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Spec Tools
posted in Projects
121
#121
3 Frags +

So, I made those things in the to do list. I'm gonna spare the thread from a wall of textscript with a direct download link here. Here's an explanation of what the script does:

    It starts in 6v6 "normal" mode, which works like this:
    1=medic, 2=demo, 3=soldier1, 4=soldier2, 5=scout1, 6=scout2, 7=sniper1, 8=sniper2, 9=off-class cycle (it goes from pyro, to heavy, to engie, to spy and then back to pyro).
    Compact mode uses a cycle script, so instead of multiple keys for the same class you can cycle through soldiers, scouts, snipers and off-classes by pressing a single class key.
    Example: 3 goes to soldier1, press 3 again to go to soldier2; 4 goes to scout1, press 4 again to go to scout2, etc.
    9v9 mode uses the backpack class order. There is no compact mode for 9v9.
    6v6 (normal and compact) and 9v9 have both normal keyboard and keypad options, and yes the keypad option also has compact mode for 6v6.
    There is also a mouse wheel option. Scroll up and down using the mouse wheel to select different players. Class order is the same as the keyboard options.
    F1 toggles between 6v6 and 9v9 mode.
    F2 toggles between normal and compact mode.
    F3 turns keypad mode on (but there is no off switch yet, sorry)
    Hold Shift to select BLU players.

Tl;dr: select players using 1-9, mouse wheel or keypad.

I don't know who would use the keypad version except for left-handed people, but I'm not left-handed so I can't be too sure. It's there, anyway. I also managed to put everything in a single cfg, so you don't have to worry about fiddling with a bunch of different files. Just put cast.cfg in \cfg\ and run it either in-game using the console (exec cast) or adding +exec cast.cfg to TF2's launch properties. You can rename the cfg to whatever you want. ALWAYS BACKUP YOUR FILES. I can not stress this enough as I have lost count of the number of people who have asked for my cfgs and then bitched that it fucked up their own binds.

So, I made those things in the to do list. I'm gonna spare the thread from a wall of [s]text[/s]script with a direct download link [b][url=http://puu.sh/8Jc0E/23a6145b7e.cfg]here[/url][/b]. Here's an explanation of what the script does:
[list]It starts in 6v6 "normal" mode, which works like this:
1=medic, 2=demo, 3=soldier1, 4=soldier2, 5=scout1, 6=scout2, 7=sniper1, 8=sniper2, 9=off-class cycle (it goes from pyro, to heavy, to engie, to spy and then back to pyro).[/list]
[list]Compact mode uses a cycle script, so instead of multiple keys for the same class you can cycle through soldiers, scouts, snipers and off-classes by pressing a single class key.
Example: 3 goes to soldier1, press 3 again to go to soldier2; 4 goes to scout1, press 4 again to go to scout2, etc.[/list]
[list]9v9 mode uses the backpack class order. There is no compact mode for 9v9.[/list]
[list]6v6 (normal and compact) and 9v9 have both normal keyboard and keypad options, and yes the keypad option also has compact mode for 6v6.[/list]
[list]There is also a mouse wheel option. Scroll up and down using the mouse wheel to select different players. Class order is the same as the keyboard options.[/list]
[list]F1 toggles between 6v6 and 9v9 mode.
F2 toggles between normal and compact mode.
F3 turns keypad mode on (but there is no off switch yet, sorry)[/list]
[list]Hold Shift to select BLU players.[/list]
Tl;dr: select players using 1-9, mouse wheel or keypad.

I don't know who would use the keypad version except for left-handed people, but I'm not left-handed so I can't be too sure. It's there, anyway. I also managed to put everything in a single cfg, so you don't have to worry about fiddling with a bunch of different files. Just put cast.cfg in \cfg\ and run it either in-game using the console (exec cast) or adding +exec cast.cfg to TF2's launch properties. You can rename the cfg to whatever you want. [b]ALWAYS BACKUP YOUR FILES.[/b] I can not stress this enough as I have lost count of the number of people who have asked for my cfgs and then bitched that it fucked up their own binds.
122
#122
2 Frags +

A user on reddit was having an unspecified issue with your script, so I took the liberty of reworking it (I really hate nested binds). Advantages include enhanced mousewheel tracking with your number/numpad keys, and mousewheel tracking is no longer reset when the active team is toggled or when switching between modes 6v6 and 6v6-compact.

Feel free to use, integrate, or disregard, but I figured I might as well post it. It's untested, so there's a high likelihood of a typo or two.

A user on reddit was having an [url=http://www.reddit.com/r/Tf2Scripts/comments/257ihz/help_with_toggle_script_and_the_shift_key/]unspecified issue[/url] with your script, so I took the liberty of reworking it (I [i]really[/i] hate [url=http://www.reddit.com/r/tf2scripthelp/wiki/contribution#wiki_binding_in_aliases]nested binds[/url]). Advantages include enhanced mousewheel tracking with your number/numpad keys, and mousewheel tracking is no longer reset when the active team is toggled or when switching between modes 6v6 and 6v6-compact.

Feel free to use, integrate, or disregard, but I figured I might as well [url=http://pastebin.com/6c8TATid]post it[/url]. It's untested, so there's a high likelihood of a typo or two.
123
#123
2 Frags +

all you guys are making casting more fun, love you all

all you guys are making casting more fun, love you all
124
#124
4 Frags +

I've made a new update:

New maps - turbine, upwards, steel, gravel pit
Font customisation
Health bar customisation
Customisable low health flashing

Full description in the 2nd post in this thread.

I've made a new update:

New maps - turbine, upwards, steel, gravel pit
Font customisation
Health bar customisation
Customisable low health flashing

Full description in the 2nd post in this thread.
125
#125
1 Frags +

awesome, can't wait to play around with this later on

awesome, can't wait to play around with this later on
126
#126
3 Frags +

Fixed a bug that stopped the team health bars from showing up. Thanks to BLoodSire for pointing it out. Download link updated in first post in this thread.

Fixed a bug that stopped the team health bars from showing up. Thanks to BLoodSire for pointing it out. Download link updated in first post in this thread.
127
#127
2 Frags +

I'm wondering how possible it would be to change players names based on a database/list of SteamIDs associated with the wanted name and tag... not sure if this is the sort of thing you are wanting to do with this plugin but my God would it be amazing.

I'm wondering how possible it would be to change players names based on a database/list of SteamIDs associated with the wanted name and tag... not sure if this is the sort of thing you are wanting to do with this plugin but my God would it be amazing.
128
#128
1 Frags +
AndKennethI'm wondering how possible it would be to change players names based on a database/list of SteamIDs associated with the wanted name and tag... not sure if this is the sort of thing you are wanting to do with this plugin but my God would it be amazing.

It would be possible with the text that the plugin outputs. I'm not sure about inserting itself between the game and the hud - it's probably possible in a complex way I'm too dumb to figure out.

You'd also need to curate the database of player names and make it available. ETF2L has a web api to access player details by steam ids which would make it easy but I don't think other leagues have anything like that.

If the player part of the hud was replaced (fixing the pause bugs) then it would be possible with that too.

[quote=AndKenneth]I'm wondering how possible it would be to change players names based on a database/list of SteamIDs associated with the wanted name and tag... not sure if this is the sort of thing you are wanting to do with this plugin but my God would it be amazing.[/quote]
It would be possible with the text that the plugin outputs. I'm not sure about inserting itself between the game and the hud - it's probably possible in a complex way I'm too dumb to figure out.

You'd also need to curate the database of player names and make it available. ETF2L has a web api to access player details by steam ids which would make it easy but I don't think other leagues have anything like that.

If the player part of the hud was replaced (fixing the pause bugs) then it would be possible with that too.
129
#129
1 Frags +

As 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.

As 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 [i]because[/i] 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.
130
#130
1 Frags +
GentlemanJonFixed a bug that stopped the team health bars from showing up. Thanks to BLoodSire for pointing it out. Download link updated in first post in this thread.

Soo quick. Soo awesome. Thanks!

[quote=GentlemanJon]Fixed a bug that stopped the team health bars from showing up. Thanks to BLoodSire for pointing it out. Download link updated in first post in this thread.[/quote]

Soo quick. Soo awesome. Thanks!
131
#131
1 Frags +
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.

[quote=AndKenneth]As 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 [i]because[/i] 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.[/quote]
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.
132
#132
1 Frags +
thesupremecommanderBased 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.

[quote=thesupremecommander]
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.[/quote]

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.
133
#133
1 Frags +
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.

[quote=AndKenneth][quote=thesupremecommander]
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.[/quote]

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.[/quote]
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.
134
#134
1 Frags +

<3

<3
135
#135
4 Frags +

I figured out how to do it. Surprisingly, getting the Steam IDs was much easier than actually replacing the name (not everything's handled through HUD messages, apparently). The necessary functionality has been implemented into my plugin, StatusSpec.

The relevant variables and commands are:

statusspec_player_alias_enabled <0/1>
statusspec_player_alias_get <steamid>
statusspec_player_alias_remove <steamid>
statusspec_player_alias_set <steamid> <alias>

Steam IDs can either be in STEAM_X:Y:Z format (if doing so, they must be enclosed in quotes) or as a 64-bit Community ID. There isn't any real restriction on aliases as far as I know, but I do recommend enclosing them in quotes as well in order to make sure they're set correctly.

And since it was mentioned in this thread, the plugin also has "statusspec_force_refresh_specgui", which helps alleviate the pause bug.

I figured out how to do it. Surprisingly, getting the Steam IDs was much easier than actually replacing the name (not everything's handled through HUD messages, apparently). The necessary functionality has been implemented into my plugin, [url=https://github.com/fwdcp/StatusSpec]StatusSpec[/url].

The relevant variables and commands are:
[code]statusspec_player_alias_enabled <0/1>
statusspec_player_alias_get <steamid>
statusspec_player_alias_remove <steamid>
statusspec_player_alias_set <steamid> <alias>[/code]
Steam IDs can either be in STEAM_X:Y:Z format (if doing so, they must be enclosed in quotes) or as a 64-bit Community ID. There isn't any real restriction on aliases as far as I know, but I do recommend enclosing them in quotes as well in order to make sure they're set correctly.

And since it was mentioned in this thread, the plugin also has "statusspec_force_refresh_specgui", which helps alleviate the pause bug.
136
#136
1 Frags +
thesupremecommanderI figured out how to do it.

Very nice work, I really must learn more about function hooking

[quote=thesupremecommander]I figured out how to do it.[/quote]
Very nice work, I really must learn more about function hooking
137
#137
eXtelevision
0 Frags +

Awesome stuff, I've been enjoying working with it.

Could you add a way to adjust where the health bar is being displayed? I'd love to stack the health/player names together.

Awesome stuff, I've been enjoying working with it.

Could you add a way to adjust where the health bar is being displayed? I'd love to stack the health/player names together.
138
#138
eXtelevision
1 Frags +

Another small request: draw distance on player names.

I'm using the damage on hit, as a toggle in HL and eXperimenting with it always on in 6s. I really like it, and the player names, but would prefer to have player names be drawn only when they are closer to the camera.

___

The name changer thing people are talking about is amazing. There have been games I refused to cast because of one player's name before and it'd be phenomenal to be able to either censor or correct what players are tagged up as.

Another small request: draw distance on player names.

I'm using the damage on hit, as a toggle in HL and eXperimenting with it always on in 6s. I really like it, and the player names, but would prefer to have player names be drawn only when they are closer to the camera.

___

The name changer thing people are talking about is amazing. There have been games I refused to cast because of one player's name before and it'd be phenomenal to be able to either censor or correct what players are tagged up as.
139
#139
2 Frags +

I'll add independent control of various elements draw distance/fade strength to the todo list. I've got a vague plan for a sort of alignment system of overlays elements by north/south/east/west but it will probably take a while to put in place.

I'll add independent control of various elements draw distance/fade strength to the todo list. I've got a vague plan for a sort of alignment system of overlays elements by north/south/east/west but it will probably take a while to put in place.
140
#140
1 Frags +

The TF2 update broke the plugin for me and probably everyone else, right in the middle of a particularly tricky bit of refactoring as well, but I think I've patched it up so it still works with no weird stuff happening. The download link has been updated in the original post and here

http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0202.zip

The TF2 update broke the plugin for me and probably everyone else, right in the middle of a particularly tricky bit of refactoring as well, but I think I've patched it up so it still works with no weird stuff happening. The download link has been updated in the original post and here

[url=http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0202.zip]http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0202.zip[/url]
141
#141
0 Frags +

There is a new problem where dead player's health bars and details hang around on screen after they should disappear. This isn't as easy to fix as the crashing problem so the plugin may become temporarily unusable on stream.

There is a new problem where dead player's health bars and details hang around on screen after they should disappear. This isn't as easy to fix as the crashing problem so the plugin may become temporarily unusable on stream.
142
#142
2 Frags +

The dead player overlay stuff hanging around should now be fixed and the plugin back in normal working order. Download in the first post is updated, or you can download from here:

http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0203.zip

The dead player overlay stuff hanging around should now be fixed and the plugin back in normal working order. Download in the first post is updated, or you can download from here:

[url=http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0203.zip]http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0203.zip[/url]
143
#143
0 Frags +

Excellent! I'll need this for tonights cast.

Excellent! I'll need this for tonights cast.
144
#144
1 Frags +

This seems to be broken is non-1080p resolutions:

http://i.imgur.com/Nusvmar.jpg

(When I tested it worked 100% in 1920x1080 and like the pic in 1280x720)

This seems to be broken is non-1080p resolutions:
[img]http://i.imgur.com/Nusvmar.jpg[/img]

(When I tested it worked 100% in 1920x1080 and like the pic in 1280x720)
145
#145
1 Frags +

im having the same problem: im in 16x10

https://www.dropbox.com/s/4uaa8p5pfgn1n6e/Screenshot%202014-06-12%2021.45.31.png

im having the same problem: im in 16x10

https://www.dropbox.com/s/4uaa8p5pfgn1n6e/Screenshot%202014-06-12%2021.45.31.png
146
#146
1 Frags +

Thanks for the bug reports guys, this new release should restore proper working order for alternate resolutions

http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0204.zip

Also updated in the OP

Thanks for the bug reports guys, this new release should restore proper working order for alternate resolutions

[url=http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0204.zip]http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0204.zip[/url]

Also updated in the OP
147
#147
1 Frags +

Just tested it, working like a charm!

Just tested it, working like a charm!
148
#148
0 Frags +
DuckyJust tested it, working like a charm!

Thanks for the confirmation Ducky

[quote=Ducky]Just tested it, working like a charm![/quote]
Thanks for the confirmation Ducky
149
#149
1 Frags +
dashnerJon, it appears team health bars are no longer functioning correctly with the latest update (at least for me and extine at 1080p?)

The bars are just hovering around 100% and not really moving to account for their actual health.

I noticed this on what I saw of the cast yesterday. The function returning a player's max health I was using now just returns their current health after the update. I've replaced this with a manual calculation based on player class rather than dig through the SDK looking for an alternative. I've done a quick test and it seems to work correctly again, and uploaded the new plugin version and updated the link in the OP, or you can download it here:

http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0205.zip

[quote=dashner]Jon, it appears team health bars are no longer functioning correctly with the latest update (at least for me and extine at 1080p?)

The bars are just hovering around 100% and not really moving to account for their actual health.[/quote]
I noticed this on what I saw of the cast yesterday. The function returning a player's max health I was using now just returns their current health after the update. I've replaced this with a manual calculation based on player class rather than dig through the SDK looking for an alternative. I've done a quick test and it seems to work correctly again, and uploaded the new plugin version and updated the link in the OP, or you can download it here:

http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0205.zip
150
#150
-1 Frags +

Edit: related to spec tools, but not specifically pertaining to spectools. Downvote/move as needed.

I was reminded of this by the sticky notifications update. I've found this to be very helpful when spectating:
Glowing Sticky Bombs (matches the pulsing of grenades, stands out in dark corners etc.): http://tf2rj.com/forum/index.php?topic=17.0

Edit: related to spec tools, but not specifically pertaining to spectools. Downvote/move as needed.

I was reminded of this by the sticky notifications update. I've found this to be very helpful when spectating:
Glowing Sticky Bombs (matches the pulsing of grenades, stands out in dark corners etc.): http://tf2rj.com/forum/index.php?topic=17.0
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