Jump to content

Improved Statistics

Misc

232 replies to this topic

#201 konokoni

    Rookie

  • Ace Of Spades
  • 8 posts

Posted 19 March 2014 - 04:54 PM

With the latest version I am no longer getting errors. All of my match data is there as well. Thanks for all of your hard work on this; it's a really neat supplement to the rather lackuster official statkeeping.

#202 SjurWarEagle

    Member

  • PipPipPipPipPipPip
  • 235 posts

Posted 19 March 2014 - 07:22 PM

View PostSpeedy Pinky, on 19 March 2014 - 03:03 PM, said:

What is meaning with
menuModePoints and matchModePoints ?

Can you make a short video how to config the points or make some picture ...
in some points i dont know what it want.
Thanks

EDIT: The new version is very good ...


Hi,

a small overview on all variables you can set in the config. I'll add this description as tooltip in the next version

Username
MWO-Emailadress (not the username) Note do self, rename the field...
PasswordYour MWO-Password
disabledEntriesEntries (maps, weapons, mechs) to be disabled by default
highscoreEntriesnumber of entires per mech in the highscore
battlelogScreenAutoSwitchTimeSetting in milliseconds how fast the screens in the battlelog should switch automatically
displayMarkers
mechsToIgnoreForImportlist of mechs of which the data should not be imported this is used because PGI gives mechs like the heromechs the same database-id, so they are listed together with their un-championed mech and all data will be counted twice
useClickReadyswitch for enabling/disabling toe autoclick of the readybutton
coordinatesReadyButtonThe position of the ready-button to be clicked on (based on 1920x1080, will be scaled automatically)
useEndOfMatchScreenshotswitch for enabling/disabling the screenshot at end of match
screenshotHeightFormat of screenshots in store/display
screenshotWidthFormat of screenshots in store/display
coordinates2ndPageThe position of the position where to click in order to get the 2nd page of the end of match screen (based on 1920x1080, will be scaled automatically)
coordinatesFinishScreencapturewhere to move the mouse to after the screenshots are done (based on 1920x1080, will be scaled automatically)
Show LinkSet up if link-column in the battlelog should be shown
Show CommentSet up if comment-column in the battlelog should be shown
Show ScreenshotsSet up if screenshot-column in the battlelog should be shown
Local Modefor debug purpose, it won't update the data and not start the listeners, so useless for most users
useCoordinateTranslationIf you want to let mechcollect translate the given coordinates automatically to your resolution, this should be true.
useExtendedPixelSearch
matchModePointsThe points to look for, in order to determin the readybutton being displayed (based on 1920x1080, will be scaled automatically) Format: x,y,(R-G- B);
menuModePointsThe points to look for, in order to determin, the menu is displayed (and therefore the match over) (based on 1920x1080, will be scaled automatically) Format: x,y,(R-G- B);
readyButtonPointsPoints of the ready.button to click on before launch of match (based on 1920x1080, will be scaled automatically) Format: x,y,(R-G- B);
endOfMatchWinPointsThe points to look for, in order to determin, of end of match (win) has occurred (based on 1920x1080, will be scaled automatically) Format: x,y,(R-G- B);
endOfMatchLostPointsThe points to look for, in order to determin, of end of match (lost) has occurred (based on 1920x1080, will be scaled automatically) Format: x,y,(R-G- B);
maxDifferenceOfMatchingColorvariable how much the color may vary, this variable is needed, because of different resolutions and gamma values, normally you don't need to touch it


variable not in gui (but be added in next version)
displayMarkersenable the feature of displaying vertical markers


I'll tinker together a manual of how to create own checkpoints, please take a look at the posts starting at http://mwomercs.com/...s/page__st__160 for more information, hope it helps, if not, stay tuned :)

#203 p4r4g0n

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,511 posts
  • LocationMalaysia

Posted 20 March 2014 - 07:45 AM

Just some quick initial feedback - new version looks very slick and professional. Haven't tested the new functionality you added with but it was nice to have the screenshot and configuration scripts embedded within the main client.

Thanks for sharing this app :lol:

#204 SjurWarEagle

    Member

  • PipPipPipPipPipPip
  • 235 posts

Posted 21 March 2014 - 11:54 PM

View PostSpeedy Pinky, on 19 March 2014 - 03:03 PM, said:

Can you make a short video how to config the points or make some picture ...
in some points i dont know what it want.
Thanks



Checkpoints

Description:


Checkpoints in MechCollect are used to find what Mechwarrior Online is doing. Mechcollect checks some pixels on the screen and then decides what to do.
One example
Let's say Mechcollect looks for a blue pixel on the left a red pixel left bottom and a yellow pixel on the top.
You are getting the end of match screen and Mechcollect is happy, because hey, it found the corresponding pixels. As a result of this find, it takes a screenshot and switches the page (if configured so).

Problems:


Because everyone may use a different resolution when playing Mechwarrior Online, there is no "pixel in the center" for everyone. For some this is 400,300 for some it is 512,366 and some others may have 1024,540. Because of this mechcollect takes the coordinates configured in the config.properties and translates them to your current resolution. The coordinates are based on my resolution of 1980x1050, so if you are running at 1024,768 a coordinate of 400x400 on my screen should be at 207,292, so this is where the point will be checked.
But this is a calculation, it might be wrong because of rounding, interpolation and so on.

Coordinate Translation


The coordinates given to you are based on 1980x1050, as written Mechcollect transforms these coordinates to your Mechwarrior Online Windowresolution, if you want to change the coordinates and make them match exact for your system, you can turn off the translation of the coordinates, so 100x100 will always stay 100x100.
Posted Image

Improvements:


In order to fix this problem you can change the coordinates in the config and set them to some, you did determine by youself. In order to do so, you have to edit:
  • MenuModePoints
  • MatchModePoints
  • EndOfMatchLostPoints
  • EndOfMatchWinPoints
  • ReadyButtonPoints
The points can be generated by the Checkpoint Creater in the config.
Posted Image
All you have to do is load a screenshot into this tool (you can use the function in the setup) and click at the points you want to use as check-points.
In the lower part of the window is a textarea where the new checkpoint-string is generated.
Posted Image
When you are done, take this string and paste it in the corresponding textfield in the config.
Posted Image


The numbers are readable like this:
X,Y,(Red-Green-Yellow);
so looking for a bright read pixel at x=75,y=29 an entry would be:
75,29,(255-0-0);



The second change for improving the detection if checkpoints is some kind of scatter.
I'm not only looking at the exact coordinate, but also the points surrounding it.
So if the point 10,10 should be used, the tool looks also at
(9,9),(10,9),(11,9),(9,10),(10,10),(11,10),(9,11),(10,11),(11,11) this also should improve the detection for
calculated coordinates.
A mockup:
O O O O O
O + + + O
O + X + O
O + + + O
O O O O O

I'm aware this softens the detection and could lead to misreadings, but there should be enough checkpoints per image to be on the save side. The side who has cookies :P
If you want, you can switch this option off in the setup:
Posted Image


Tuning:


You can use setup - Test Checkpoints to test the checkpoints after saving your config.
They get a red or green border wether the checkpoint matches or not.
The rectangle is filled with the color to look for.
You can use these screenshots for finetuning the coordinates and colors.

#205 Michael Abt

    Member

  • PipPipPipPipPipPip
  • The People's Hero
  • The People
  • 470 posts
  • LocationEurope

Posted 22 March 2014 - 03:12 AM

Bug report

Battlelog: Marking an entry and then using shift+arrow up/down to mark entries the results are borked. It looks like the first match marked is counted every time you mark another match. Furthermore, if you add a few matches that way e.g. with arrow up, then remove them again with arrow down, they are not removed from the summary but instead the count still goes up.

However, marking different entries with mouseclick in order to get a summary for those matches is working fine.

#206 SjurWarEagle

    Member

  • PipPipPipPipPipPip
  • 235 posts

Posted 24 March 2014 - 02:29 PM

View PostMichael Abt, on 22 March 2014 - 03:12 AM, said:

Bug report

Battlelog: Marking an entry and then using shift+arrow up/down to mark entries the results are borked. It looks like the first match marked is counted every time you mark another match. Furthermore, if you add a few matches that way e.g. with arrow up, then remove them again with arrow down, they are not removed from the summary but instead the count still goes up.

However, marking different entries with mouseclick in order to get a summary for those matches is working fine.



Hi,

thanks for pointing this out, it's a bug in JavaFX, I put in the workaround today, it will be fixed in the next version.
No ETA at the moment, I want to finish the current improvement first :)

#207 Jman5

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,914 posts

Posted 28 March 2014 - 06:06 AM

Hey Sjur, I can't seem to get mech collect to run anymore with the new version. I got it going once, and then every time after that it shuts down on me. Here is a screenshot just before it closes:

Posted Image

As a side note, I made a suggestion a few pages back.

View PostJman5, on 16 February 2014 - 06:59 PM, said:

One thing that might be helpful would be showing damage averages for mechs. We see individual damage values per game, but it's hard to make heads or tails of whether you're improving your damage numbers or not. I would like to see something like the kill/death per mech average chart.


Any idea if this is possible to implement? You would basically create a line graph over time that shows you how your damage is trending. It would be useful to tell if tweaks you made to a specific mech loadout has helped or hurt you.

Edited by Jman5, 28 March 2014 - 06:10 AM.


#208 SjurWarEagle

    Member

  • PipPipPipPipPipPip
  • 235 posts

Posted 28 March 2014 - 06:11 AM

LOL sent you a pm just about the same time yout did the post. The graph will in in the next release.
For your bug, I think I need the log-file (directory logs) or much better the database to be able to reproduce it. No idea what went wrong.

#209 SjurWarEagle

    Member

  • PipPipPipPipPipPip
  • 235 posts

Posted 29 March 2014 - 11:46 PM

Finally...

2.1
New:
* added small remote for capturing additional screenshots during the game,
they will be assigned to the current game, if none running to the next game
(available at the bottom left)
* new config-dialog for managing markers
(old markers from markers.config will NOT be converted or used)
* new ability to create markers directly from battlelog
* Tooltips in config dialog
* Viewer for screenshots improved
* Imageviewer now able to view images from multiple fights
just select multiple entries in the battlelog and then press the button at the bottom side
* new graph for average damage
(this shows the average for the selected period, not of all data!)
Bugfixes:
* fixed a bug where the GUI got locked if navigator was used too fast
* removed some jars/classes not needed anymore
* Fixed shift-cursorkey-selection in battlelog
(caused by bug in Java: javafx-jira.kenai.com/browse/RT-18388)
* Fixed the bug where the clock stops running
* fixed broken display of infographic
* fixed a bug where the detection didn't work if the next game was started while update was running


No, you didn't miss release 2.0 I just didn't want to use 2.0 after the UI 2.0 release

This time I experimented with some tutorial-videos to explain the new features. They aren't very good, but I hope they help you understanding the new stuff.

Teams




Imageviewer



Markers



Screenshotremote



Download: http://sourceforge.n...28.zip/download

Edited by SjurWarEagle, 30 March 2014 - 09:39 PM.


#210 Jman5

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,914 posts

Posted 30 March 2014 - 04:46 PM

still can't get it running. Here is the log file

Quote

20:50:23 [INFO ] [de.tkunkel.mechcollect.DatabaseMigration:178] migrate - Databaseversion: 7
20:50:24 [INFO ] [de.tkunkel.mechcollect.MainController:139] init - Starting ready-watcher
20:50:24 [INFO ] [de.tkunkel.mechcollect.MainController:144] init - Starting EoM-watcher
20:50:24 [INFO ] [de.tkunkel.mechcollect.MainController:155] init - Starting watcher.
20:50:24 [INFO ] [de.tkunkel.mechcollect.Starter:187] stop - Shutting down...



Here is the error I initially get. Afterward it just shuts down like before.

Posted Image

Quote

20:54:08 [INFO ] [de.tkunkel.mechcollect.DatabaseMigration:178] migrate - Databaseversion: 4
20:54:08 [INFO ] [de.tkunkel.mechcollect.DatabaseMigration:29] backupDatabase - Backing up database
20:54:17 [INFO ] [de.tkunkel.mechcollect.DatabaseMigration:207] migrate - Migration from '4' to '5' needed.
20:54:17 [INFO ] [de.tkunkel.mechcollect.DatabaseMigration:368] migrate4to5 - Migration from '4' to '5' started.
20:54:18 [INFO ] [de.tkunkel.mechcollect.DatabaseMigration:393] migrate4to5 - Migration from '4' to '5' done.
20:54:19 [ERROR] [de.tkunkel.mechcollect.DatabaseManager:2162] getAllTeams - java.sql.SQLSyntaxErrorException: user lacks privilege or object not found: TEAM_DEFINITIONS


Edit: Ok I deleted my database folder and I got it to run. However, I would really like to find a way to import my old data because I have been running it since September.

Edited by Jman5, 30 March 2014 - 04:55 PM.


#211 p4r4g0n

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,511 posts
  • LocationMalaysia

Posted 30 March 2014 - 09:02 PM

I got the same error the first time I ran the new build. However, I re-tried launching it without doing anything and it ran without any problem the second time.

Did you try re-importing your old db after you got it to work with a fresh db? (i.e. copy your old db over)

#212 SjurWarEagle

    Member

  • PipPipPipPipPipPip
  • 235 posts

Posted 30 March 2014 - 09:39 PM

Damn me, I once again forgot to copy the migration-method to the older versions.

At the moment MEchCollect migrates from version 4 to 5 then starts, next start it migrates from 5 to 6 the next one from 6 to 7.
Correct would be from 4 to 5 to 6 to 7.

2 Ways to fix this:
- restart three times
- use http://sourceforge.n...28.zip/download

#213 Jman5

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,914 posts

Posted 01 April 2014 - 11:57 AM

Hey Sjur, I had an issue with the mech average damage graph. I played a bunch of games without mech collect and so when I got it booted up I had one big mega-score of like 14,000 damage listed in my battlelog. This is being included as a single game, so my averages are completely screwy.

#214 Darian DelFord

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,342 posts
  • LocationFlorida

Posted 01 April 2014 - 05:09 PM

Hail and well met, just DL'ed this app and wanted to try it out, however I can not even get it to start. Is there a post somewhere that I missed on how to set it up. i edited my email and PW and nothing.

#215 p4r4g0n

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,511 posts
  • LocationMalaysia

Posted 01 April 2014 - 08:04 PM

Not sure what you mean when you say you couldn't get it to start. Did you double click the start.cmd file?

If you did and nothing happened:-

What OS are you using?
Do you have Java installed?
Is it at least version (edit: typo) 47.51?

Clarification required please.

Edited by p4r4g0n, 02 April 2014 - 02:13 AM.


#216 Darian DelFord

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,342 posts
  • LocationFlorida

Posted 01 April 2014 - 09:33 PM

View Postp4r4g0n, on 01 April 2014 - 08:04 PM, said:

Not sure what you mean when you say you couldn't get it to start. Did you double click the start.cmd file?

If you did and nothing happened:-

What OS are you using?
Do you have Java installed?
Is it at least version 4.51?

Clarification required please.


Yes I double click and nothing.

I Dl'ed the latest Java version that is up. I use Win Vista 64 bit. I changed the config file to my email and PW and I double click start and nothing.

This is the line of my start file. It was not recognizing JAVA by default. I am sure this is probably the problem as I screwed something up. The path is correct.

Quote


path=C:\Program Files (x86)\Java\jre7\bin java -jar MechCollect.jar config/config.properties config/colors.properties config/colors_custom.properties config/markers.list


Edited by Darian DelFord, 01 April 2014 - 10:30 PM.


#217 p4r4g0n

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,511 posts
  • LocationMalaysia

Posted 02 April 2014 - 12:46 AM

You have a 64bit OS but your Java version is installed in the 32bit Program folder? Can you check if you installed the 32bit or 64bit Java version? If it is the 32bit version, try downloading the 64bit version.

Edit: I recall someone else had a problem using the 32bit version. Anyway, if your Java version is not the culprit and you just need to set the Java path, you could do it either through the Control Panel or by modifying the start.cmd file as shown here

Edited by p4r4g0n, 02 April 2014 - 02:18 AM.


#218 Zeddecius Ward

    Member

  • Pip
  • Ace Of Spades
  • Ace Of Spades
  • 15 posts

Posted 02 April 2014 - 11:46 PM

Hi Darian,

i had a similar problem on my 64-Bit System. The Java Updater is just updating the 32-Bit Version once it is installed. Manually installing the 64-Bit Version solved my problems.

#219 Hammerhai

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,001 posts

Posted 03 April 2014 - 05:00 AM

Sad to report that in upgrading from 1.8 to 2.1 it became apparent that 1.8 ate my database. Have to restart my stats collection, it will not work in 2.1.

#220 SjurWarEagle

    Member

  • PipPipPipPipPipPip
  • 235 posts

Posted 03 April 2014 - 07:04 AM

Sorry to hear, but without the database, a log, an errorreport I cannot do anything.
You can take 1.8 with the backups.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users