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EVE Live DPS Graph (desktop application)

Author
Grauth Thorner
Vicious Trading Company
#21 - 2016-10-25 16:58:05 UTC
Super Miguel wrote:
Grauth Thorner wrote:
Sadly enough the topic of my other application is locked indefinetly, for those still interested in this application, the topic can be found at https://forums.eveonline.com/default.aspx?g=posts&t=188954


why was it locked? it was not illegal or anything

Due to time. When a thread is inactive for too long, the thread is locked.

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Grauth Thorner
Vicious Trading Company
#22 - 2016-10-25 17:30:02 UTC
Mythodel wrote:
Grauth Thorner wrote:
Daemun Khanid wrote:
I'd say you're most likely correct. I didnt think to question the rate the log itself actually updates. After posting that comment I also stopped to consider the tate of fire for various different weapons which for slower firing weapons might result in a rather sawtooth pattern on the graph depending on exactly how your software operates. (I dont know if it reads data from the time stamps to calculate time or if it runs on its own clock) either way I'll leave you to it. A very handy tool. Cool

Yeah the bigger the interval between volleys, the more the sawtooth-pattern becomes visible. Depending on how long a fight lasts, it will eventually straighten out. I could interpolate the data, and maybe even add some prediction-functionality to it, but instead I wanted to go for accuracy.

Regarding the timestamps, it does use the timestamps provided by the combatlog (again for accuracy). So if for some reason the time between updates is longer than it should be, the data presented is still correct once the update has been processed, rather than showing a large peak which can't be placed by the user.


First, loving the tool! great for learning!

My only comment is very much in line with Daemun's. It seems each point in the graph is a ~40sec moving average which, I think, is too long for an average encounter.

The sawtooth pattern may or may not be a problem depending on what you want to check so its better to leave it as an option to the user.

Thanks for the tools :)

Myth

Thanks for your response and I'm glad you like it! The actual average is determined by the duration of the fight. The timer starts when the first shot is fired and ends 40sec after the last shot was fired (either incoming or outgoing). This is because there isn't really a way to determine wether the user is still in-combat or not. So each point in the graph represents the dps so far from the beginning of the fight until the time when the point is calculated. So the graph that's drawn and updated live is the same as the graph shown in the after action report.

This is also the reason why I didn't go for a moving average, I didn't want any inconsistencies between live dps and the after action report. Adding an option however to activate a moving avg, including a settable time, sounds like a good idea. I might add this in the future.

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Tek Nite
The Scope
Gallente Federation
#23 - 2016-10-30 00:47:55 UTC
Hey brother how has it been? this is Az Tek/Tek Nite Not sure if you remember me? I wrote the first 4 files on custom editing of the .dat files and xml and you later designed an awesome thing called the Custom Ship Labeled afterwards. We would boost each others posts.

Anyway this is swet. I'm working on a new website//webapp and i was adding tools to the database and came across the ship lableer and was researching if it was still getting updates so i viewed your recent posts and found this. This is amazing. How are you able to bring it into the game or make it overlap the game screen? Or was it a live IGB stream? Very interesting.

Anyway hit me up. Working on something new let me know if your still active in development and how your doing in genreal.
Grauth Thorner
Vicious Trading Company
#24 - 2016-10-30 09:37:13 UTC
Tek Nite wrote:
Hey brother how has it been? this is Az Tek/Tek Nite Not sure if you remember me? I wrote the first 4 files on custom editing of the .dat files and xml and you later designed an awesome thing called the Custom Ship Labeled afterwards. We would boost each others posts.

Anyway this is swet. I'm working on a new website//webapp and i was adding tools to the database and came across the ship lableer and was researching if it was still getting updates so i viewed your recent posts and found this. This is amazing. How are you able to bring it into the game or make it overlap the game screen? Or was it a live IGB stream? Very interesting.

Anyway hit me up. Working on something new let me know if your still active in development and how your doing in genreal.

Hey man, of course I remember you! Personally I'm doing fine, not really playing EVE at the moment though, but I'm sure I'll come back one day. I am still active in development, but approx 2 years ago I finished college and since then I've been working as a software engineer, so I don't have that much time anymore for my own projects.

The app is standalone, except for the after action report which does need a browser. Getting the app on top of the gamescreen is quite easily actually, if you know how to do it Smile. Java already has a built-in alwaysOnTop method, but this only works when the game that will be fullscreen is launched in windowed-mode. After some investigation I found that the alwaysOnTop has to be called after the game went fullscreen (since this more or less tells the OS it needs to be always on top, setting the app on the second row).

Next to that it is not allowed for the app to get focus in any way, because if it does, the OS notices that the fullscreen game lost focus, thus minimizing it. This means that keyboard-input is a no-go, because it's crucial for the app to get focus in order to listen to keyboard events (in Java this is mandatory, which is a good thing).

Anyway how have you been? It's been a while since I've seen you in any form.

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Tek Nite
The Scope
Gallente Federation
#25 - 2016-10-30 19:32:35 UTC
Grauth Thorner wrote:

........
.........
Anyway how have you been? It's been a while since I've seen you in any form.


I've been doing alright. I'm living up in San Francisco. Working days a week. Loving it though. Self Employed so I consider myself lucky. I love to program, I love It work, I love Internet Marketing and Thing like SEO, SEM, SMM, etc,. I'm lucky. not everyone likes their job. I may be a little obsessive at time but even so the possessiveness is effective. Life's about being happy right? So I guess if I'm a workaholic as long as I'm happy I'm good! lol.

thanks for the info on that alwaysOnTop btw. Very use and didnt now about it.

Anyway yeah I'm working on an eve site right now. It will be awesome when it's complete. I've added both your apps to the site. I'll hit you up with a PM with more details later. I also don't play EVE right now. Not in about a year I think. I mean I log in to que up new skills whenever I need to I always keep looking at my skills training, and all that good **** but not played. Hoping that will change soon. Anyway talk to you later bro!
Grauth Thorner
Vicious Trading Company
#26 - 2017-01-02 22:34:59 UTC
Happy new year to all of you, and thanks for using my applications (Live DPS Graph as well as the Custom Ship Labeler application) and of course thanks for all the donations Big smile

Kind regards,
Grauth Thorner

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Grauth Thorner
Vicious Trading Company
#27 - 2017-01-07 16:33:17 UTC
EVE Online Live DPS Graph V1.1 has been released.
In this new version I've added the ability to toggle always-on-top. If always-on-top is enabled, the application will be shown in front of the game window.
If always-on-top is disabled, a taskbar-entry will be added to your operating system, enabling you to get the application to the front manually.

Kind regards,
Grauth Thorner

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Obil Que
Star Explorers
Solis Tenebris
#28 - 2017-01-30 17:15:35 UTC
Any chance your web parser could be updated to provide data from multiple game logs (multiple players) at the same time to show aggregate and individual stats?
Grauth Thorner
Vicious Trading Company
#29 - 2017-02-01 20:11:45 UTC
Obil Que wrote:
Any chance your web parser could be updated to provide data from multiple game logs (multiple players) at the same time to show aggregate and individual stats?

I quite like the idea of being able to drop multiple gamelogs into one after action report, but I do wonder how this would be used. Having multiple files of, say, different days would be just like having all logs combined into one big gamelog and thus one big report, which doesn't really add value to the tool as it is.

As for data from multiple players, I think it would add value to the tool, which is why I like the idea. My biggest problem is however that in a 'normal' scenario, where player A has a different computer than player B, the logs are also stored on different computers which is why I would think it's simply too much of a hastle for the users to get the graphs on the screen.
Another problem I have is that it's near impossible to guarantee that data from multiple players is merged correctly due to lack of data for that regard. For instance, the gamelogs do not show wether the fights of two players are actually the same fight, this is something that should be guessed based on date, time and maybe the names of the enemies.

So for now I will say no to your request, unless you are able to convince me otherwise Lol

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Obil Que
Star Explorers
Solis Tenebris
#30 - 2017-02-01 20:39:04 UTC
Grauth Thorner wrote:
Obil Que wrote:
Any chance your web parser could be updated to provide data from multiple game logs (multiple players) at the same time to show aggregate and individual stats?

I quite like the idea of being able to drop multiple gamelogs into one after action report, but I do wonder how this would be used. Having multiple files of, say, different days would be just like having all logs combined into one big gamelog and thus one big report, which doesn't really add value to the tool as it is.

As for data from multiple players, I think it would add value to the tool, which is why I like the idea. My biggest problem is however that in a 'normal' scenario, where player A has a different computer than player B, the logs are also stored on different computers which is why I would think it's simply too much of a hastle for the users to get the graphs on the screen.
Another problem I have is that it's near impossible to guarantee that data from multiple players is merged correctly due to lack of data for that regard. For instance, the gamelogs do not show wether the fights of two players are actually the same fight, this is something that should be guessed based on date, time and maybe the names of the enemies.

So for now I will say no to your request, unless you are able to convince me otherwise Lol


The scenario I imagined was collecting game logs from the same fight.
I think a minimal implementation would be to upload multiple logs, process them exactly as you would now but graph each inbound/outbound DPS as a different color combination or same color, different look (solid/dashed, etc).
This would allow someone to collect logs from their fleetmates in the same fight and upload them all to get a single graph showing their DPS output and damage taken side by side


Grauth Thorner
Vicious Trading Company
#31 - 2017-02-04 10:23:03 UTC  |  Edited by: Grauth Thorner
Obil Que wrote:
Grauth Thorner wrote:
Obil Que wrote:
Any chance your web parser could be updated to provide data from multiple game logs (multiple players) at the same time to show aggregate and individual stats?

I quite like the idea of being able to drop multiple gamelogs into one after action report, but I do wonder how this would be used. Having multiple files of, say, different days would be just like having all logs combined into one big gamelog and thus one big report, which doesn't really add value to the tool as it is.

As for data from multiple players, I think it would add value to the tool, which is why I like the idea. My biggest problem is however that in a 'normal' scenario, where player A has a different computer than player B, the logs are also stored on different computers which is why I would think it's simply too much of a hastle for the users to get the graphs on the screen.
Another problem I have is that it's near impossible to guarantee that data from multiple players is merged correctly due to lack of data for that regard. For instance, the gamelogs do not show wether the fights of two players are actually the same fight, this is something that should be guessed based on date, time and maybe the names of the enemies.

So for now I will say no to your request, unless you are able to convince me otherwise Lol


The scenario I imagined was collecting game logs from the same fight.
I think a minimal implementation would be to upload multiple logs, process them exactly as you would now but graph each inbound/outbound DPS as a different color combination or same color, different look (solid/dashed, etc).
This would allow someone to collect logs from their fleetmates in the same fight and upload them all to get a single graph showing their DPS output and damage taken side by side

Fights are time bound, so the combining should be done based on this time. I could look for overlapping times, combining all graphs that are overlapped, which would be a pretty decent solution for showing the graphs, even though it's not perfect. Some kind of relevance-threshold could be used to filter out irrelevant graphs.

How exactly would you go about gathering the gamelogs from your fleet, and what exactly do you want to do with the data (as in learning/rewarding/measurements)?

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DJ Bismarck
The Bismarck Factor
#32 - 2017-03-22 01:49:42 UTC
Would love to use this program, it looks great, however not being open source / the code available is a huge deal breaker for a lot of people. Any chance that you'd be willing to budge on it?
Grauth Thorner
Vicious Trading Company
#33 - 2017-03-24 17:42:18 UTC
DJ Bismarck wrote:
Would love to use this program, it looks great, however not being open source / the code available is a huge deal breaker for a lot of people. Any chance that you'd be willing to budge on it?

At this moment I'm not, and chances are I never will unless a lot of people request the application to be open-sourced, at this moment the counter is at two. I am however open to requests for new features and willing to share information on how I got certain parts of the code implemented.

Kind regards,
Grauth Thorner.

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Grauth Thorner
Vicious Trading Company
#34 - 2017-06-08 20:58:30 UTC
'Stealth' bump

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