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SteamID64 76561198043850090
SteamID3 [U:1:83584362]
SteamID32 STEAM_0:0:41792181
Country United States
Signed Up April 15, 2013
Last Posted September 28, 2019 at 8:12 AM
Posts 862 (0.2 per day)
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#133 Spec Tools in Projects
AndKenneththesupremecommanderBased on research I've done on client plugins (and coincidentally for fixing the pause bug), I can confirm that it IS possible to replace player names on the HUD. All that's required is figuring out how to pull Steam ID info on the client-side, which would be the best way of identifying players uniquely.
Do you get the steamID as part of the client when watching a sourceTV? Otherwise, you could do an a2a request to the server itself. Not the most elegant, but it would get the job done.

There should be, given that the client receives Steam information as well in order to render the HUD (especially the scoreboard and the avatars on it). I'll continue looking into it and hope to come up with something concrete soon.

posted about 9 years ago
#131 Spec Tools in Projects
AndKennethAs a caster, I would do my homework beforehand to make sure it works... ESEA has no problem with fakenicking because of the client, and ETF2L cracks down on it pretty hard, but as of now ozfortress, which is what I cast, doesn't really enforce fakenicking that much. There are prem teams that I just cannot cast because they all alias because they are being casted (looking at you threefiddy).

While this would be cool, I don't think it's worth too much dev time because the easy answer to this is to petition the admins to be more serious about fakenicks, and if the actual hud element is not updated, it seems pretty useless if it's different in different places.

The other idea would be a serverside plugin on the STV relay. Not sure if that would be possible at all.

Eventually I could see a plugin that just replaces all the hud elements. Would be quite elaborate, but would be very cool. I need to brush up on my coding skills.

Based on research I've done on client plugins (and coincidentally for fixing the pause bug), I can confirm that it IS possible to replace player names on the HUD. All that's required is figuring out how to pull Steam ID info on the client-side, which would be the best way of identifying players uniquely.

posted about 9 years ago
#13 CEVO Spring Classic in News
Langethesupremecommanderincreased protection against unauthorized ringersIf I may ask, does this use some kind of integrated API, and if so, does this mean that a public API is closer to release?
To dodge and answer with another question, what would you like to see from a potential public CEVO API? What exact data would you want access to?

Really, the most useful info for me would be a way to figure out which team a player is on and vice versa, as well as info about what division a team is in. It would also be nice to have player and team history, though I wouldn't consider that a priority.

The reason I bring this up now is because there was an API confirmed in progress before.

CEVOPipher#58, this is already on the roadmap and we've already started building the framework, so we hope to be able to release an API to access some of our league information shortly, but sadly I don't have an ETA.
posted about 10 years ago
#13 StatusSpec in Projects

I've looked more into the problem of pauses, and unfortunately it doesn't look like any can be easily solved since there is no clear and definite information about a pause occurring ever exposed. Therefore, our only hope is getting Valve to fix it on their end. In the future, I may look into a rudimentary detection algorithm and HUD display for such issues if there's interest in such a feature.

After figuring that out, I've been hard at work with figuring out how items work, and the result is in StatusSpec 0.7. This release adds the option of displaying icons for items in a player's loadout. Any and all feedback about this new feature is welcome.

posted about 10 years ago
#11 CEVO Spring Classic in News
increased protection against unauthorized ringers

If I may ask, does this use some kind of integrated API, and if so, does this mean that a public API is closer to release?

posted about 10 years ago
#16 MGE mod broken after latest update in Q/A Help
MightyMeGet this error now when you get killed or try to change class:
L 05/17/2014 - 14:52:31: [SM] Native "TF2_RegeneratePlayer" reported: Failed to locate function
L 05/17/2014 - 14:52:31: [SM] Displaying call stack trace for plugin "mgemod.smx":
L 05/17/2014 - 14:52:31: [SM] [0] Line 2315, mgemod.sp::ResetPlayer()
L 05/17/2014 - 14:52:31: [SM] [1] Line 4686, mgemod.sp::Timer_ResetPlayer()
L 05/17/2014 - 14:52:55: [SM] Native "TF2_RegeneratePlayer" reported: Failed to locate function
L 05/17/2014 - 14:52:55: [SM] Displaying call stack trace for plugin "mgemod.smx":
L 05/17/2014 - 14:52:55: [SM] [0] Line 3890, mgemod.sp::Event_PlayerDeath()

help

That indicates that your gamedata is out of date (most likely happened because of the latest update especially if your server is on Windows). Not much you can do except update SourceMod and hope everything works again.

posted about 10 years ago
#23 MGE iT V2.0 in TF2 General Discussion
Benroadssky_tf_tournament_hide_domination_icons 1

is what the configs use. I don't know if tournament mode has to be enabled for it to work though.

That's it, I forgot it was a tournament cvar so that might be a problem. There are some SM plugins that can remove dominations all together but I'm not sure if it's a big enough problem to make it worth adding another plugin? Granted I don't know much about sourcemod or how the number of plugins installed would affect a server.

Generally adding another small plugin has very little effect, but replacing the icon textures would be a simpler solution.

posted about 10 years ago
#18 MGE iT V2.0 in TF2 General Discussion

If the icons are the only problem, you can just make them disappear by replacing the textures with blank ones. Here's some files which should do that, but I haven't tested it.

posted about 10 years ago
#12 StatusSpec in Projects

Well, it's just a more efficient workaround, not really a fix. Case in point, I just did some further testing, and it appears as if this doesn't fix time panels. There also seems to be an issue if someone has to reconnect during the pause and the server unpauses and repauses to allow them to reconnect. D'oh! I'll see whether the first issue can be fixed, but it doesn't seem like the second one can really be fixed that easily.

Anyway, StatusSpec 0.6 was pushed out. This one eliminates a whole host of CVars by making those settings a part of the tournament HUD! I recommend reading the README to make sure you set up your HUD properly. As always, feedback is appreciated.

posted about 10 years ago
#9 StatusSpec in Projects
blueethesupremecommanderstatusspec_force_refresh_specguiOoh, it'll be interesting to see if this works for the pause bug. Never looked into VGUI's message system, good find.

And BUILD.md still references AdvSpec btw ;)

Welp, I guess it must have remained when I copied over the build instructions.

Anyway, I did test the new command on demos with pauses with them (which do exhibit the same post-pause bug) and they did get fixed, so I'm pretty sure that this will work for SourceTV.

I've also looked into putting extra panels into UI resource files and hooking into those to display information, and I think there's a solution there for having easily customizable plugin-driven panels. I'm hoping to experiment with those more and hopefully come up with something concrete.

posted about 10 years ago
#7 StatusSpec in Projects

I just released StatusSpec 0.5 on GitHub.

This release has a potential fix to the post-pause HUD freeze that we're all familiar with. Basically, it uses a method similar to hud_reloadscheme except it only applies it to the spectator GUI, calls a method which doesn't actually reload the scheme, and does it whenever the VGUI is being painted. This basically results in a refreshing spectator GUI with much less stuttering (I didn't notice any at all while I was testing, whereas hud_reloadscheme causes stuttering for a second).

There may be bugs with this method, since it doesn't actually delve into the problem of why the spec GUI isn't being sent the commands to refresh in the first place, but I think that a mostly functioning HUD is better than one that doesn't work at all. However, your mileage may vary. Report any bugs you find here and I'll see whether they can be fixed.

posted about 10 years ago
#5 StatusSpec in Projects
turtsmcgurtsthe box should scale with the amount of buffs. less clutter and it's more eye catching for when somebody actually has something on them.

I just released 0.4 which scales the boxes with icons automatically. The old behavior can be restored by setting statusspec_icons_bg_dynamic to 0.

posted about 10 years ago
#1 StatusSpec in Projects

As if we didn't have enough spectating plugins already, I present to you StatusSpec.

Learn more about it at the GitHub repository, and download a release to use.

posted about 10 years ago
#36 ESEA Invite: Froyotech vs. Classic Mixup in Events
cookieSince mixup is coasting until LAN my mind tells me that froyo will win it.. I just want it to be a close match with some insane frags!

ps, go underdogs!

Mixup can't coast if they want the 2nd seed, given that Exertus is only one game behind if froyotech wins tonight.

posted about 10 years ago
#62 Twitch TFTV invitational ideas in TF2 General Discussion

According to the guidelines, it appears that the week slated for this tournament would be June 16-22, with the ESEA-IM Grand Finals on June 11 and ESEA LAN June 28-29.

posted about 10 years ago
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