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CoH2 Replay Analyzer

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16 Oct 2013, 08:55 AM
#22
avatar of Abdul

Posts: 896

Such an awesome tool, thanks for making it!

Are you going to add additional features like total damage, resources, tanks destroyed/made, all the good stuff we are missing from the coh1 stats and more?
16 Oct 2013, 08:56 AM
#23
avatar of Abdul

Posts: 896


1) I couldn't have done this without the help of the programmers at Relic.


then why are they not including it in the game?
16 Oct 2013, 09:33 AM
#24
avatar of pingtoft

Posts: 100 | Subs: 1


Does this mean it's OK to delete setup.exe after installation?

Yup
16 Oct 2013, 09:37 AM
#25
avatar of pingtoft

Posts: 100 | Subs: 1

jump backJump back to quoted post16 Oct 2013, 08:55 AMAbdul
Such an awesome tool, thanks for making it!

Are you going to add additional features like total damage, resources, tanks destroyed/made, all the good stuff we are missing from the coh1 stats and more?

Information like damage, kills, resource income, mouse movement is calculated by the game engine and is not included in the replay, so it is not possible.
16 Oct 2013, 09:50 AM
#26
avatar of Abdul

Posts: 896


Information like damage, kills, resource income, mouse movement is calculated by the game engine and is not included in the replay, so it is not possible.


:( disappointing, nonetheless its a great tool :)

This brings me back to the question if they were willing to help you make it, why not include it in the game?
16 Oct 2013, 10:18 AM
#27
avatar of OnkelSam
Honorary Member Badge

Posts: 1582 | Subs: 2

Most of it is indeed already in the game. The post match screen shows a lot of information, like build order, steam profiles etc. It even shows additional information which are not displayed by this replay analyzer, like resource graphcs, damage, etc.

I don't understand why people are always negative towards the developers. They're working realy hard and they even communicate a LOT with community members who are trying to create something complementary, like this replay analyzer.
A team has limited resources, you can't do everything. You have to set priorities and do one thing after another.
16 Oct 2013, 10:36 AM
#28
avatar of akosi

Posts: 1734

Permanently Banned

I was about to invisible this, but in stead I'm gonna answer.

First of all, thanks for the compliment :)

Secondly, you're obviously not a programmer, because you are talking out of your ass:
1) I couldn't have done this without the help of the programmers at Relic.

2) From a technological viewpoint, what they created is absolutely fucking awesome. While Blizzard spent probably 10 times the money and 2-3 times the time to produce the engine for SC2 which can't even hold a candle to the engine of CoH1, Relic pushed the envelope even further with the Essence 3 engine.
That is what sets them apart and the reason why we play CoH and not SC2.

You may not be happy with the current state of the game and that's fair enough, but show the programmers some respect, because they fucking well earned it.


actually i am studying computer engineering which contain programming ( i am at C# atm), i know how hard could be making these all i wanted to say this program should be included ingame with ingame leaderboards too.
16 Oct 2013, 10:40 AM
#29
avatar of Abdul

Posts: 896

Most of it is indeed already in the game. The post match screen shows a lot of information, like build order, steam profiles etc. It even shows additional information which are not displayed by this replay analyzer, like resource graphcs, damage, etc.


Those things are really nice, and I really wish Relic would add coh1 stat features as well, that would make for a better post game stats.

I don't understand why people are always negative towards the developers. They're working realy hard and they even communicate a LOT with community members who are trying to create something complementary, like this replay analyzer.
A team has limited resources, you can't do everything. You have to set priorities and do one thing after another.


As you know, once you save the reply you can't see any more information. Therefore, I was wondering that if they were willing to help with this why not include it in the game. That's all.

As for people being negative about Relic you probably know most of the complaints people make. I have my own view on this, but I dont want to discuss it here and change the topic from this great tool.
16 Oct 2013, 10:49 AM
#30
avatar of OnkelSam
Honorary Member Badge

Posts: 1582 | Subs: 2

jump backJump back to quoted post16 Oct 2013, 10:40 AMAbdul

As you know, once you save the reply you can't see any more information. Therefore, I was wondering that if they were willing to help with this why not include it in the game. That's all.

Forwarding some commands and answering questions is a different amount of workload than to create the code, embedd it into the user interface, create artwork, perform Q&A, etc.

Sometimes it sounds easier than it is in reality.
16 Oct 2013, 11:25 AM
#31
avatar of wuff

Posts: 1484 | Subs: 2

Most of it is indeed already in the game. The post match screen shows a lot of information, like build order, steam profiles etc. It even shows additional information which are not displayed by this replay analyzer, like resource graphcs, damage, etc.

I don't understand why people are always negative towards the developers. They're working realy hard and they even communicate a LOT with community members who are trying to create something complementary, like this replay analyzer.
A team has limited resources, you can't do everything. You have to set priorities and do one thing after another.


Because the general public has zero understanding of video game development.
16 Oct 2013, 13:16 PM
#32
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

Information like damage, kills, resource income, mouse movement is calculated by the game engine and is not included in the replay, so it is not possible.

Is it possible to see ability usage (globally cast and unit cast) and unit upgrades in the current build? I see that the flamer HT upgrade is shown, but I haven't seen any others. Also, there seem to be some mistakes with regard to stolen weapons in the Build Order window. I am looking at a replay of a game I played as Soviets and some MG42 steals get listed as me building a Maxim. Same with a Pak steal listed as Zis build.
16 Oct 2013, 13:20 PM
#33
avatar of Abdul

Posts: 896


Is it possible to see ability usage (globally cast and unit cast) and unit upgrades in the current build? I see that the flamer HT upgrade is shown, but I haven't seen any others. Also, there seem to be some mistakes with regard to stolen weapons in the Build Order window. I am looking at a replay of a game I played as Soviets and some MG42 steals get listed as me building a Maxim. Same with a Pak steal listed as Zis build.


Also soviet howitzer did not show up in the build order
16 Oct 2013, 13:31 PM
#34
avatar of pingtoft

Posts: 100 | Subs: 1

I'm still debating whether or not to display upgrades and ability use on the BO page.
The main problem is that it is quite time consuming to find and format the icons.

The steal-becomes-production bug is interesting, though - I did not foresee that one.

Thanks for the bug reports and keep them coming.
16 Oct 2013, 13:58 PM
#35
avatar of JackTheRooster

Posts: 32

jump backJump back to quoted post16 Oct 2013, 10:36 AMakosi


actually i am studying computer engineering which contain programming ( i am at C# atm), i know how hard could be making these all i wanted to say this program should be included ingame with ingame leaderboards too.


Merely studying computer engineering doesn't make you an expert on what is possible. I have my degree in Computer Engineering and still don't completely understand all that Relic is doing to make this game great. I'm sure they are doing the best they can and the fact that they come out with regular patches and new content means they are hard at work. Can't please everyone, of course.
16 Oct 2013, 14:32 PM
#36
avatar of KingAnj

Posts: 75

Holy cow, really impressive! This is why i love the COH/COH2 community. Relic should be grateful to have such a dedicated and feedback-orientated community.

Great work! imma try it out tonight!
16 Oct 2013, 15:44 PM
#37
avatar of Neffarion

Posts: 458

Really, Really nice tool! Love it!
16 Oct 2013, 20:43 PM
#38
avatar of Z3r07
Donator 11

Posts: 1004

awesome tool, great work thanks!
16 Oct 2013, 21:24 PM
#39
avatar of SgtBulldog

Posts: 688

Very nice. This will just add to the feeling that COH2 is becoming what COH1 was.

A question: I had a first run on one of my replays, and I wonder if there is a problem with the map? I could not recognise the supposed footprints of my own commands. It's like they were mirrored or something(?)
Only Relic postRelic 16 Oct 2013, 21:58 PM
#40
avatar of Noun

Posts: 454 | Subs: 9

jump backJump back to quoted post16 Oct 2013, 07:26 AMakosi
another good program from community moderators. good job.
What the programmers do at relic? Get money for taking sh!t?



When we spend time working with the community to help them create really cool tools like this sadly it gets seen as us being lazy, rather than going out of our way to work with the community.

We'd like our jobs to be satisfying, and while we love working with the community on map creation, mod tools and other stuff to have that investment we put into it be seen as us not doing our jobs kind of sucks.

Which is a shame because Pingtoft did a really great job on this and we're glad to have worked with him.
16 Oct 2013, 23:26 PM
#41
avatar of pingtoft

Posts: 100 | Subs: 1

Very nice. This will just add to the feeling that COH2 is becoming what COH1 was.

A question: I had a first run on one of my replays, and I wonder if there is a problem with the map? I could not recognise the supposed footprints of my own commands. It's like they were mirrored or something(?)

That is very possible that the maps are mirrored or rotated - I did not do much testing on that. Please, tell me the map name and the orientation you think it should have and I'll fix it.
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