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Understanding Logs⚓︎

An Introduction to Logs⚓︎

During every competitive TF2 pug, scrim, or match, the server keeps track of all gameplay-affecting events that occur—for example, kills, damage, backstabs, healing, and ubercharges—in a logfile. The data from this logfile can be collected and presented in an easy-to-understand format. Usually, this presentation, known as a log, is hosted on the third-party website Logs.tf. Historically, other websites such as SizzlingStats were used, but they have fallen out of disuse due to a lack of maintenance and bugs.

Logs help people get their performance statistics, for example seeing how well they did compared to the other team's flank scout, or by comparing their damage per minute (DPM) against their other logs. They can be useful when addressing issues in a team's gameplay—for example, noting that a team's Medic dies way more often than their opponents' medics regardless of who won, and that they may therefore need to take better care of their Medic and protect them better.

That said, a lot of gameplay cannot be explained by logs. For example, in a game in which stalemates take up more time than team fights, players will naturally have lower statistics across the board than one in which players are constantly fighting.

Logs are half-specific, but there exist log combiners to generate statistics across multiple halves or maps; note that these log combiners may not show accurate round win data on Stopwatch maps or on games containing Stopwatch halves.

List of Statistics and Explanations⚓︎

  • Class (C) - Shows which class a player played, with the most played class being full color and all other classes being faded, and if you hover over the class icons, shows class- and weapon-specific statistics, including, if accuracy logging is enabled, accuracy.
  • Accuracy (Acc) - Shown when hovering over a class icon, tells you how many people, on average, a player's shots dealt damage to, multiplied by 100 and displayed as a percentage. On classes that can only hit one person per shot, like Sniper, it is a perfect indicator of how many of their shots hit, but on classes that can hit multiple people per shot, like Scout, may not indicate this perfectly. If a Scout theoretically hits two people with every shot they take, even for chip damage, then the Scout will have 200% accuracy on logs.
  • Kills (K) - The number of kills, including finish offs, attributed to a player
  • Assists (A) - The number of assists granted by the game to a player
  • Deaths (D) - The number of times a player died, including to finish offs, environmental damage, and kill binds
  • Damage (DA) - The total damage done by a player to enemies; self-damage is not counted
  • Damage / Minute (DA/M, a.k.a. DPM)* - Damage divided by minutes played
  • Kills and Assists / Death (KA/D) - The ratio of kills and assists a player gets by times they die
  • Kills / Death (K/D) - The ratio of kills a player gets by times they die
  • Damage Taken (DT) - The total damage taken by this player from enemies
  • Damage Taken / Minute (DT/M)* - Damage taken divided by minutes played
  • Health Pickups (HP) - The number of health packs taken by a player, where small packs count as 1, medium packs count as 2, and large packs count as 4
  • Backstabs (BS) - The number of times a player backstabs another player as Spy
  • Headshots (HS) - The number of times a player headshots another player on a class/weapon that deals extra damage for headshots—for example, any of Sniper's rifles, or Spy's Ambassador
  • Capture Point Captures (CAP) - The number of times a player was actively capturing the objective when a point was captured; does not count capture progress for anything—for example, a player who gets capture time or cart time but is not actively capturing when the point is captured does not get one on their logs.
  • Team Statistics - Show aggregate statistics for each team
  • Kills - The total number of kills attributed to all members of a team
  • Damage - The total damage done by members of a team to enemies; self-damage is not counted
  • Charges - The total number of Medic charges, including ÜberCharge, Kritzkrieg, Quick-Fix, and Vaccinator charges, used by a team's Medic player(s)
  • Drops - The total number of times any Medic on a given team drops their charge (i.e. dies with a charge ready to use)
  • Captures (Caps) - The total number of times a team captures a point (Note: This statistic is broken on Stopwatch maps)
  • Midfights - The total number of times a team gets the first point capture of a round (Note: This statistic is broken on Stopwatch maps)
  • Round Statistics - Show each round played that half, its length, the score at the end of that round, as well as the number of kills, charges, and amount of damage each team got that round, and who won the midfight that round
  • Medic Statistics - Show statistics for each Medic in the game by team
  • Healing - The amount of heals done by a Medic, including non-Medi Gun healing like Crossbow, Amputator, etc.
  • Heals / Minute* - Shown under Healing, the amount of heals divided by minutes played
  • Charges - A breakdown of how many charges a Medic used, and what type they were
  • Drops - The total number of times a Medic drops their charge (i.e. dies with a charge ready to use)
  • Average time to build - The time it takes, on average, to have one charge ready; changes based on the Medi Gun the Medic uses
  • Average time before using - The time elapsed, on average, between having a charge ready and using it
  • Near full charge deaths - The number of times a Medic dies with almost, but not quite, a full charge
  • Average Über length - The time, on average, each charge of a Medic's lasts
  • Deaths after charge - The number of times a Medic dies in the immediate post-Über fight
  • Major advantages lost - The number of times a Medic has full charge significantly before the other Medic, but fails to use it before the other Medic gets a charge
  • Biggest advantage lost - The most time elapsed between a Medic getting full charge and losing their advantage by the other Medic also getting full charge
  • Heal target statistics - show the amount of heals each player received from a Medic, sorted by most heals and with percentages
  • Class-specific kill/kill+assist/death grid - Shows how many times each person kills, kills or assists, or dies to a specific class respectively

*Note that time-based statistics, like Damage / Minute, may show extreme or inaccurate values in the event of pauses, player class swaps, or other such time-altering events.

How to use Logs.tf as a player⚓︎

The logs.tf main page

The main screen of logs.tf will show a list of all most recent logs played worldwide. In the top, you can search by player name or SteamID to find a specific player's logs. In the top right corner, there are two buttons marked "Profile" and "Upload." The Profile button takes you to your own list of logs, and the Upload button allows you to manually upload a log as well as giving you an API key to upload logs automatically. You can use these tools to view any logs as you need to. You can also download raw log files from each log page.

How to upload logs automatically to Logs.tf as a server administrator⚓︎

TFTrue by AnAkkk⚓︎

TFTrue is an all-in-one competitive TF2 server addon with log uploading functionalities. It is not compatible with many SourceMod plugins; if you are using SourceMod based plugins, you must use the SourceMod plugins below, not TFTrue.

The addon can be downloaded from their website at tftrue.esport-tools.net. Extract the archive and merge the contents of the addons directory with the existing addons directory on the server's tf directory, or if none exists, extract the addons directory to tf. Either way, now, in addition to other directories such as maps, cfg, etc., there should also be an addons directory, containing at least three files: TFTrue.dll, TFTrue.so, and TFTrue.vdf.

Once the addon is installed, edit the tf/cfg/server.cfg file to add the following line: tftrue_logs_apikey [apikey], where [apikey] refers to the API key you get on the Upload page of logs.tf. Note that this API key is unique to each person, should not be shared, and that you must generate a new one if you do not have one. Also add the following line: tftrue_logs_roundend 1 to enable auto updating of logs after each round.

Restart the server to enable the functionality.

If there are any issues, you can open an issue at AnAkkk/TFTrue.

logs.tf SourceMod Plugin by F2⚓︎

Please note that this plugin depends on SourceMod being installed. Refer to the TF2 Server Management guide to install SourceMod.

It also depends on the cURL extension for SourceMod, which can be downloaded from Google Code. Download the appropriate archive, and merge it with the tf/addons/sourcemod directory's contents.

With all dependencies installed, you can download the zipped logs.tf plugin from F2's website sourcemod.krus.dk. logs.tf plugin, and optionally the MedicStats and SupStats2 plugins that provide more detailed statistics in logs, and extract each .smx file in each archive into the tf/addons/sourcemod/plugins directory.

Once the plugin is installed, edit the tf/cfg/server.cfg file to add the following line: logstf_apikey [apikey], where [apikey] refers to the API key you get on the Upload page of logs.tf. Note that this API key is unique to each person, should not be shared, and that you must generate a new one if you do not have one. Also add the following line: logstf_midgameupload 1 to enable auto updating of logs after each round.

Restart the server to enable the functionality.

If there are any issues, you can reply to the F2's thread on teamfortress.tv MedicStats SourceMod plugin.


Last update: December 12, 2021