* Fix bug with page count in search results. * Don't log opcode 0 errors as they are frequent and unavoidable due to the nature of websockets. * Package updates.
* Now uses Docker containers for easier setup. * Replace SQL Server with MongoDB. * Refactor views. * When a game ends, the tracker will now redirect to the archive page created by the game. * Fixed a number of bugs with the website.
* Now uses Docker containers for easier setup. * Replace SQL Server with MongoDB. * Refactor views. * When a game ends, the tracker will now redirect to the archive page created by the game. * Fixed a number of bugs with the website.
* Fix error when creator is missing from game settings. * New stats and graphs on the archive pages, inspired by https://pudlez.net/otl. Ironically, this will probably break that site for a bit. * Package updates.
* Added creator to /api/browser list. * Fixed a bug that was causing the game page to remove the player count and not display events when it started. * Removed a bunch of unnecessary data from the API that powers the archive list. * Players lists on the archive page that are longer than 4 players will have an ellipsis after the player list to indicate there were more than 4 players. * Package updates.
* Player count shows after a game starts. * Fix bug with team changes not being recorded. * Fix bug when game settings are missing when the game ends. * Handle JSON errors from bad actors better. * Fix bug when archive search query results in no parameters. Note that player names like "..." are currently unsearchable. * Fix a number of bugs when no player name is passed with an event. Note players that have no player name will not be recorded on the tracker, because name is the only way we have to track players currently.
* Fix bug with player counts not updating live. * Rebranded as tracker.otl.gg. The old URL will continue to work for historical purposes, but new users should use the URL tracker.otl.gg.
* Note if an olmod server is on an old version. * Show max number of players in the game if it's Join in Progress. * Include self damage taken in total damage taken numbers. * Counts friendly fire as damage taken in friendly fire games, shown in a different color than self-damage. * Games with no data received in 5 minutes are removed from the tracker. * Games fall off the tracker if they are over 10 seconds past end time, unless it's an overtime game, then it falls off immediately. * Friendly fire kills are now counted correctly for players. * Update redis caching to reduce issues with redis. * Show team changes in join in progress games. * Package updates.
* Server browser includes game version for olmod 0.4.1 and later. * End game packets will better rewrite the game's history if it missed anything while it was live. * Fixed memory leak. * Fixed bug when searching for nothing. * Fixed encoding bugs.
* Updated archive list with better pagination. * Added search to archive list. * Archived games now show damage taken totals and time in game. * Game settings now appear on the game page. * Live updates can be disabled. * New summary page that shows all games and servers in a simple table. * Copy button extended to the server list. * New game browser API for future olmod usage. * Servers seen more than 5 minutes ago are now considered "old", instead of 1 hour ago. * Fixed bug causing games in lobby to not update when they have been started. * Fixed bug causing games to appear like they had 24 hours remaining in recent versions of Chrome. * Fixed bug with some meta tags.
* Onboarding update with current information about olmod and how to play. * Added IP address and copy button to games where joining is possible. * Fixed bugs with unofficial game modes. * Add minification and combination of CSS & JS files.
* Active lobbys are now shown with number of players and max players. * Archive now displays the initial page in local time like the rest of the pages. * Players who took damage but did not record another start are removed from the damage grid. * Fixed timeago implementation. * Added more HTML encoding to server and map names. * Fixed non-existent game IDs crashing instead of * Fixed bug with completed games linking to an invalid page. * Replaced original websocket implementation with express-ws.
* Stats are now tracked and displayed in real time using websockets. * Support for CTF and Monsterball. * New archived games list. * New completed game API. * Backend website improvements.
* Use database for backend server list persistence. * Add "online" querystring to toggle a server's visibility. * Move old servers to the bottom of the list. * Add Server Setup and Links pages. * Add links to the map being played. * Filter out servers that are missing key information.
@shanselman Speaking of Overload, here's something you may be interested in... recently, some community members released "Overload First Strike", a single player Overload campaign that is a complete remake of the original Descent First Strike campaign.
It can work with just the original game, but it works best with "olmod" as it takes advantage of some of the features it provides: https://olmod.overloadmaps.com
These events are great fun, and hopefully in the coming year I can get back to doing what I enjoy in the streaming space. I don't have the biggest following when it comes to Twitch, but metrics and analytics don't matter to me, just getting to chat and having fun is enough!
Thanks to all who stopped by during the 24 hour stream! It was a lot of fun, and there were a lot of crazy moments! I said I probably wouldn't finish Tunic, but I've since learned I was on the 2nd to last major fight, so there's a chance I try to finish it off in the coming week.
We suffered in Eclipse, derusted in Noita, and zooped across the Crypt of the NecroDancer. Now it's time for something foxy. Tunic, the closing game of the 24 hour stream, is up next! https://twitch.tv/roncli
My 7th annual 24-hour birthday begins in about 10 minutes at 11 AM Pacific with 4 hours of Risk of Rain 2! Watch me struggle with Huntress Eclipse 7. :) https://twitch.tv/roncli
Me: Excuse me, kitty, but you are on my side of the bed, and I need to go to sleep. Tibbers: MEOW! Me: You're right, kitty, this is your side of the bed. I'm sorry. *enters bed, awkwardly adjusting around Tibbers*
This Saturday I'll be running my 7th annual 24 hour birthday stream! This year, you'll see Risk of Rain 2 Eclipse runs, Noita, Crypt of the NecroDancer deathless, and a blind run of Tunic!
Just found out I broke XIVAPI.js for web users. Oops, sorry about that. Their use case was using it on the client side, mine is server side, so I didn't catch it!
"CEO Satya Nadella cited economic conditions and an investment in artificial intelligence as he informed employees about the change."
If I had ever thought about working at Microsoft, I would no longer have those thoughts. Big tech clearly is not interested in taking care of its workers.
I am torn between "fuck off AI" and the prospect that my #spreadsheets might be so reflective of my strange thinking that I might single-handedly avert the #AIApocalypse by letting it try.