GentlemanJon
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SteamID64 76561198045803959
SteamID3 [U:1:85538231]
SteamID32 STEAM_0:1:42769115
Country United Kingdom
Signed Up March 1, 2014
Last Posted October 1, 2019 at 12:14 PM
Posts 1307 (0.4 per day)
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#74 Spec Tools in Projects
AdmirableOh no! My secret weapon has been unveiled D:

No more of that cagey hedging when last minute co-casters ask you about your plugins needed now though ;)

posted about 10 years ago
#73 Spec Tools in Projects

Added some new bits, a sticky bomb highlighter, total team health bars and player health bars only showing when taking damage. Made a start on refactoring code.

Detailed in the 2nd post in this thread.

posted about 10 years ago
#69 Spec Tools in Projects
dashnerMy only thoughts right now is as BloodSire says, making it possible to configure a cvar in the plugin that allows you to only display specific classes or even possibly only specific players for the health/name overlays. This would help greatly reduce clutter while still allowing viewers to see the information we're trying to get across (a player being focused for example by the other team or seeing how effective a roamer's med bombs are)

You could also perhaps be able to display all 12 players but specify certain classes to be coloured differently if you want to highlight the way the flank is holding for example.

The filter by class is now implemented, see the 2nd post in the thread for details. Filtering by player would be a little more complex and would require specific identifying information like their community ID or similar, and the same for multi colors. I think player specific displays are likely to become a stronger requirement so I'll think about the best way I can implement it.

dashnerHealth bars could also appear in a "casting mode" where they'd only appear when a player is taking damage and would stay up for a few seconds before fading out. Would keep visible if they took more damage. This would ensure the bars would only appear during fights.

I like the "flashing" on damage idea, it's an excellent solution to clutter problems and conveys more information in itself. I'll certainly look at this.

posted about 10 years ago
#66 Spec Tools in Projects
dashnerI'll be using this on my next extv production.

I was very interested to see this used on stream. Don't hesitate to let me know if you have any suggestions in light of your experience and any feedback you may receive.

posted about 10 years ago
#53 Funding competitive prizepools through items in TF2 General Discussion
SideshowI think the problem now is finding someone to create a great item who is also trustworthy enough to get all the money and use it for comp, the rest could be done fairly easily.

If the competitive organisation in question is a co-author of the item you don't need trust, they should automatically receive their share of the revenue. So for example if the ETF2L Steam profile was co-author and had a bank defined for it then revenue generated by the item would go straight to that ETF2L account.

And the admins could flee to Mexico.

What you need in the item creator is someone willing to split that revenue for a boost from the initial votes and comments that give it a better chance of Valve noticing it and putting it in the game, as well as being able to make a good enough item for it to garner genuine votes. Probably someone up-and-coming, ideally a member of both communities (competitive and item making) and looking for some help getting probably their first item in game.

ETF2L has over 2k participating players, the NA scene must have something similar. That's a lot of potential votes, and given the way the community has embraced fund raisers in the past I'd have thought a decent level of participation could be achieved.

The truth is that what money there is in TF2 is in the item economy, and identifying where the competitive community has leverage in that economy is the key to improving TF2's financial standing.

posted about 10 years ago
#64 Spec Tools in Projects

New update:
Further tightened the player's own health bar appearing in first person. This should be extremely rare now, if you become aware of an egregious example please let me know. An STV file, player and approximate ticks would be useful.

Added filtering by class, so if you only want to see the effects on medic or demo or any combination of the 9 classes you can. Documented in the 2nd post in this thread.

posted about 10 years ago
#61 Spec Tools in Projects
ChocoMcFudgeCakeWhipped up a quick cfg where the you use the numpad to switch between speccing the different classes.

The approach is fine but there are a couple of problems with the execution, like the red config having blu team numbers in it. This should work a bit better, using files called spectool_red and spectool_blu. Blue file first

bind "KP_END" "spec_player_cc 3, 1" //SCOUT    
bind "KP_DOWNARROW" "spec_player_cc 3, 3" //SOLDIER
bind "KP_PGDN" "spec_player_cc 3, 7" //PYRO
bind "KP_LEFTARROW" "spec_player_cc 3, 4" //DEMOMAN
bind "KP_5" "spec_player_cc 3, 8" //HEAVY
bind "KP_RIGHTARROW" "spec_player_cc 3, 9" //ENGINEER
bind "KP_HOME" "spec_player_cc 3, 2" //SNIPER
bind "KP_UPARROW" "spec_player_cc 3, 5" //MEDIC
bind "KP_PGUP" "spec_player_cc 3, 6" //SPY

bind "KP_ENTER" "exec spectool_red"

//FOR 6s, '/' SELECTS THE SECOND SOLDIER AND '*' SELECTS THE SECOND SCOUT

bind "KP_SLASH" "spec_player_cc 3, 3, 1"
bind "KP_MULTIPLY" "spec_player_cc 3, 1, 1"
bind "KP_END" "spec_player_cc 2, 1" //SCOUT    
bind "KP_DOWNARROW" "spec_player_cc 2, 3" //SOLDIER
bind "KP_PGDN" "spec_player_cc 2, 7" //PYRO
bind "KP_LEFTARROW" "spec_player_cc 2, 4" //DEMOMAN
bind "KP_5" "spec_player_cc 2, 8" //HEAVY
bind "KP_RIGHTARROW" "spec_player_cc 2, 9" //ENGINEER
bind "KP_HOME" "spec_player_cc 2, 2" //SNIPER
bind "KP_UPARROW" "spec_player_cc 2, 5" //MEDIC
bind "KP_PGUP" "spec_player_cc 2, 6" //SPY

bind "KP_ENTER" "exec spectool_blu"

//FOR 6s, '/' SELECTS THE SECOND SOLDIER AND '*' SELECTS THE SECOND SCOUT

bind "KP_SLASH" "spec_player_cc 2, 3, 1"
bind "KP_MULTIPLY" "spec_player_cc 2, 1, 1"
posted about 10 years ago
#56 Spec Tools in Projects

I've uploaded a version with a bug fix for map proportions on non 1080p resolutions and some other bugs, it's the same download as it was previously.

I've also added some basic commands implementing some of the more basic requests around the text backgrounds and the health bar widths. I'll document these on the 2nd post in this thread.

Regarding new maps, it's a tedious process adding one because although you'd think once you've got all the coordinates lined up it should just snap into place, unfortunately it doesn't and it needs a lot of tweaking and nudging. If anyone has an STV file of a match on Sunshine they can point me to that would be helpful.

posted about 10 years ago
#46 Spec Tools in Projects
yttriumDeveloping an anchoring system wouldn't be hard.

It's not the difficulty that's stopping me, it's the boredom of implementing it. I'm just not likely to prioritise it over other commitments. Your best bet's to have a crack at it when I release source.

posted about 10 years ago
#43 Spec Tools in Projects
yttriumThe issue isn't for offset from the top left, specifically. The issue lies in if you want it to be affixed to the bottom right. Let's say, I have a 1600x900 monitor (which I do) and I want the minimap size to be 2 (doubled) and affixed to the bottom right. I have the horizontal_pos set to 1300 and vertical_pos set to 542. For 1600x900, this looks fantastic. However, as soon as you want to give this to another user (1280x720 or 1920x1080), you need to recalculate everything, remembering the size and offsets from max. It's a pain and while you could do it manually with trial and error for smaller resolutions, it's near impossible for larger ones.

Raw pixel offsets with anchors is honestly the best solution. Every decent GUI framework out there, even WinForms, uses this method.

I'm not suggesting it's the best way, but the scaling should work and the chances of me coding an anchoring system are very small.

For the 1920x1080 resolution, 1.2 times larger than yours, I'd suggest a left position of 1560 and top of 650. Keep the map scale as 2. For 1280x720, 0.8 times the size of yours, I'd suggest 1040 and 433.

I'd be interested to know if it produces satisfactory results, although you're actually getting a distorted map at the moment because you're on a non-1080p resolution (so the suggested left position above for 1080p won't work because they won't have a pinched map) so you'll want to move it to the left a little when it's fixed as well.

posted about 10 years ago
#40 Spec Tools in Projects
yttriumThe minimap shouldn't have "horizontal pos" and "vertical pos", it should use anchors and offsets. For example, four vars: "anchor_top 1", "anchor_bottom 0", "anchor_right 1", "anchor_left 0" would anchor it to the top right, and then "offset_x 50" would offset it 50 pixels from the right of the screen (to the left of the right side), and "offset_y 10" would offset it from the top that amount. Currently, in order to put the minimap in the bottom right, you need to know the exact resolution of your display in order to make it look decent at all. This means I can't share my exec with my co-caster running a different resolution unless I customize it specifically for him, and I can't because his resolution is above mine.

I found a bug with smaller resolutions when looking at this so I'll upload a fixed version soon.

The size of the map is scaled, so if your resolution is 1280*720 and your co-caster is running 1920*1080, then the proportion of width and height is 1.5, so if you have the map horizontal position at 800 then multiplying it by the proportion of width and height should give you 1200 and it should appear in the same place on your co-caster's screen. Using a different aspect ratio obviously means this is harder, it's not a use case I looked at during design.

yttriumThe health bar shouldn't appear for the player you're currently viewing if viewing that player from a first person cam. It flies all over the top of the screen depending on where they're looking. Not good.

I'm aware of this and from memory it can be solved in first person, but then causes unstable display in third person. However my understanding has moved on from then so there might be a solution now. I'll look into it.

posted about 10 years ago
#28 Spec Tools in Projects
oblaciteHoosier's and Swanny's name bars are a lot longer than what they have to be.

It's a bug handling the special characters in their names. Can you provide a link to the stv demo?

posted about 10 years ago
#25 Spec Tools in Projects
SuyoAnd I'll just join in with the others requesting an open source, not just for learning from it, but maybe to port it to Linux, so I can use my laptop to try out the aforementioned method.

I'm not opposed to making it open but the code really needs sorting out beforehand. Seeing as there's interest I'll push it up the priority list of things to do.

posted about 10 years ago
#24 Spec Tools in Projects
shiznois there a video with all these things in action?

I just quickly capped this
http://www.mediafire.com/watch/b935ykt3119lhyx/output.mp4

It's got everything on at once which is not recommended but gives an idea of the info available. The map can be made much bigger, repositioned, etc. You can see the scout Bash escapes by the skin of his teeth at the end.

The host has compressed the shit out of it.

posted about 10 years ago
#20 Spec Tools in Projects
JarateKingWell, if you've got the time to do it then would it be possible to set the black box backgrounds to be a border, and change a whole bunch of variables like the height/width of the health bar or the offsets for each element to be editable?

I'll add it to the to-do list, it should be pretty simple to set up most of it.

posted about 10 years ago
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