Does ESEA publish server logs? Alternatively, is there a way to parse an STV demo into a log file? Or is it missing information?
ESEA log files?
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Does ESEA publish server logs? Alternatively, is there a way to parse an STV demo into a log file? Or is it missing information?
ESEA does not publish server logs.
It is possible to parse an STV demo into a log file, but this would require reverse-engineering the format first. Myself and drdonutman took a cursory glance at what kind of work this would require a while ago, and discovered that to reverse-engineer the .dem format you have to completely understand the netcode for the game as demos (specifically STV demos) appear to just be a raw dump of the server packets (ticks) with delta compression for some optimization.
Aside from doing all that shit, I suppose one could run a STV demo at max speed or something in their game and just capture their console output to a file then parse that. Seems a bit silly though.
ESEA does not publish server logs.
It is possible to parse an STV demo into a log file, but this would require reverse-engineering the format first. Myself and drdonutman took a cursory glance at what kind of work this would require a while ago, and discovered that to reverse-engineer the .dem format you have to completely understand the netcode for the game as demos (specifically STV demos) appear to just be a raw dump of the server packets (ticks) with delta compression for some optimization.
Aside from doing all that shit, I suppose one could run a STV demo at max speed or something in their game and just capture their console output to a file then parse that. Seems a bit silly though.
It is possible to parse an STV demo into a log file, but this would require reverse-engineering the format first. Myself and drdonutman took a cursory glance at what kind of work this would require a while ago, and discovered that to reverse-engineer the .dem format you have to completely understand the netcode for the game as demos (specifically STV demos) appear to just be a raw dump of the server packets (ticks) with delta compression for some optimization.
Aside from doing all that shit, I suppose one could run a STV demo at max speed or something in their game and just capture their console output to a file then parse that. Seems a bit silly though.
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