GentlemanJon
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SteamID32 STEAM_0:1:42769115
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Signed Up March 1, 2014
Last Posted October 1, 2019 at 12:14 PM
Posts 1307 (0.4 per day)
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#13 Spec Tools in Projects
JarateKingWould it be possible to control this stuff? It looks great but it looks like during pushes it'd be too big and whatnot, and doesn't fit with the style of a lot of huds. Even if it's just the sourcecode being public, customizability is good.

For text elements the font used is the hud default, so that should fit in with a hud style wise but may not be an ideal size. The text size problem is the result of TF2 only resizing bitmap fonts (which no one uses) so there's no easy way to just change the size with distance from the camera.

It might be an idea to make a font selectable by users if they know the names of other fonts in their hud, I should probably take more of a look at it in general to see if I can extract more useful font information from the hud schema and make changes based on it available via the plugin. It's quite ime consuming to work with though as mistakes made when working with fonts tend to cause crashes.

posted about 10 years ago
#2 Spec Tools in Projects

Thanks:
Biggest possible thanks to bluee for his work on AdvSpec that helped me realise what was possible, and for his help with this one
Admirable (chief tester <3), CX, getawhale, Warhuryeah & Byte for ideas and feedback, and general encouraging noises from many others.

Oh yeah, it works together with the AdvSpec plugin fine, I've had no problems.

New Stuff added 22nd April 2014

Bugs Fixed (hopefully)
Fixed map proportions bug on some resolutions
Fixed health bar appearing in first person for the spectated player. This isn't perfect, it may flicker on briefly every now and then and sometimes causes very occasional flicker amongst other players health bars, but barely noticeable in my testing. I will continue to try to improve it.
Fixed some special characters not displaying properly in player names

Health bar width and height commands
spec_player_health_bar_width <1-x> - sets the maximum width of the health bar in pixels
spec_player_health_bar_height <1-x> - set the height of the health bar in pixels. Note that health bars are still scaled horizontally as they become more distant so making this very high can produce odd visual effects

Floating Text Commands
spec_player_show_text_background <1/0> - shows or hides a dark rectangle behind player overlay text
spec_player_text_border <1/0> - shows/hides a rectangular border around player overlay text
spec_player_text_shadow <1/0> - shows/hides a drop shadow on player overlay text to improve legibility in the absence of a background

New Stuff added 23rd April 2014

Filter effects by player class
This allows a spectator to only see the overlay effects on a specific class or set of classes. By default filtering is off and must be activated as well as have the individual class filters defined.

Activation Command: spec_player_use_class_filters <1/0>
1 or 0 turns the effects filter on or off respectively

Filter Command: spec_player_class_filter <1-9> <1/0>
The first parameter is the class, this follows the same class selection criteria as the player switcher: 3 = soldier, 5 = medic, 1 = scout, 2 = sniper, 4 = demo, 9 = engie, 7 = pyro, 8 = spy, 6 = heavy

The second parameter sets whether effects are shown for a player of the selected class or not. 0, which is the default, means they're not shown. 1 means they are shown.

New Stuff 26th April 2014
Show player stickies - renders a small team coloured circle where a sticky bomb is placed (also highlights rollers I think but they only last a few seconds).

Command spec_player_show_stickies <1/0>

Team Health Bars - shows configurable total team health bars. Requires activation then further configuration commands to show up properly.

Command: spec_player_team_health <1/0> - activates bar
spec_player_team_bar_format [r|b] [0-255] [0-255] [0-255] [t|b] [0-x] [l|r] [0-x] [0-x] [0-x]

[r|b] sets which team bar these settings apply to, r for red and b for blu
[0-255] for the next 3 parameters are the colour of the bar in RGB values
[t|b] is which side the vertical position will be measured from, t for top and b for bottom
[0-x] is how far from the selected side the top of the bar will appear
[l|r] is which side the horizontal position will be measured from, l for left and r for right
[0-x] is how far from the selected side the bar will appear
[0-x] width of bar
[0-x] height of bar

If the bar is positioned relative to the left side it's right side will move as health changes, if positioned relative to the right side it's left side will move (this makes sense when you see it). It only changes in a horizontal direction.

Layout examples:
Big and simple: http://www.mediafire.com/convkey/138f/zswq5dvauxtfw5qfg.jpg?size_id=7
Opposite sides: http://www.mediafire.com/convkey/e8c3/ohxmcsrvgr9xcl7fg.jpg?size_id=a
Centrally aligned: http://www.mediafire.com/convkey/e9e7/ljseb2we82sb7fjfg.jpg?size_id=a
Unobtrusive: http://www.mediafire.com/convkey/281b/7xu1djckvaz508yfg.jpg

Player Health Shown on Damage - a pair of commands to configure player health bars only appearing when they suffer damage (not including overheal decay). There's no way to filter out self-damage so you get them appearing on rollout and rocket jumps. This completely overrides normal health bar behaviour so has to be deactivated to get that back.

Command: spec_player_health_on_hit <1/0> - turns the effect on or off
spec_player_health_on_hit_decay <0-x> - how long the health bar fades in terms of RGB alpha channel values per game frame. Will accept fractional amount such as 0.5. Default is 1.

New Stuff - Added 27th April 2014
Show Medic Uber Info - shows the medic's medigun and charge percentage on floating text to the player's right. It looks like this: http://www.mediafire.com/convkey/fd85/yl605g0gaxd64p3fg.jpg?size_id=5

Command: spec_player_medic_info <1/0>

Show medic changed medigun type message - shows a message when a medic selects a different type of medigun. The colour and position can be customised to enhance visibility. This is bright green in the middle: http://www.mediafire.com/convkey/e0e5/9d3mkrevde2a89tfg.jpg?size_id=7

Commmand: spec_player_uber_change_alert <1/0>
spec_player_uber_change_alert_format <0-255> <0-255> <0-255> <0-x> <0-x>

The first 3 values are the RGB colour commponents, 4th is the left position and 5th is the vertical position. It defaults to white text top left.

New Stuff - May 23rd 2014
New Maps - turbine, upwards, steel, gravel pit

File names - included the version number in the file name so it's a bit clearer what you're downloading. Also moved the download location to webspace with no ads.

Choose fonts - allows you to choose fonts based on entries in the Fonts section of the clientscheme.res file in the hud.
Commands: spec_player_name_font <font name>
spec_player_health_numbers_font <font name>
spec_player_medic_info_font <font name>
spec_player_uber_change_alert_font <font name>

So if the font entry in clientscheme.res looks like this:

		"Regular19"
		{
			"1"
			{
				"name"		"AvenirLTStd-Medium"
				"tall"		"19"
				"additive"		"0"
				"antialias"	"1"
			}
		}

The result looks (slightly ridiculously) like this: http://www.mediafire.com/convkey/62b1/vehx7zm66smvvccfg.jpg?size_id=5

You can obviously choose a more sensible font, although this might suit the uber alert. If you use a font that doesn't exist in the clientscheme.res it may cause crashes or may just not appear. My mileage has varied.

Health bar customisation - outline and overheal colour are configurable by team
Commands: spec_player_health_overheal_color <r|b> <0-255> <0-255> <0-255> <0-x> <0-x>
spec_player_health_outline_color <r|b> <0-255> <0-255> <0-255>

Low health flash - makes the health bar or health text flash when a player's health goes below a configurable threshold between the health bar colour and a team configurable colour

Commands: spec_player_health_flash <1|0> - turns the effect on or off
spec_player_health_flash_speed <0-x> - interval in milliseconds between flashes, default 125
spec_player_health_flash_threshold <0-x> - the health threshold below which the health bar will flash. Default 50
spec_player_health_flash_color <r|b> <0-255> <0-255> <0-255> - the colour the health bar flashes to, configured for each team

Download links in original post updated

posted about 10 years ago
#1 Spec Tools in Projects

This is the beta public release of a spectating tools plugin I've been working on. It adds a number of potentially useful features to the display for anyone watching a game on STV or analysing a demo. There's no real expectation that this would be useful for a cast on stream as it produces a lot of clutter, but if someone wants to use it I certainly have no objections.

You must use this with -insecure launch option as it only works in SourceTV and with demos. Don't forget to remove this when going back to play on a normal server.

The features described in more detail below are:
Health bar appearing over players
Health numbers appearing over players
Player names appearing under players
Minimap/radar of player positions
Player switching commands based on class and team without having to know names

This is an "everything on" video which is not recommended for use but illustrates what's available
http://www.mediafire.com/watch/b935ykt3119lhyx/output.mp4

All commands are detailed in the readme in the relevant zip and below. This should work with any Hud as long as it has a default font defined. Without that it will probably crash, I don't know if it's even possible to make a hud without one so this may not be a problem. I've tested it with a handful and had no problems but your mileage may vary. If you get a crash you can try changing hud.

Health Bar
Some details are described in this image:
http://www.mediafire.com/convkey/3422/vhjyebkm9ya7cxcfg.jpg?size_id=7

Command: spec_player_health 1/0 for on/off

The colour of the health bars can be customised using RGB values. This is done with the same commands as bluee's advspec plugin
Command: health_color [r|b] [0-255] [0-255] [0-255]
This is an example of altered colours
http://www.mediafire.com/convkey/8cca/gu4wr8s9tuhw6vtfg.jpg?size_id=6

Health Numbers
Some details shown here:
http://www.mediafire.com/convkey/b06c/c8twj6vcc3f1c04fg.jpg?size_id=6

Command : spec_player_health_numbers 1/0 (on/off)
The font is the hud default. It doesn't scale as it becomes more distant, a specific type of font is required for this and no one uses them.

Player Names
Some details shown here:
http://www.mediafire.com/convkey/2923/ya8qi9l76egn0czfg.jpg?size_id=6

Command: spec_player_name 1/0 (on/off)
The same font notes as with health numbers above apply here.

Everything works in first person as show here
http://www.mediafire.com/convkey/b941/6f8ze1rhicygy59fg.jpg

Controlling clutter
With everything on it becomes very cluttered and the wallhack effect (everything is visible through walls) can be a problem. Unfortunately there's no easy way I'm aware of to establish line of sight through in-game geometry. To alleviate the problem I've implemented an alternative, a variable strength of fade-out over distance. These screenshots illustrate the effect
http://www.mediafire.com/convkey/d1c0/edo9yfvbfmjkbiefg.jpg
http://www.mediafire.com/convkey/b2c8/yja8199onf3z73tfg.jpg
http://www.mediafire.com/convkey/c83b/lajz74a4a4aj5wqfg.jpg

Command: spec_player_fade_strength <fractional multiple of default fade strength>

Minimap
To use this effectively you must download the texture pack as well
I'm not really entirely happy with this feature but it can be useful so I'm making it available. Problems include static orientation and the player positions aren't perfect on every map.
This shows the default map when initially invoked
http://www.mediafire.com/convkey/978c/m3xmx2yv7i5ij47fg.jpg

The map can be repositioned, resized and class icons can be used for the players as show here
http://www.mediafire.com/convkey/8824/a6oohoesr6i2re8fg.jpg?size_id=6

Commands:
spec_player_radar 1/0 to (on/off)
spec_player_radar_vertical_pos <pixel value> 0 is the top of the window
spec_player_radar_horizontal_pos <pixel value> 0 is the leftmost position
spec_player_radar_size <fractional multiple of default map size> use values like 1.5, 2, etc to multiply the minimap size from the default size
spec_player_radar_icons 1/0 (on/off)
spec_player_radar_icon_size <width in pixels> use this to control the size of the player icons to work with the map size you select

Ideally I'd have liked to make it possible to rotate the map to match the free cam or spectated player rotation, but there is no reliable way I've found to identify the spectated player without making the game crash. If you know of something idiotically simple I'm missing for client plugins to get this info from STV demos I would like to know.

Player Selections
I've added a command to allow player selection based on team and class without having to know names.

Command: spec_player_cc <team> <class> <skip - optional> where team is 2 for red or 3 for blu.
Class numbers are: 3 = soldier, 5 = medic, 1 = scout, 2 = sniper, 4 = demo, 9 = engie, 7 = pyro, 8 = spy, 6 = heavy (TF2's internal numbers)
Skip 0 = off, 1 = on

The first 2 parameters should be obvious, but the skip parameter needs explanation. In a 6v6 game there are usually two soldiers and two scouts, so to access the second soldier or scout set the skip parameter to 1 to skip over the first of the selected class.

Obviously if a player off-classes then things may become confused, but you'll just have to have your binds setup and your eyes open to know when it happens. This is the disadvantage of using a class based select over name, but it's certainly useful for highlander.

So to spectate the first red soldier
spec_player_cc 2, 3

And to spectate the second red soldier
spec_player_cc 2, 3, 1

Downloads & Installing
The downloads come in two parts, the plugin itself and a texture pack for the minimap. The plugin is here:
http://tf2playerdatagetter.azurewebsites.net/spectools/spectools_b_0206.zip

This should be extracted into the tf\custom folder so you end up with tf\custom\spectools\addons\spec_tools.dll and other files, including the readme

The minimap textures can be downloaded from here:
http://tf2playerdatagetter.azurewebsites.net/spectools/radar_maps_2.zip

I can't get these to work in the custom folder so I think they have to be extracted to the tf\materials folder, so you end up with tf\materials\radar\ and a variety of vtf and vmt files.

Other Notes
As far as I can see most things work on a first person demo except the map detection so you tend to end up with a useless default texture.
If you're playing a map outside the included group (granary, badlands, Gullywash, Metalworks, Viaduct Pro, Snakewater & Badwater) you will probably get Granary.
I've tested on varying resolutions and things have worked OK but I think this is potentially suspect so you may have problems with an unusual resolution

Open Source?
Unfortunately the quality of code is so fucking shameful I'll have to refactor it to an acceptable standard before any source release, which may or may not get done.

Roadmap:
Add more maps (extremely tedious process)
Rotating minimap if I ever figure it out
? - make requests, you never know I might implement them

posted about 10 years ago
#60 ETF2L Premiership Grand Final: Made In Germany vs. The Last Resort in Events

I'm not sure I'm giving Slick too much credit, it's more that he's almost alone in seriously trying to put together a team of the highest quality now, and with no competition it literally takes someone like Kaidus to dislike the whole concept to deny them a player.

We need someone with a proper fuck Epsi attitude, but real life happened to Ipz.

posted about 10 years ago
#58 ETF2L Premiership Grand Final: Made In Germany vs. The Last Resort in Events

Once you're in Epsi your former life is erased, like a cult :D

Sorry, brain fart. Dunc gets the credit for losing Mike.

posted about 10 years ago
#56 ETF2L Premiership Grand Final: Made In Germany vs. The Last Resort in Events

But Slick seems to be the only person putting in the effort to create the strongest team possible. The lack of people willing to do the same from within the game or without is why Epsi have such an easy ride.

With Infused I think you'd credit Dunc with most of it, but that and TCM is the point - they're only interested in a proven winner, and if there's no leadership in the scene then it's not going to come from anywhere else.

What I'm getting at is it's the person at the top of a team or org who sets the tone and direction. You're right it's a lack of ambition but it has to come in the form of someone who can effectively lead.

posted about 10 years ago
#54 ETF2L Premiership Grand Final: Made In Germany vs. The Last Resort in Events
WARHURYEAHWe need people to actually have some ambition, when they make a team they need to think "can we compete with Epsilon?" if no, why?

It's a lack of leadership. Screwing Infused hasn't exactly helped, but the fact there's only been one other org interested in competing in the scene recently anyway tells you what you need to know. The rewards aren't there for ambitious individuals/orgs.

posted about 10 years ago
#4 ETF2L Premiership Grand Final: Made In Germany vs. The Last Resort in Events
GetawhaleIs it gonna be Flip on scout?

Smzi said TLR have asked for wltrs who played with KnOxXx in Epsilon a few seasons ago, I don't know if MiG intend to allow him or not.

Thank you cuddle :)

posted about 10 years ago
#16 Sometimes I write stats articles in TF2 General Discussion

Added a preview of the ETF2L Season 17 Grand Final

posted about 10 years ago
#15 Sometimes I write stats articles in TF2 General Discussion

Added the preview of the ETF2L Season 17 Playoff semi final between Awsomniac and TLR

posted about 10 years ago
#13 Sometimes I write stats articles in TF2 General Discussion
GeknaiirIs there a chance that you will ever do this for NA as well?

ESEA don't release the raw logs which my system uses and although something similar would be possible it would need a completely different approach so it would be quite a bit more work that I don't have time for right now.

posted about 10 years ago
#11 Sometimes I write stats articles in TF2 General Discussion
killemdeaderInstead of jamming the damage/map score regression and kill/map score regression into a clunky formula, couldn't you just do a multivariate regression with both?

I agree that ideally I should be looking at this (I think it would be interesting with medics in particular), but it's a matter of time constraints and how I've ended up approaching it in an exploratory way combined with the need to make a decision when it would still be relevant, or piss poor planning in other words.

smzido me a favour and put those on teamfortress.tv vanilla is dead anyways

Despite the appearance of hard work, I'm a remarkably lazy man in many ways and vanilla does make it very easy.

posted about 10 years ago
#1 Sometimes I write stats articles in TF2 General Discussion

Almost exclusively about European TF2, like this one which is about the upcoming first round ETF2L 6v6 playoff between all-French Awsomniacs and all-Swedish Dotter.

ETF2L Season 17 playoff round 2 preview

ETF2L Season 17 Grand Final preview

ETF2l Season 17 6v6 Season Review

ETF2L Highlander Season 6 Review

ETF2L Season 18 Review

Lobby and Pickup game balancing

i52 Review

ETF2L Season 19 Weekly reports
Week 1
Week 2
Week 3

posted about 10 years ago
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