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English 'Project Extract' Cloud | CS2D Log Data Mining

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old 'Project Extract' Cloud | CS2D Log Data Mining

Nekomata
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> > > VIDEO PREVIEW < < <

Release: 2017
Download: N/A
Version: Alpha
Preview: projectextract.tk


BACKGROUND >

What is Project Extract? >

What's Project Extract? (easy version) >


Announcing Project.Extract 4/Cloud. The final, the ultimatum. This web (& downloadable) app will turn your shit of a mess of cs2d server log files into something beautiful.
Using Log::Miner, the powerful and open-source core library behind it all, it will visually present you everything it can extract from the log files into a simple and minimalistic manner.

If you're not familiar with the legacy versions, what 'Project Extract' does is get all the information it can from the cs2d logs and present them to you in a readable and interactive form. I realized that not everyone could install a local Apache/PHP server on their computers so the web version will do exactly the same processes as the downloadable version however the number of files you'd be able to upload will be limited.

I started working on this about 4 months back but got busy and then my HDD failed me so I could no longer continue the project. I'm currently in Alpha version, the main half of the browser app has been developed and now all that's left is the second half then some polishing.

• Web app
• Downloadable
     √ Windows
     √ Linux
     √ Mac
     √ whatevertheshit runs Apache/Nginx/Lighthttpd and PHP5.6+
• Open-source
• A new, beautiful, responsive design
• Server information
Player information >

• Smart text based search (ReGex Syntax supported)
and more... >



Links
Project.Extract: Web App (SOON)
Project.Extract: Download (SOON)
[CORE] Log:Miner PHP Library

Legacy Versions
Project.Extract 3.142
Project.Extract 2.0


FAQs >


This project is open to suggestions & feedback.
edited 2×, last 12.11.16 04:25:38 am

old Re: 'Project Extract' Cloud | CS2D Log Data Mining

Yates
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You should probably host a website for people who are inexperienced with setting up a web server. This way you can also mine data about every log file uploaded.

You already know a project I am working on, could put it there?

Edit: Just saw you are planning to have a website for it.

old Re: 'Project Extract' Cloud | CS2D Log Data Mining

Nekomata
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For the hosting, Plan A is to run it on a freehost since I don't have a personal hosting plan. 000webhost offers a great deal of bandwidth but I'm not exactly sure they'll allow me to run something that requires a script heavily reading a max of 15MBs of files. They might kick me out for hogging their resources.
If that doesn't work then Plan B would be if seeing to that if I can purchase a host since I desperately need one for my own website as well. Would be able to run it on there.

@user Yates, I'll take up your kind offer if neither of my plans work out. I just need to keep it as an online service.

@user VADemon, player chat sounds interesting. I'll see if I can add it as a different 'extraction option' otherwise the output arrays would get much bigger than they already are.

Short Answer: Yes, but not for all players.
Long Answer >

old Re: 'Project Extract' Cloud | CS2D Log Data Mining

Nekomata
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@user kerker, Appreciate the thought! There is one way you or anyone can help me. If you run a cs2d server then I'd like a copy of the heaviest log file you have. It can be from your personal cs2d logs too, doesn't have to be a server log!
You guys can feel free to PM them to me. I can test compatibility and analyse those logs to see if I can find anything new to implement in Project.Extract.

I've tested & analysed the biggest log files from -[IFwsI]-, HC//Fun and [TAB] The Achievements. These so far have been server logs and I barely play cs2d so Personal logs would be great to tap into.

@user Yates: I had a feeling you'd say that. I'll purchase one by the end of November.

old Re: 'Project Extract' Cloud | CS2D Log Data Mining

Nekomata
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@user Yashukiller: looking forward to it!

Update Nov 12th, 2016

I've uploaded the alpha version of Project Extract Cloud. The feature I want you guys to try out is the 'Server Statistics'.
Please note, this is alpha. There are bugs, nothing is complete. I'm open to suggestions!

Check it out: projectextract.tk

• The maximum files you can upload is just 1 by the way.

Also, an in-depth blog post of what's left to do here: https://goo.gl/5Otblu

The expected release date for the complete working Project Extract browser application is early 2017.

Also a shout out to brohosting.eu for hosting the service!
edited 4×, last 12.11.16 04:22:05 am

old Re: 'Project Extract' Cloud | CS2D Log Data Mining

Pagyra
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I think you need to improve it, and add replay feature:
While game continues, Lua script writes to a text file on hook "always" all changes with its fixation on time.
Such as players coordinates, its angle of rotation, chosen weapon, duration of active clamping keys(like attack,reload,use,... so on), type of movement, chat messages and so on.
At next restart this map for player will be offered a choice - to play replay or play normal game.
If he chooses to play replay - then server switch players team to spectator, lua script read of text replay file, so server is filled with bots with same number players (with a selection of identical skins, showing same ping and renaming bots) and then by timer bots will move, rotate, attack and so on.
I think it is simple idea and it can be easy implement to standart game.
Same way you can add some features in it like rewind or pause.
edited 1×, last 12.11.16 09:55:05 am

old Re: 'Project Extract' Cloud | CS2D Log Data Mining

Yates
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.. This reads, it doesn't write data into the logs. It has no access, it's not even on the same server!

How the current project extract works it is impossible to do what you want it to. It'd be best to make a seperate thing for that anyway, a playback script and this have nothing in common.

old Re: 'Project Extract' Cloud | CS2D Log Data Mining

Nekomata
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@user Pagyra, thanks for the feedback. Unfortunately as user Yates said, that's not the purpose of PE.

If I could make such a thing, I would've done so way back, I'm pretty sure other would've too and it wouldn't have resulted in this.

The thing is that with the always script, logging that much amount of data, would cause a lot of lag. It would make the game completely unplayable. That's why nobody has published such a script before.
There is a way to do it by capturing and analyzing packets in real-time but that's beyond the project's or my scope.

PE is a log analyzer and returns cool data based on that. If you think that it can return a data that's available by default in the cs2d logs that hasn't been implemented into PE yet then feel free to tell me!
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