Darkwind
DWStats, Web based gang skills tracking.

Alocalypse


Posted Sep 23, 2010, 7:02 pm
DWStats

DWStats is a web-based application for tracking the training progress of your darkwind characters.

It runs in the browser and is written almost entirely in javascript using jQuery and a few plugins (DataTables and validate).

All data is stored locally using HTML5's localStorage functionality.

It should work in reasonably new versions of Firefox, Chrome and probably Safari(untested).
The newest version seems to at least partially work in IE8 and Opera, but I haven't had time to test it properly.

The only non-javascript part is a small php file for doing cross-domain ajax requests to pull in the data, hopefully I can get rid of this in the future (if Sam adds a way to get the dumps in json [and with jsonp]).

You can check it out at http://dw.laasma.ee/dwstats/

It's still pretty experimental, but it should be usable right now.

That said comments, suggestions, feature requests and general flaming or showing interest is welcome.

And you can also download the sources at http://dw.laasma.ee/dwstats/dwstats.zip to edit, re-host it on your own server or locally. If other people want to work on improving this experiment you're welcome to join in.

The Idea:
This app works by saving dumps with the info of all your gang members and then comparing two different sets of data and highlighting the differences.

How to use:
* Enter your darkwind username and and gang id into the update form and click fetch.
* If it works and has finished it will update the drop downs in the compare menu.
* Go train your characters a bit.
* Hit fetch again, it will download another dump.
* Select two different saved states and hit display, It will generate a list of your gang members you should now see a (+X) next to the value for any skill that changed.

Things I plan to work on soon:
* Improved date display (with X minutes / hours ago)
* Re-implement the ability to toggle table columns on/off.
* Merging the first/last/nickname columns
* Add special handling to display fresh recruits and gang members who have died differently.
* Some simple stats (Total amount of skills points trained, number of affected characters and more)
* Rewriting the code for the main comparison function and some other vastly inefficient bits of code.
* Fetching the location/vehicle/squad data if it's useful.
* Fill in the helpful text stuff with actual helpful text.
* Improving the data storage functions.
* Improving the data storage functions harder.

Screenshots:
First alpha version:
http://i257.photobucket.com/albums/hh210/alocalypse/th_dwstats.jpg
Latest:
http://i257.photobucket.com/albums/hh210/alocalypse/th_screenshot.jpg
*Grograt*
gary.r.horder@gmail.com

Posted Sep 23, 2010, 7:06 pm
Blimey, dont see you for a year or two, then jump in with this Gem. Nice one Alo good too see something got your DW juices running again
Alocalypse


Posted Sep 24, 2010, 11:59 pm
I just updated DWStats with a bunch of UI improvements and did a lot of behind-the-scenes code cleanup.

There's still a bunch of stuff left to do until it starts getting to the point of being polished, but at least it looks prettier now and there's a cool search/filtering feature provided by the DataTables plugin.

I expected a bit more feedback despite this being a very early version, has anyone tried it out yet?

Anarchy 69


Posted Sep 25, 2010, 12:07 am
Seems to work well for me on the initial load.
I am running IE8 on Windows XP.
Will check if I have similar data when I get home, runing Windows 7 and IE8 there.

Great job on this app... beats the hell out of my cut and paste spreadsheet job.
Parapsycho


Posted Sep 25, 2010, 12:52 am
Pretty cool, but when I compared two sets of data, the changes showed up as negative.
Joel Autobaun


Posted Sep 25, 2010, 1:54 am
Why does it need the user name?
d0dger


Posted Sep 25, 2010, 2:46 am
Joel Autobaun said:
Why does it need the user name?


it's a security measure Sam put on the API that downloads the information. It's designed to insure that others can't lookup your gang's detailed info.
Alocalypse


Posted Sep 25, 2010, 9:51 am
A small update - I changed ahanged the date display and added sorting so the newest entries are at the top.

*Parapsycho* said:
Pretty cool, but when I compared two sets of data, the changes showed up as negative.


I fixed that too now, skill ups/downs should display properly now with in the proper colors too.

d0dger said:
Joel Autobaun said:
Why does it need the user name?


it's a security measure Sam put on the API that downloads the information. It's designed to insure that others can't lookup your gang's detailed info.


Yup, d0dger is correct, I'm using the Data Export thing from this thread.

*sam*


Posted Sep 25, 2010, 10:03 am
Nice work Alo!
*Wolfsbane*


Posted Sep 25, 2010, 11:30 am
It only seems to display two of my gangers. They're probably the only ones without commas in their tag, could that be the issue?
Alocalypse


Posted Sep 25, 2010, 1:32 pm
*Wolfsbane* said:
It only seems to display two of my gangers.  They're probably the only ones without commas in their tag, could that be the issue?


Yeah that was totally the issue, my method of parsing the CSV data was way too naive and optimistic. I'm using a proper implementation now so it should be fixed.
*Wolfsbane*


Posted Sep 25, 2010, 2:02 pm
Yep, fixed.
*viKKing*


Posted Sep 25, 2010, 4:29 pm
Nice stuff Alo.
Glad to see you lurking around.

Seems to work fine in Safari 5.0.1
Alocalypse


Posted Sep 26, 2010, 4:20 pm
A few more updates:
* Added showing of dead/new gang members
* Duplicated the different styles for displaying capped and selected-for-training skills.
* Added the ability to toggle column visibility

Also I'm having problems with browsers losing all the saved gang state data randomly and I assume everyone else using this is too? It's supposed to keep the data for a longer period of time and between opening/closing the browser window. Fixing this and generally improving the storage stability is the next thing on my to-do now.

I want to add 5-6 column display presets, but I need suggestions on what exactly they should be, I'm thinking on the lines of:
* Default (Preferably something that fits on most people's desktop screens without horizontal scrolling)
* Minimalist (fewest number of fields possible)
* Planning (Shows location/Vehicle/Status fields + certain skills useful for scouting)
...

I'm also planning to start adding aggregate fields to the table:
* Weapons = Gunnery + Large Guns + Hand Guns + Ballistics
* Vehicles = Driving + Cycling + Trucking
* Support = Mechanic + First Aid + Scouting + Psionics
* Skills = Sum of all skills except Courage/Leadership
* Total Training = Sum of total skill points trained during the monitoring period

It might also be cool to work out some kind of character scoring algorithm that comes up with a score for the character based on weighted skills/stats values. I'm open to suggestions on how exactly to do that and other aggregate/calculated values to add.


*Tinker*


Posted Sep 26, 2010, 4:54 pm
Nice interface!

Haven't got to compare anything yet, but seems to work nicely so far.

Using Safari 5.02, snow Leopard
John Abaddon


Posted Sep 26, 2010, 9:23 pm
Alocalypse said:
A few more updates:

It might also be cool to work out some kind of character scoring algorithm that comes up with a score for the character based on weighted skills/stats values. I'm open to suggestions on how exactly to do that and other aggregate/calculated values to add.




In my Excel spreadsheet, I just simply calculated two values: one, the average of the three base stats to get an empirical way to judge the abilities which don't improve; and two, an Effectiveness Factor which adds together all skills and abilities and then averages them to get a standard value to compare with.  Obviously gangers with lower skills but high leadership skews this number some, but even high Leadership scores still represent an investment in time, so I felt it levels out in the end.  It certainly makes looking at over 50 gangers at a time easier to compare...lol..
Speed_Melon


Posted Sep 26, 2010, 10:11 pm
Nice work Alo,and I'll echo that it's good to see you still around.

In my stuff I have a column of Leader + Courage, so I can plan for leadership continuity.
d0dger


Posted Sep 26, 2010, 11:35 pm
It would be great if we could create custom defined columns with our own calculations. I've used a lot of different ones at different times.

Some things I've done in my excel sheets:

PTL(potential) total of str,dex,spd
AVG(average) average of str,dex,spd
HRO(hero) total of leadership + courage
TSK(total skills) total of all skills (not courage and leadership)
WSK(weapon skills) total of the 4 weapon skills
TSR(total skill ratio) total skills / age
WSR(weapon skills ratio) total of weapons skills / age


Another cool thing would be the ability to custom define conditional formatting. So that like STR of 80+ highlights green, while STR of 25-49 higlights yellow, and STR <25 higlights red or orange or something. You could define similar formatting for skills at each specialism range, like 50-99 orange, 100-149 yellow 150-199 green, and 200+ BOLD or some such.
d0dger


Posted Sep 26, 2010, 11:47 pm
Just used the tool again, and it seems to keep losing my older fetches, so I'm only being able to compare back to a day or so... is this intentional or a result of updating/improving the tool that should go away soon?


Loving the ability to toggle columns at a click, and on that note, many of the columns are much wider then they need to be. Can they be tightened up any? Part of it is definately the column headers.

You may want to revamp them all to 3 digits?

NAME
TAG
ACT
AGE
STR
DEX
SPD
LDR
COU
DRV
CYC
TRK
GUN
LRG
BLS
HND
MEC
AID
SCT
PSI
d0dger


Posted Sep 27, 2010, 6:44 am
I'd love to see a squad builder too, so that if you assign 6 or 7 gangers to a squad it displays the squad leader, lead mechanic, lead scout automatically from the imported data... maybe even assign cars in the squad and have it show stuff that affects at the car level too, like highest first aid, any levels of combat psychology, eye of the hurricane, etc.

Alocalypse


Posted Sep 27, 2010, 10:38 am
Slight update:
* Fixed bugs with date display and sorting.
* Fixed a storage indexing bug/typo. (Previously "lost" entries ought to come back after this fix)
* Added stronger checks for the data returned.
* Added a bunch of aggregate fields
EDIT: * Prefix nicknames now display correctly.

I added some of the aggregate fields you suggested (Will add more later if there's commonly used fields or popular/good ideas) and the ideas for character skill ranking are useful too.

It might display all of the new fields by default now, but you can turn them off again and it should save their state.

Quote:
It would be great if we could create custom defined columns with our own calculations. I've used a lot of

different ones at different times.


The only thing holding this back at the moment is having to create an UI for it.

d0dger said:

Another cool thing would be the ability to custom define conditional formatting. So that like STR of 80+ highlights

green, while STR of 25-49 higlights yellow, and STR <25 higlights red or orange or something. You could define

similar formatting for skills at each specialism range, like 50-99 orange, 100-149 yellow 150-199 green, and 200+

BOLD or some such.


Reminds me of the stuff Google docs has, I'll probably add that eventually since it requires slightly more work.

d0dger said:

Just used the tool again, and it seems to keep losing my older fetches, so I'm only being able to compare back to a

day or so... is this intentional or a result of updating/improving the tool that should go away soon?


It was a featurebug. It should be better at not losing all your data now and the old data might come back.

d0dger said:

Loving the ability to toggle columns at a click, and on that note, many of the columns are much wider then they need

to be. Can they be tightened up any? Part of it is definitely the column headers.

You may want to revamp them all to 3 digits?


I'm not sure about the 3 digits thing because I'd want to keep it as close as possible to the real character table on

the main site in regards to the field names.

This doesn't apply to the custom fields and fields not shown in hte main site and making those shorter is a good

idea.

But I'm considering reducing the font size on the headers, reducing the padding and maybe even getting rid of the

sort indicator arrows as the last resort.

d0dger said:

I'd love to see a squad builder too, so that if you assign 6 or 7 gangers to a squad it displays the squad leader,

lead mechanic, lead scout automatically from the imported data... maybe even assign cars in the squad and have it

show stuff that affects at the car level too, like highest first aid, any levels of combat psychology, eye of the

hurricane, etc.


I don't think I can get at the specialism data yet with the current API (or I don't know what table I need to query).

But for the squad thing I think there's going to be a simple and easy to use way to do it using the already existing

search/filtering feature. If I added an editable "dwstats tag" field where you could insert the squad name and a

dynamic "Role" field that showed the top guys ("Lead Mech", "Lead Medic", "Leader" and maybe some custom ones like

MVP) in the currently filtered list. Then you would probably have most of that feature by tagging all the

potential squad members with something like "Squad1" and searching for it.

I need to think about the vehicle based stuff and if there's a cool elegant way to do that too.
Alocalypse


Posted Oct 4, 2010, 9:57 am
Another Update:
* Really-really fixed checking the imported csv files for errors.
* Fixed some hidden-by-default fields issues.
* Slight style changes
* Added a char scoring algorithm.

The char scoring thing, while not very time-consuming to code, is a pretty big "feature". I mostly haven't had time to work on this much the past week.

I'll make a separate discussion thread for discussing the algorithm and edit in the link here.

EDIT: Link as promised - http://dark-wind.com/forums2/index.php?a=topic&t=15252

I'm noticing that as the amount of saved data goes up it gets harder to find the individual dumps you want to compared. Does anyone have ideas on how to best improve that? I'm leaning toward adding a calendar for the date range, but probably still leaving the dropdowns as an option for those who want fine detail.

For now I want to improve/tweak the charscore stuff a little, add some overall gang statistics stuff and finally add location/vehicle lookups. After that I can hopefully do some feature requests.
d0dger


Posted Oct 6, 2010, 10:28 pm
Did a few new columns in my sheet today that might be good options to add...

I know you can't fetch specialisms, but you can calculate the number earned/available...

skill/50(rounded down) gives the # of specs earned by that skill (of course it's 100 for eladership and 150 for courage)

So using that you could add some specialism count fields...

total specs... weapon specs, supports specs.... yadda yadda
4saken


Posted Oct 7, 2010, 6:08 am
Nice but I can't use the compare function. It says "Select two saved sets of data you wish to compare." but it only has a saved data set from July 10 (no idea why it picked that day) and I see no option to save my current data.
d0dger


Posted Oct 7, 2010, 6:25 am
use fetch
Alocalypse


Posted Oct 7, 2010, 12:38 pm
d0dger said:
Did a few new columns in my sheet today that might be good options to add...

I know you can't fetch specialisms, but you can calculate the number earned/available...

skill/50(rounded down) gives the # of specs earned by that skill (of course it's 100 for eladership and 150 for courage)

So using that you could add some specialism count fields...

total specs... weapon specs, supports specs.... yadda yadda


Yeah, I already calculate them for the character scoring stuff anyway so I should just add them as a field.
Oscoda


Posted Oct 8, 2010, 1:58 am
I just saw this in the 'Characters' drop down on the website. I put my name in, user ID, hit fetch, and... Nothing. My java was out of date, so I updated that and still nothing. Running Firefox on Vista 64.
d0dger


Posted Oct 8, 2010, 2:13 am
yeah Sam's integration doesn't seem to be working yet.

It works fine if you navigate to it directly though:

http://dw.laasma.ee/dwstats/
Oscoda


Posted Oct 9, 2010, 2:08 pm
Ahh... ok. 

Hehe, lodaded in my characters, and noticed the Time stamp was (just now).  made me think of Spaceballs the movie, when they were watching Spaceballs the movie.

Quote:
Colonel Sandurz: Try here. Stop.
Dark Helmet: What the hell am I looking at? When does this happen in the movie?
Colonel Sandurz: Now. You're looking at now, sir. Everything that happens now, is happening now.
Dark Helmet: What happened to then?
Colonel Sandurz: We passed then.
Dark Helmet: When?
Colonel Sandurz: Just now. We're at now now.
Dark Helmet: Go back to then.
Colonel Sandurz: When?
Dark Helmet: Now.
Colonel Sandurz: Now?
Dark Helmet: Now.
Colonel Sandurz: I can't.
Dark Helmet: Why?
Colonel Sandurz: We missed it.
Dark Helmet: When?
Colonel Sandurz: Just now.
Dark Helmet: When will then be now?
Colonel Sandurz: Soon.
Dark Helmet: How soon?
Alocalypse


Posted Oct 13, 2010, 4:21 pm
Despite the lack of updates I've been working on DWStats a bit, but I'm not sure how much progress I've made because a lot of it has been on the back-end of things.

This next version is a bit experimental because I ended up changing a bunch of things at once and it doesn't have backwards compatibility because of the internal data format changes I had to make. So I'm posting this with a separate beta link first.

http://dw.laasma.ee/dwstats_beta/
(it will ask you for permission to delete the older data first if it detects any)

I could write a converter for the old format, but I'm not sure if it's worth the effort so I'd like some feedback on that first.

Note that if Sam re-hosts DWStats on the Darkwind website like he's planning to and you want to use that version instead (you should) then you'll have to start with fresh data there anyway.

New things:
* JSON-based storage (should load data slightly faster)
* First/Last Name cache (Offloads some work from the DW sql servers, might make things load slower though)
* Fetching location names
* Improved tooltips (Nicer looking, should always stay on screen);
* Some overall gang statistics (Total Gang Score, Average Str, Spd, Dex and a few more)
* Duration display when comparing different sets of data
* Some code refactoring
* About page

Things I'd especially like feedback on:
* Is the page noticeably slower than before? Also, was it slow before perhaps? (The page WILL be slower on the first load but after it's cached the stuff it needs it should load about as fast as before)
* Do the new tooltips work ok, do they cause any noticeable lag?
* Should I put in the effort for a converter for the old format?

I'm now also planning to rework the Compare/Toggle Columns/Overall Gang statistics user interface in the future becaues a lot of that stuff feels (and is) just accumulated over the course of development.

I'll also have to write an help page and a tips page on how to get the most out of it and people are welcome to help with both of those too (perhaps making it a darkwind wiki page).
Joel Autobaun


Posted Oct 13, 2010, 11:35 pm
Can you fetch "General Health"?
d0dger


Posted Oct 14, 2010, 12:56 am
Joel Autobaun said:
Can you fetch "General Health"?


Sam isn't providing that, not yet anyway.
Big Daddy


Posted Oct 20, 2010, 8:51 pm
I just took a look at this for the first time - very slick and I think I'll find it useful, thanks, Alocalypse!
d0dger


Posted Oct 22, 2010, 7:30 pm
Feature requests...

1. Can there be a link from the list to actually open up our gang members on the darkwind site?

2. I'd love to see time series options... like display a series of fetches for one ganger - all values, or all gangers - with a selected column/value, using the closest capture date/time at weekly or monthly intervals going back from most recent fetch date... something along those lines.
*Dark Tempest*


Posted Nov 26, 2010, 4:39 am
Sam, could this thread be pinned?

Also, where does it explain what the abbreviations stand for? I can't figure out what Spt is.
Sniffer JP


Posted Jan 7, 2011, 10:37 am
Hello,

I'm a fairly new DW palyer and discovered DW stats yesterday.
I fetched my data yesterday, but cannnot choose them today, to compare.
I use Firefox and now I've installed it on IE.
*sam*


Posted Jan 7, 2011, 11:40 am
I think DWStats uses the recent 'local storage' feature introduced with HTML5. Without actually checking, I would imagine IE doesn't support it (IE being a really weak browser these days).
*Bastille*


Posted Jan 7, 2011, 12:32 pm
I use FF and have not been able to use this feature either. Maybe its for some other reason internal to FF and my usage.
*Dark Tempest*


Posted Jan 7, 2011, 12:35 pm
Mine has always worked, but clearing my cache ruins it. I wish there was an offline way to do it so the data was stored indefinitely.
The Underking


Posted Jan 7, 2011, 12:36 pm
I noticed you get points for skill cap, one of my gangers who capped at 76 gets -500 points, the ones that capped at 100'ish -250, have a few in the positives, could this be used as a method of pre-determining wether or not your guys will cap early or is it just me who's a paranoid conspiracy nut? :P

Granted the only ones who would benefit from this would be the few interested in hirering and firering a gajillion gangers, but still.
*Dark Tempest*


Posted Jan 7, 2011, 12:39 pm
No, DWStats uses their highest skill as the determiner for the Skill Cap Score, so it only tells you what you already know.
*Bastille*


Posted Jan 7, 2011, 12:44 pm
Marshall Dark Tempest said:
Mine has always worked, but clearing my cache ruins it. I wish there was an offline way to do it so the data was stored indefinitely.


Ahh good point

There is the Program that Sam (I think) popped up a while back, I've used that a couple of times, although it does not have the scoring system. Can't remember where its at.
*Dark Tempest*


Posted Jan 7, 2011, 12:51 pm
It was nbk_something_or_other. He released it shortly before DWStats came out, and recent changes to the data base have rendered it useless until he comes back and patches it again.

He called it DarkWindDashboard.
d0dger


Posted Jan 7, 2011, 1:18 pm
* Aggregate

* Hero - Leadership + Courage
* Wpn - total of the 4 weapon skills
* Car - total of the 3 driving skills
* Spt - total of the 3 support skills
* sTot - total of all 10 skills
* Stat - total str + dex + spd
* StatAvg - average of str + dex + spd
GrowlingBadger


Posted Jul 16, 2011, 10:10 am
Ello, does this roofer show training form? If so how do I find it amongst all the data?

GB
*sam*


Posted Jul 16, 2011, 10:56 am
Training form is hidden data. The intention was that it would reward players who watch their characters carefully and figured it out themselves over time..not sure if it achieves that.
GrowlingBadger


Posted Jul 16, 2011, 11:48 am
Does training form go up and down or only down?

GB
JS


Posted Jul 16, 2011, 4:25 pm
*sam* said:
Training form is hidden data. The intention was that it would reward players who watch their characters carefully and figured it out themselves over time..not sure if it achieves that.


My personal observations is that there are too many variables to track when you move guys around a bit, and change their trained skill a few times.  Basically, if they sit in one town and go for the skill that is easily trained in that town they get 4-8.  If they travel a lot, and go for the skill easily trained they get 2-4.  If they travel a lot, and try to get a skill not easily trained they get 0-2.  That is a very broad brush observation, but has held true for me for over a year.
*Bastille*


Posted Jul 16, 2011, 4:42 pm
I always thought this was kinda vague to limit training maximisation.

I find it much more fun to just let people be where they be.

Bastille, slowest training gang in all of Evan.
d0dger


Posted Jul 16, 2011, 4:43 pm
right and if they are at the high end of your range they have a high training form, and at the low end of your range they have a low training form... and having them train a skill that they get a bonus in from city boosts, mentoring, or league training bonuses can help kick start their training form when it's low.
JS


Posted Jul 17, 2011, 8:27 am
Bastille said:
I always thought this was kinda vague to limit training maximisation.

I find it much more fun to just let people be where they be.

Bastille, slowest training gang in all of Evan.


I hear ya Bast, I almost never put guys in a place for the training, I use them as I want and let the training happen as it may.  However, these  last few weeks I've been on holiday and my Somerset guys mostly went to Driver. They have trained better in town than they ever did in the wild in driver.  I've seen some of the first 6-8 skill trains in town I've ever seen.
Lord Foul


Posted Jul 19, 2011, 5:37 am
JS said:
*sam* said:
Training form is hidden data. The intention was that it would reward players who watch their characters carefully and figured it out themselves over time..not sure if it achieves that.


My personal observations is that there are too many variables to track when you move guys around a bit, and change their trained skill a few times.  Basically, if they sit in one town and go for the skill that is easily trained in that town they get 4-8.  If they travel a lot, and go for the skill easily trained they get 2-4.  If they travel a lot, and try to get a skill not easily trained they get 0-2.  That is a very broad brush observation, but has held true for me for over a year.


Sounds about right as long as the characters training form is at its best.

Sam, Not sure where the "reward" is to watch characters train slowly or figure out how many skill points they've lost over the last x amount of time from bad training form.lol

What I've figured out is that characters can have multiple "slumps" (bad training form) over their lifespan if they live long enough. These can range from 6 months to a full year on average and can take away more than 100 skill points from a skill being trained just from a 6 month slump. Think of how much is lost of a year of being in a slump.

Bad training form can decide if you get that level 2 sniper you needed in that last combat to survive the encounter. If little jimmy was not in a slump for 6 months he may have lived through his last scout as he would of had the extra specs needs to nail those critical shots needed to win the battle. But since he's been in a slump over the past 6 months he lacked the specs to give him the little bit of skill needed to land those shots and is now 6 feet under because of it.

As I've mentioned before, training form is the most powerful ability in the game as it controls everything about the character and where they will end up over their natural life span. Training centers, town bonuses, league bonuses and motivator do not "kick start" or change a characters training form from my observations. They may at best keep it from getting worse, but if the characters training form is already in the pits, those bonuses do nothing.

The only real way to override bad training form (slump) is to do lots of scouts and have that character use the weapon needed to raise that skill, but that requires far more effort than normal training. And if a fair amount of your characters are in a slump (bad training form) that method is difficult do do unless you have lots of time to play.

Example, currently 20% of my gang is in a slump (bad training form) that has continued for a minimum of 13 weeks to 19 weeks and continues. Think of all the skill points and specs lost over that time due to this one in game effect. The bigger your gang the more you will notice it and feel the effects of bad training form and there's no in game effect that will alter bad training form from what I've observed over the years.

Have fun, train hard. ;)

bob ewing


Posted Sep 10, 2018, 5:26 am
looks like dws stats doesn't work anymore...
Bug?
*The X Man*


Posted Sep 10, 2018, 8:30 am
Works fine, just tested it myself.
bob ewing


Posted Sep 10, 2018, 10:47 am
Dun work anymore for me...
*Bastille*


Posted Sep 10, 2018, 12:09 pm
works ok for me too. Using Windows Expletive, for windows 10.

It was not working for me at one time, a long time back, using firefox and chrome. Stopped checking DWstats. So I was never sure I f that was a browser issue, or something else all together.


Does the link open up (do anything) when you click?
Is it redirecting to dark-wind.com/dwstats?

What browser are you using?
*The X Man*


Posted Sep 11, 2018, 7:41 am
You have to "fetch" to log in a starting point. After you do an event, fetch again. Then you will have separate dates from which to "compare" and choose your date range. Then you will be able to see the specific increase for the characters used during that time. You may have to clear out your cache before attempting this.
bob ewing


Posted Sep 11, 2018, 2:17 pm
i'm using firefox, i've done the fetch but no new stats.. will try on IE

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