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StatusSpec
posted in Projects
1
#1
0 Frags +

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.

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

Learn more about it at the [url=https://github.com/fwdcp/StatusSpec]GitHub repository[/url], and [url=https://github.com/fwdcp/StatusSpec/releases]download a release to use[/url].
2
#2
8 Frags +

the box should scale with the amount of buffs. less clutter and it's more eye catching for when somebody actually has something on them.

the box should scale with the amount of buffs. less clutter and it's more eye catching for when somebody actually has something on them.
3
#3
7 Frags +

Good work. Cool to see all these new plugins being made.

I just hope all the cameramen remember to use these tastefully.

Good work. Cool to see all these new plugins being made.

I just hope all the cameramen remember to use these tastefully.
4
#4
9 Frags +

I don't think we can hold all of these plugins...

I don't think we can hold all of these plugins...
5
#5
1 Frags +
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.

[quote=turtsmcgurts]the box should scale with the amount of buffs. less clutter and it's more eye catching for when somebody actually has something on them.[/quote]
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.
6
#6
4 Frags +

Awesome! Will try it out :D

Awesome! Will try it out :D
7
#7
6 Frags +

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.

I just released [url=https://github.com/fwdcp/StatusSpec/releases/tag/v0.5]StatusSpec 0.5[/url] 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.
8
#8
4 Frags +
thesupremecommanderstatusspec_force_refresh_specgui

Ooh, it'll be interesting to see if this works for the pause bug. Never looked into VGUI's message system, good find.

e: This SendMessage is actually really cool, gonna update advspec to use it for at least the gun name, charge and advantage labels

[quote=thesupremecommander]statusspec_force_refresh_specgui[/quote]
Ooh, it'll be interesting to see if this works for the pause bug. Never looked into VGUI's message system, good find.

e: This SendMessage is actually really cool, gonna update advspec to use it for at least the gun name, charge and advantage labels
9
#9
1 Frags +
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.

[quote=bluee][quote=thesupremecommander]statusspec_force_refresh_specgui[/quote]
Ooh, 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 ;)[/quote]
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.
10
#10
4 Frags +

Wow, that's amazing. 'Bout time that bug got fixed. Thank you.

Wow, that's amazing. 'Bout time that bug got fixed. Thank you.
11
#11
0 Frags +
freakinWow, that's amazing. 'Bout time that bug got fixed. Thank you.

Good thing a community member had to fix it right? Thanks Valve.

Awesome job if that works out.

[quote=freakin]Wow, that's amazing. 'Bout time that bug got fixed. Thank you.[/quote]
Good thing a community member had to fix it right? Thanks Valve.

Awesome job if that works out.
12
#12
3 Frags +

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.

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, [url=https://github.com/fwdcp/StatusSpec/releases/tag/v0.6]StatusSpec 0.6[/url] was pushed out. This one eliminates a whole host of CVars by making those settings a part of the tournament HUD! I recommend [url=https://github.com/fwdcp/StatusSpec/blob/master/README.md]reading the README[/url] to make sure you set up your HUD properly. As always, feedback is appreciated.
13
#13
2 Frags +

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.

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 [url=https://github.com/fwdcp/StatusSpec/releases/tag/v0.7]StatusSpec 0.7[/url]. 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.
14
#14
6 Frags +

StatusSpec 0.8 has just been released. This release adds the ability to set player aliases that will display instead of the regular player names.

[url=https://github.com/fwdcp/StatusSpec/releases/tag/v0.8]StatusSpec 0.8[/url] has just been released. This release adds the ability to set player aliases that will display instead of the regular player names.
15
#15
3 Frags +
thesupremecommanderStatusSpec 0.8 has just been released. This release adds the ability to set player aliases that will display instead of the regular player names.

interesting

[quote=thesupremecommander][url=https://github.com/fwdcp/StatusSpec/releases/tag/v0.8]StatusSpec 0.8[/url] has just been released. This release adds the ability to set player aliases that will display instead of the regular player names.[/quote]

interesting
16
#16
3 Frags +

You. Are. A. God.

Thank you so much. Wondering how it handles spec_player commands, weather I should point to the new name or the old name. I'll be trying it out when I get home :D

You. Are. A. God.

Thank you so much. Wondering how it handles spec_player commands, weather I should point to the new name or the old name. I'll be trying it out when I get home :D
17
#17
0 Frags +
AndKennethYou. Are. A. God.

Thank you so much. Wondering how it handles spec_player commands, weather I should point to the new name or the old name. I'll be trying it out when I get home :D

New names. The plugin doesn't even get a chance to see the old names, which is why it has to identify players by Steam ID.

[quote=AndKenneth]You. Are. A. God.

Thank you so much. Wondering how it handles spec_player commands, weather I should point to the new name or the old name. I'll be trying it out when I get home :D[/quote]
New names. The plugin doesn't even get a chance to see the old names, which is why it has to identify players by Steam ID.
18
#18
3 Frags +

So no more having to decline to cast matches because somebody had to be an idiot and use a stupid alias?

Sounds good to me.

So no more having to decline to cast matches because somebody had to be an idiot and use a stupid alias?

Sounds good to me.
19
#19
1 Frags +

ho-lee shit

ho-lee shit
20
#20
3 Frags +

nice job on this. is it compatible with all huds?

nice job on this. is it compatible with all huds?
21
#21
0 Frags +

Noticed something interesting with spec_tools, when you use the overlay player name text, it shows the old name rather than the new name. Not sure if that's something you can do on your side or something jon has to deal with, but it would be neat to have it work together.

On a related note, we should get you guys all in a room to make the ultimate combined plugin. SOO MANY PLUGINS.

Noticed something interesting with spec_tools, when you use the overlay player name text, it shows the old name rather than the new name. Not sure if that's something you can do on your side or something jon has to deal with, but it would be neat to have it work together.

On a related note, we should get you guys all in a room to make the ultimate combined plugin. SOO MANY PLUGINS.
22
#22
0 Frags +
AndKennethNoticed something interesting with spec_tools, when you use the overlay player name text, it shows the old name rather than the new name. Not sure if that's something you can do on your side or something jon has to deal with, but it would be neat to have it work together.

On a related note, we should get you guys all in a room to make the ultimate combined plugin. SOO MANY PLUGINS.

Spec tools pulls the name from the player object which is presumably retrieved from Steam, I'm not sure that there would be a an elegant way to combine the two without me just copying the same function.

[quote=AndKenneth]Noticed something interesting with spec_tools, when you use the overlay player name text, it shows the old name rather than the new name. Not sure if that's something you can do on your side or something jon has to deal with, but it would be neat to have it work together.

On a related note, we should get you guys all in a room to make the ultimate combined plugin. SOO MANY PLUGINS.[/quote]
Spec tools pulls the name from the player object which is presumably retrieved from Steam, I'm not sure that there would be a an elegant way to combine the two without me just copying the same function.
23
#23
1 Frags +
MR_SLINnice job on this. is it compatible with all huds?

The anti-freeze feature and the name feature are HUD-independent, while the icons require modification to your HUD. Check the instructions in the README for more info and let me know if they need some clarification.

AndKennethOn a related note, we should get you guys all in a room to make the ultimate combined plugin. SOO MANY PLUGINS.

I was actually thinking about that, but I chose to go separately for now because I'm iterating faster and have more unstable features than AdvSpec and I don't have anything to go off of for Spec Tools. Maybe in the future, but my codebase has diverged significantly enough from AdvSpec that it won't be an easy task.

On a related note, I think I might have a new innovation in custom plugin HUD elements. I don't know yet whether it will pan out, but I am excited if it does and have some encouraging signs.

GentlemanJonSpec tools pulls the name from the player object which is presumably retrieved from Steam, I'm not sure that there would be a an elegant way to combine the two without me just copying the same function.

That's odd... according to released Source SDK 2013 code, C_BasePlayer SHOULD grab the name from the GetPlayerName function in C_PlayerResource, which is what I'm overriding in my code.

Maybe you can try getting a direct hold of GameResources and using the GetPlayerName function there. If it still doesn't work, there's something weird interfering in the process.

[quote=MR_SLIN]nice job on this. is it compatible with all huds?[/quote]
The anti-freeze feature and the name feature are HUD-independent, while the icons require modification to your HUD. Check the instructions in the README for more info and let me know if they need some clarification.

[quote=AndKenneth]On a related note, we should get you guys all in a room to make the ultimate combined plugin. SOO MANY PLUGINS.[/quote]
I was actually thinking about that, but I chose to go separately for now because I'm iterating faster and have more unstable features than AdvSpec and I don't have anything to go off of for Spec Tools. Maybe in the future, but my codebase has diverged significantly enough from AdvSpec that it won't be an easy task.

On a related note, I think I might have a new innovation in custom plugin HUD elements. I don't know yet whether it will pan out, but I am excited if it does and have some encouraging signs.

[quote=GentlemanJon]Spec tools pulls the name from the player object which is presumably retrieved from Steam, I'm not sure that there would be a an elegant way to combine the two without me just copying the same function.[/quote]
That's odd... according to released Source SDK 2013 code, C_BasePlayer SHOULD grab the name from the GetPlayerName function in C_PlayerResource, which is what I'm overriding in my code.

Maybe you can try getting a direct hold of GameResources and using the GetPlayerName function there. If it still doesn't work, there's something weird interfering in the process.
24
#24
0 Frags +
thesupremecommanderThat's odd... according to released Source SDK 2013 code, C_BasePlayer SHOULD grab the name from the GetPlayerName function in C_PlayerResource, which is what I'm overriding in my code.

Maybe you can try getting a direct hold of GameResources and using the GetPlayerName function there. If it still doesn't work, there's something weird interfering in the process.

I'll check it out and see what I can get working.

[quote=thesupremecommander]That's odd... according to released Source SDK 2013 code, C_BasePlayer SHOULD grab the name from the GetPlayerName function in C_PlayerResource, which is what I'm overriding in my code.

Maybe you can try getting a direct hold of GameResources and using the GetPlayerName function there. If it still doesn't work, there's something weird interfering in the process.[/quote]
I'll check it out and see what I can get working.
25
#25
2 Frags +

StatusSpec 0.9 is now released!

This release implements a medigun info box, somewhat like AdvSpec, but with StatusSpec twists enhancements:

  • support for Vaccinator's multiple charges
  • icons to display type of medigun charge
  • native HUD support, customizable via res files
  • native support for HUD animations when a charge is ready/popped

Screenshot:

Show Content

As always, any and all feedback is encouraged.

[url=https://github.com/fwdcp/StatusSpec/releases/tag/v0.9]StatusSpec 0.9[/url] is now released!

This release implements a medigun info box, somewhat like AdvSpec, but with StatusSpec [s]twists[/s] enhancements:
[list]
[*] support for Vaccinator's multiple charges
[*] icons to display type of medigun charge
[*] native HUD support, customizable via res files
[*] native support for HUD animations when a charge is ready/popped
[/list]

Screenshot:
[spoiler]
[img]http://i.imgur.com/HliUKLk.png[/img]
[/spoiler]

As always, any and all feedback is encouraged.
26
#26
0 Frags +

awesome!

awesome!
27
#27
0 Frags +

I'm looking for some feedback on possible new features for StatusSpec.

In particular, I'm considering the possibility of adding a way to access some more in-depth stats from in-game data, given that you can't really see anything much with the current spectator toolset despite the information being accessible on the backend. Unfortunately, it's limited by the fact that it's in-game data, so it's subject to whatever the game decides to do, but I can't think of any better source of data.

The question is, would there be interest (from casters and/or spectators) to be able to see such data in-game, and if so, what's the best format to display the data?

In addition, I'm always looking for feedback on current features as well as suggestions for future new features that I haven't thought of yet.

Any and all feedback is appreciated. Thanks again for your support!

I'm looking for some feedback on possible new features for StatusSpec.

In particular, I'm considering the possibility of adding a way to access some more in-depth stats from in-game data, given that you can't really see anything much with the current spectator toolset despite the information being accessible on the backend. Unfortunately, it's limited by the fact that it's in-game data, so it's subject to whatever the game decides to do, but I can't think of any better source of data.

The question is, would there be interest (from casters and/or spectators) to be able to see such data in-game, and if so, what's the best format to display the data?

In addition, I'm always looking for feedback on current features as well as suggestions for future new features that I haven't thought of yet.

Any and all feedback is appreciated. Thanks again for your support!
28
#28
0 Frags +

I think this was floated around by another plugin maker a while ago, but an external console that I could put on a second monitor would be amazing

I think this was floated around by another plugin maker a while ago, but an external console that I could put on a second monitor would be amazing
29
#29
1 Frags +

Haven't had a look into how it works, but does the medigun info's charge meter also fill vertically?

If so I'm 100% happy to remove it from AdvSpec and focus that plugin on 'behind the scenes' things again, like #28.

Haven't had a look into how it works, but does the medigun info's charge meter also fill vertically?

If so I'm 100% happy to remove it from AdvSpec and focus that plugin on 'behind the scenes' things again, like #28.
30
#30
0 Frags +
blueeHaven't had a look into how it works, but does the medigun info's charge meter also fill vertically?

If so I'm 100% happy to remove it from AdvSpec and focus that plugin on 'behind the scenes' things again, like #28.

Not currently, since I did not realize that the progress direction was not editable by normal HUD files. I'll figure out the best way to expose that for configuration, probably some utility command.

[quote=bluee]Haven't had a look into how it works, but does the medigun info's charge meter also fill vertically?

If so I'm 100% happy to remove it from AdvSpec and focus that plugin on 'behind the scenes' things again, like #28.[/quote]
Not currently, since I did not realize that the progress direction was not editable by normal HUD files. I'll figure out the best way to expose that for configuration, probably some utility command.
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