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New LJ Stats

Posted by Kpoluk 4 Jan in 08:52
Yesterday we successfully installed new LJ stats on our servers. There will be a separate article about this, but now we're going to mention the most important things. I tried to make it look similar to uq_jumpstats to facilitate more soft transition, but it still has some significant distinctions and new features. Firstly you should know new chat commands /lj (along with /ljstats) to enable stats and /ljs to open LJ stats menu (which is actually the second page of main settings menu). Anyway let's look at the whole settings menu. The first page has general settings that are familiar to you:

The only new thing here is that Open Start Menu has new option - now you can set Main Menu or KZ Menu as menu that will be shown to you on connect. I have Off cause I use binds and don't need to utilize kz menu often.

The seconds page has settings of LJ stats that should be at hand:

You can enable stats with Stats Mode, at that this setting is independent of other settings (i. e. when you turn off LJ stats it won't affect ShowPre or JumpOff. Besides obvious Off option Stats Mode has also Simple state (the same as normal stats) and Advanced. Advanced mode is one of the main innovations, it will show you stats when you jump from the high place (there will be both distance and height in dist) or vice versa to the high place, or when you touch the teleport, water or slide. If stats detects that you wanted to land on some block, it will show you normal stats (i. e. which is shown on the same height as start point). Here's an example of new sbj stats (fail on 230 bhop block):

Main stats has technique name and fuser2. Recall that fuser2 is a special CS parameter, that makes the difference between bhop and cj jumps. When we jump bhop block, fuser2 at the moment of jump becomes equal to 1315, and then is lowered by 10 every frame, i. e. it's zero after 1.31 seconds. However at the moment of bhop on block 1.31 hasn't passed yet, so you can see on the screenshot that fuser2 is 595. The more fuser2 is, the lower (and shorter) jump will be. If we jumped drop bhop from high platform, fuser2 would have enough time to become zero and our jump would be the same for CS as countjump type.

Futher main stats has dist (distance) and all prestrafe elements (starting from the last) that define the jump type. In my case I jump from the land (lj pre) and then did stand-up bhop (sbj pre). In brackets sbj pre has the number of FOG (frames on the ground), i. e. how many frames you stayed on land before the finally jumped. Then goes the number of strafes. There is no maxspeed in main stats. The things is that uq_jumpstats didn't write maximal speed but just added second column of strafes stats and prestrafe. So instead of maxspeed you can see endspeed in console (the speed at the moment of landing), plus strafe stats can show the sum of the second column (see the third page of settings menu below).

With regard to strafe stats ,it has some distinctions too. Along with jumpoff and block there is last, which is the distance that left to fly to the block. Also your eye catches that instead of strafe number first column indicates the pressed button. Second column has differnce gain-loss and third column loss (like old stats). The fourth column is the duration of stafe, however not in percentage, but in number of frames (thanks to this you will be able to easily compare strafes in Advanced mode for jumps from high platforms and normal jumps). And finally the last column is the same as for old LJ stats - efficiency, i. e. how many frames speed was increasing divided by how many frames the strafe had in percentage. However the last column has some other options to show (see the third settings page below).

Back to settings list. Another interesting item is ShowPre. Pre + Post Speed option will show prestrafe type, number of FOG, speed before and after the jump (both for bhops and double ducks):

If you choose Speed + Difference, then you will see rounded speed value before the jump and speed loss:

As you can notice, bhop prestrafe can have three colors. Color is deternimed like this:

  • green - bhop with 1 FOG without speed loss (speed before the jump was less then 299.973 units/s)
  • blue - bhop with 2 and more FOG with minimized speed loss (speed before the jump was more than 299.973 units/s)
  • red - bhop with speed loss (all other cases)
Color pick for double duck is simpler - 2 FOG is green and 3+ FOG is red (there is no 1 FOG ducks in CS). Other prestrafe type are white colored. All prestrafes are duplicated in console (as well as exact maximal speed for a given weapon). Prestrafe is shown in the same channel as /speed and /keys (by the way it's new universal command to replace /showkeys and /speckeys), so if speed or keys are in HUD, prestrafe is flickering with their frequency, don't be scared. Color of speed and keys is white, but if prestrafe appears, they adopt its color. Think of it as another feature, not the bug. By the way it concerns /speclist too, it was moved to the same channel as cp and gc, so in pause speclist will be red. At that cp and gc was shift to the right, so now speclist can show more players and its placement is not so different for various resolutions.

Third settings page:

Here we have three new settings. Always show Strafe Stats allows you to see strafes stats on every jump even if main stats wasn't shown. Show total gain in Strafe Stats is the thing we mentioned above - it calculates total gain-loss (second column) difference and shows in strafe stats. Last column of Strafe Stats has another two options besides Efficiency - Overlaps and Desync. Overlaps means the number of frames with overlaps at the start strafe, i. e. when there were more than one button pressed. For example, if you pushed A while D was not released yet, it's counted as overlap. Overlaps more than 1 lead to the bad Efficiency. Desync shows the number of frames when the direction of your mouse movement was different from the strafe button direction. As you know, mouse should be late for a little from buttons, but not too much. Desync more than 2 may lead to low Efficiency. Thus, Overlaps and Desync can help to find the reason of speed loss of your strafes. At that console have all these three parameters. If this is not enough, try a special command /dt (or /detailed), which will print in console info about each frame - gain-loss, pressed buttons, mouse movement direction. Do not abuse it in Advanced mode cause if there are too many lines printed at the same time in console, it may lead to overflow and game crash (although I wasn't able to stage it).

Third settings page also has item for Pre Menu that defines which prestrafes should be shown when ShowPre is turned on:

Notice that if you stayed more than 10 frames on the ground before duck, then it's called duck pre, an dd pre otherwise. At that cj pre as menu states is not for the duck, but for the jump pre.

Also pay attention to the fact that you can turn on some prestrafes with commands /ljpre, /duckpre, /multibhop only when ShowPre is enabled. It may seem to be inconvenient, but this way we want to avoid questions like "I turned on lj pre, but stats doesn't show it, what should I do?". Thus, you should configure pre menu to show your average prestrafe set, save it and then just turn on and off what you want with chat commands for example. ShowPre itself can be enabled not only through menu or by typing /showpre, but with /pre command as well.

Near the Pre Menu there is Enable Menu, which defines which techniques should be shown by LJ stats:

Here only jumpbug has additional state called trainer, which was described earlier in news about new bug stats, I'll add this info in new article too. Also worth noting that unlike longjump highjump has number of FF (Friction Frames) in main stats, i. e. frames that were affected by edgefriction.

And finally the last fourth page of settings:

If someone think that colorful prestafe is not suitable for him, he can toggle Prestrafe Color to White, so all prestrafes will be white. Fade in Pause is already familiar to you, and Block teleport to you setting was removed cause we kept it in case there will be some problems with teleporting to other players.

That's all for now folks, I strongly advice you to dig into all these settings, cause this stats also will be mounted into our LAN server (uq_jumpstast will stay there too, but it will require to be enabled into plugins.ini). LAN will have almost the same settings menu, but its config will be very configurable with such things like colors, HUD positions, minimal distances etc. So if you find some bug report it right now. Comments without specifics like "hey it's so bad I want the old stats" will punished severely. Enjoy your game.