: Wed Oct 19, 2005 5:19 pm 
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quake.intertex.net
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:D ya I think thats funny that shootable switches are accounted for.. :P
Who knows, heck CA++ eff always reports way low, as long as the scale is consistant its just apples to oranges... :)


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PostPosted: Wed Oct 17, 2007 3:14 pm 
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I finally got around to adding killstats and stats. The autostats command now dumps the output of these, along with eff, at the end of each level as well.

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