Replayparser

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Replayparser

Postby Farmsletje » 13 Jan 2017, 05:29

Is it possible to remove walls from the apm counter on the replay parser?
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It's stretching the graph unnecessarily + makes he apm counter more accurate.

Obviously it would be better to change it to 1 click 1 action instead of what it is now, but my making the walls disappear the biggest part of the problem will be fixed.
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Re: Replayparser

Postby JoonasTo » 13 Jan 2017, 07:15

It shows CPM(commands per minute) not APM, so in that regard it is correct to not use 1-click method.

It's also not just walls. The same thing bothers Pgens, templates, Hazard PD, Hazard AA, etc. I think it has to do with how the game handles draw commands as shift queues. Would be nice if it could somehow be made to detect that but unless the game timestamps all commands, this is a bit hard due to 500ms update cycle. You can easily have multiple commands in that time even without drag.

Another nice improvement would be to only count the time a player is alive to their average. Currently it counts the time the player was dead too. :lol:
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Re: Replayparser

Postby ZLO_RD » 13 Jan 2017, 11:00

JoonasTo wrote:Another nice improvement would be to only count the time a player is alive to their average. Currently it counts the time the player was dead too. :lol:


yep, that breaks average APM for that player, and that is 1rst thing that people look on when use parser.
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Re: Replayparser

Postby JoonasTo » 21 Jun 2017, 21:01

The old page is dead, do we have an offline version or a working online one?
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Re: Replayparser

Postby speed2 » 21 Jun 2017, 21:03

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Re: Replayparser

Postby JoonasTo » 21 Jun 2017, 21:15

Thank you
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Re: Replayparser

Postby nine2 » 21 Jun 2017, 23:16

Also, If u have a factory template with 500 engies, when u click it that counts as 500
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