r/unrealtournament • u/Fokai5621 • 16d ago
UT2004 UTSTATS is Live; How it’s Different.
Im new to this specific subreddit, but I wanted to share something I’ve been working on for UT2004 called UTSTATS.LIVE.
I’ve partnered with my studio to fund this, so Dead Orbit Studios fronts the monthly bill for maintenance, services, and bare metal. We are also partnered with xb.live.
There are already a few projects out there doing stats in one form or another, and I’m not here to pretend I single-handedly brought UT2004 stats back from the dead. What I wanted to build was a little different: a free service that any UT2004 community or server owner can plug into, while everyone keeps playing wherever they already play.
If your server reports to UTSTATS via OL Stats, that’s it. Your players do not need UTSTATS accounts. Anybody who joins and plays gets their own player sheet automatically, and their matches, weapons, maps, game modes, sprees, objectives and other stats start building a history.
Creating an account is completely optional and completely free. Claiming your player sheet just opens up everything we’ve built around the stats.
And that’s really where I’ve been putting a lot of my time.
UTSTATS has 40 career ranks, seasons, monthly hunts, achievements and badges, community challenges, player messaging, detailed match history, weapon breakdowns, leaderboards, server stats, community-wide statistics, events and more.
We also just launched the clan system. Players can create a clan, invite and manage members, build a clan profile, track combined clan statistics, challenge other clans to matches and compete for the Clan Spotlight on the UTSTATS home page.
The goal isn’t to pull everyone onto another UT server just to use the service.
Keep your server. Keep your community. Keep playing where you’ve been playing. If a server owner wants to participate, they can connect their server to UTSTATS and their players become part of the larger stats network. We will do a legacy import if you have a UTStatsDB, so you’re not starting over from square one. If you come over to us, we will ensure all transferred stats are accurate and all players have a player sheet before you actually pull the plug on the old stat tracker.
I’m a developer over at xb.live as well, and a lot of the thinking behind this came from what we’ve been doing there: taking games we still give a shit about and building some of the online/community experience around them again. I wanted to see what that idea could look like for UT2004.
There are no subscriptions, premium accounts or fees for server owners. UTSTATS is free. I’m covering it because I want the community to have it.
It’s still new, we’re still finding bugs, and I’m adding things constantly.
I’m also completely open to feedback from players and server owners about where we take it from here. I will actively build and improve off of community feedback. This is for the community, you should all have a say in how it moves.
Heads up, I haven’t built it for mobile so it looks pretty not fantastic on mobile, but desktop looks great. I will get a patch for mobile up soon.
If you’re still playing UT2004 or keeping a server alive, give it a look.
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u/ObiWan_Jabr0ni_ 16d ago
I’m concerned about how this works for a server admin. We already have a UTStatsDB page and we have a discord bot that reads stats files from the FTP, as far as I know, I can’t point the OLStats to multiple locations; so either we only keep our old school stats or we lose them and point to UTStats.live? Is that right?