valvesoftware / csgo-demoinfo Goto Github PK
View Code? Open in Web Editor NEWCS:GO demo parsing tool
License: BSD 2-Clause "Simplified" License
CS:GO demo parsing tool
License: BSD 2-Clause "Simplified" License
I've been writing a BSP importer / demo viewer in Unity, although I've hit a bit of a wall. It seems like some information for some entities isn't sent in a PacketEntities message. For example, the model / model index for the doors on de_nuke, or the Z position for most of those doors.
Should I be finding that sort of information by matching the networked entity with one loaded from the BSP on my client? If so, how can I determine which entity from the map is associated with one that enters my PVS?
Thanks!
Hello,
when I watch a demo in csgo and want to open the demoui with shift+f2, the mouse cursor sometimes doesn't shop up. And even if it does, sometimes it only appears when the cursor is directly on the ui and sometimes it does only appear if I press esc.
Could you fix it in a way, that the cursor is always shown if the demoui is opened?
Kind regards
Is this possible? Im getting a few errors trying to build "libprotobuf" as described in the readme. Maybe its because im in VS2015.
Here are the errors:
1>C:\Program Files (x86)\VC\include\hash_map(17): error C2338: <hash_map> is deprecated and will be REMOVED. Please use <unordered_map>. You can define _SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS to acknowledge that you have received this warning.
1>C:\Program Files (x86)\VC\include\hash_set(17): error C2338: <hash_set> is deprecated and will be REMOVED. Please use <unordered_set>. You can define _SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS to acknowledge that you have received this warning.
This pair of errors occurs 6 times, additionally:
1>..\src\google\protobuf\io\zero_copy_stream_impl_lite.cc(66): error C3861: 'min': identifier not found
1>..\src\google\protobuf\io\zero_copy_stream_impl_lite.cc(119): error C3861: 'min': identifier not found
1>..\src\google\protobuf\io\zero_copy_stream_impl_lite.cc(166): error C3861: 'max': identifier not found
1>..\src\google\protobuf\io\zero_copy_stream_impl_lite.cc(193): error C3861: 'min': identifier not found
I have got patrol ban in CSGO.
I have some questions about it. Could I have info about some topics:
I ask these, because I am sure I am banned for a mistake.
My Steam profile: https://steamcommunity.com/id/iamnotdotaplayeranymorerofl/
My inventory contains expensive skins. More than 700$ charged on account.
Faceit account was also active, as I were playing not only matchmaking, but Faceit also.
Yes, I were often toxic, because of cheaters. I were ruining game when I play with cheaters in team, but do I deserve ban for that? Yes, I would agree for: ban chat/temporal ban/etc, but not ban forever...
Steam Supports ignore all of my questions, they only answer with useless template messages.
All I've used during CSGO runnig - Faceit Anticheat, Razer Central, HyperX NGENUITY, Lightshot app.
I really hope to get clarfication about this ban.
Thank you in advance.
Is there any way to compile for Ubuntu 16.04?
looked through the ReadMe but only saw Windows instructions...
Any help appreciated...
I am https://www.reddit.com/user/Tydefc/ on Reddit
No way to see when the match was played in unix time for example
Hi,
I have a question regarding the postion/angle of a bullet: When a player moves while shooting there will be a accuracy penalty. It is easy to find the view angle of the player (m_angRotation) but how do I figure out where a bullet hits when the player has an accuracy penalty while moving?
I know how to find m_fAccuracyPenalty, but this is just a float value. What I need is the angle or a hit position.
Can anybody help?
Some knife attacks are missing -- at first glance it seems to be all secondary (right click) knife attacks. Pick a demo and search for player_hurt events from knives. You'll quickly find a number of them with no associated weapon_fire event.
I would like to analyze thousands of demo files.
Does anyone have an idea where I could get those in an automated fashion?
It looks as tho when props are loaded into entities by another means other than a packet entity update. The entity will not contain it's full set of props.
As an example, in this demo: http://replay135.valve.net/730/003193751472445587633_0350465225.dem.bz2. At the first weapon_fire event, the player has an m4a1s. However, the m4a1 (I think it's entity id is 167), entity doesn't have a prop for m_nModelIndex which it should. You can look in s_Entities for this, you'll see it's missing a load of other props but this was the reason I found the issue.
At the point of the first event, the entity only has the props that were received in a packet entity update. I'll add more info once I'm home later. My initial thoughts are that props aren't being populated by one of the other data/string table updates.
Hello everyone!
Is there a way to get players' team name from the DEMO?
is there a way to get players ranks from the DEMO ?
When using csgo-demoinfo on demos created in cs2 an error will occur:
CDemoFile::Open: crc_test.dem has invalid demo header ID.
CSingleUserRecipientFilter filter( this );
filter.MakeReliable();
CCSUsrMsg_HintText msg;
msg.set_text( "ExampleHint" );
SendUserMessage( filter, CS_UM_HintText, msg );
I am kinda missing the SendUserMessage and RecipientFilter so I was wondering how you'd get those even though I (think I compiled all the porotbufs available online) I am sorry asking this in this old git but I am interested in learning and that's why I was wondering if you could either give me some tips here or on steam / discord because I guess it should be really straight forward for someone who already messed with this.
Either way sorry for bumping and have a nice day.
This would be quite cool tool for third party hosting/matchmaking providers, letting them show stats of matches on web pages, track player performance, and would give them more data to work with when making their own matchmaking implementations.
However, most of these use cases are excluded by lack of instructions for building this tool on Linux.
I'm going to make a fork and take a look, but I have low experience with C++ so I can't make any promises.
I was trying to follow the build instructions for demoinfogo and they seem outdated.
In particular, step 4 refers to opening "demoinfogo/protobuf-2.5.0/vsprojects/protobuf.sln". When I extract the folder from step 3, I don't see a folder called "vsprojects" nor a file named "protobuf.sln".
Do these instructions need updating?
Other grenade detonation and expire events have a userid attached, but molotov/incendiaries don't. This can make figuring out who threw what more than a little tricky at times.
The file contain the ScvMsg of 35 and 100, but the file with the name "netmessages_public.proto" do not define the struct of these message.
Some demos have missing round_end events. round_officially_ended seems to always trigger though. Here's a demo where it happens multiple times: https://www.hltv.org/download/demo/28964
Hi,
is there a way to retrieve all the events and actions of a specific player?
When I output the message of "CNETMsg_Tick" , I get the result like this:
---- CNETMsg_Tick (12 bytes) -----------------
tick: 62278
host_computationtime: 3190
host_computationtime_std_deviation: 581
host_framestarttime_std_deviation: 13
So, how to convert the value of tick to the time of the game ?
This wouldn't run correctly for me on OS X 64-bit without the 32-bit compiler flag (-m32). I believe it comes down to line 397 in demofilebitbuf.cpp. Size of 32 is hard coded for some things but we convert to an unsigned long and move pOut by that much, which when built for 64-bit is 64 bits, and therefore write to more memory than we assigned. I believe just using an int in its place should work and appears to work.
Is this only designed for 32-bit architecture? Are other things likely to go wrong with this fix? I have briefly tested out putting game events and it appeared to work as expected.
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