bluee
Account Details
SteamID64 76561198022590190
SteamID3 [U:1:62324462]
SteamID32 STEAM_0:0:31162231
Country Ireland
Signed Up July 18, 2012
Last Posted April 22, 2020 at 11:40 AM
Posts 273 (0.1 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 ⋅⋅ 12 13 14 15 16 17 18
#2 Twitch iPad app not working in Off Topic

Known issues, latest update broke everything. They're aware of it and are looking into it is the most recent message to users afaik.

posted about 11 years ago
#4 Profle editing in Site Discussion

Steam URL is also there if you click someone's name, the Steam ID field brings you to their profile. Or did you mean something else?

edit nvm i cant read ^_^

posted about 11 years ago
#37 TF2 Web Spectator in TF2 General Discussion

afaik he only has eyes for lange

http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-c41c5c6c88f481cd-21x18.png

and vtable's doing good work, adding his changes when he's finished

posted about 11 years ago
#31 TF2 Web Spectator in TF2 General Discussion

vtable, it was originally based on the SourceTV2D SourceMod plugin, so I started with that and just removed CS:S stuff, added in TF2 stuff, and remade omp's hud in canvas for a proof of concept. The reason I'm moving away from it is because SourceMod tries to hook into pretty much everything when it starts up. While that's good for SourceMod in general, it means server updates that break some obscure part of SourceMod also breaks all plugins until a new version is out. See Lange dealing with "MGEMod isn't broken, update SourceMod" every now and again, for example.

By doing it as a VSP and hooking into only what's needed, there is a smaller chance of an update breaking it. It also means server admins only have to put one plugin into place, rather than get Metamod, then Sourcemod, then this on top.

Just added in your suggestions shadowmatter, tyvm for flagging it up.

posted about 11 years ago
#29 TF2 Web Spectator in TF2 General Discussion

Wasn't aware of sprintf vs snprintf. Thanks for the tips, very appreciated

posted about 11 years ago
#27 TF2 Web Spectator in TF2 General Discussion
shadowmatterLooking through the code, I'd bet that your crash probably comes from your very conservative use of memory when it comes to strings.

By the logs I got out of it it seems to be me not closing some connections properly, trying to send data to clients who have left.
The strings are using 'string_t' in the Source SDK, which as far as I can tell is Valve's way of doing strings.

You are right about memory though, I am cutting it close with some functions and will probably change it to be safer. I figured using exactly as much memory as needed was best way to go around it, but when the server is using MBs of memory as you say, I probably shouldn't be overly worried about a few wasted bytes here and there, when they all get freed quickly after anyway.

Thanks for having a look through it!

posted about 11 years ago
#22 TF2 Web Spectator in TF2 General Discussion

#20, too much clutter on screen at once imo. I could make them toggle on with a key, but by default I prefer the class icon method.

#21, thanks for linking that, had a few people talking about it and never got around to looking for it.

posted about 11 years ago
#9 TF2 Web Spectator in TF2 General Discussion
hpqoeuAre you gonna have first person spec mode too with webgl?

afaik that project died. It was cool when jimbomcb posted his proof of concept, but I think the effort in basically recreating Source in webgl outweighs the benefits of being able to do first person spec in a browser.

posted about 11 years ago
#2 TF2 Web Spectator in TF2 General Discussion

reserved for public demo link & major changelogs

posted about 11 years ago
#1 TF2 Web Spectator in TF2 General Discussion

Web Spectator Plugin
This is not ready for use yet. This is still quite early on in development, and is really a call for developers to help

So, a lot of you might know that I've been working on a 'minimap' or overview project along with the client spectator plugin.
Rather than type out what this does in detail, I'll let this demo screenshot do the talking: http://i.imgur.com/QAiJCKS.jpg

What is it?
This is a server plugin which sends player locations, health, ubercharges etc. to clients connected in a web browser. While there is no delay currently, it will soon be added to be in sync with the STV delay.
Casters, when authentication is also added, will have a delay which is a few seconds shorter. This could be open on a second monitor, or laptop, tablet, whatever. They would be able to look at it to see where flanks will happen, when an uber is used or dropped, or to catch someone getting multiple kills.

When can we use this?
There aren't enough features in it yet to be used. The map images I have need to be cleaned up, making the camera follow the action needs to be added, as well as manually controlling the camera.
So why is this thread here? I need help, basically. I'm some 20 year old Irish guy who's busy with classes; as much as I'd love to I can't dedicate massive amounts of time to getting this ready ASAP.

Who can help?
If you know C++ and can work with the Source SDK, you can help with getting all the information we need out of the engine to send to clients. I'm also still new to C++, and likely am doing things wrong.
If you know JavaScript/Canvas, you can help with rewriting the client code, pretty much entirely. The interp/animation code from STV2D isn't great, I don't think my Canvas drawing is optimal, and I have no idea how to do binary WebSockets in JS, which would help with bandwidth.
The code for both parts of the project is available here: http://github.com/sblue/webspec

But I can't code 8(
Give ideas for the UI or something. Even if it's some crazy wild idea, it doesn't hurt to post it.
I just ask that you don't post to Reddit or places like that yet, as the traffic will kill my connection. It has never crashed on me so far, but I don't know how it'll handle traffic. nvm it's crashing D:

Will it be used for ESEA/UGC/ETF2L matches?
When it's 100% stable and feature complete, it will be up to them. Part of the reason it is open source is to allow them to look through the code themselves. Remember, this runs on the same server the players are on, it can not crash under any circumstance.
Help from the various league developers would be very welcome. I think they would agree this would help make a caster's job much easier, and help make the final product on stream much better.

Can I use this for demos?
No, sorry. Something like this may end up in the spectator plugin eventually, but I make no promises.

I plan on working with the TFTV casters to decide on what should be added and what can be put off until a later date, as it is being made with their stream in mind. As I said above though, everyone is encouraged to give feedback, from random TF2 pubbers to casters on any channel.
Eg, should a noticeable message or icon come up when uber is used or dropped? Should the UI be bigger or smaller? Are the floating name tags too distracting, would class icons be a good replacement?

Anyway, that's all I have to say on it for now. Comments & criticism appreciated.
Link again: http://github.com/sblue/webspec
tldr, come help me grow tf2 esports

posted about 11 years ago
#3 Enoryt Appreciation Day in TF2 General Discussion

http://24.media.tumblr.com/tumblr_mds7to7c0Q1rlzl4oo11_500.png

posted about 11 years ago
#39 Player Glow on ESEA stream? in TF2 General Discussion
MR_SLINI personally would prefer it if players that are within view of the camera are not outlined.

Yes, forgot to mention this in other posts, but this is planned.

atmoBrightness dependent on player health %
and/or
Opacity dependent on distance

This is an interesting idea, I'll try it out. It certainly sounds better than adding in health bars, which some people have asked for.

Edit: extine has a copy for FITES LAN casts, should be cool

posted about 11 years ago
#34 Player Glow on ESEA stream? in TF2 General Discussion

Blood, if you're casting for TFTV any time soon you'll probably get hooked up. I don't want to give it out all myself during this early development because I want to keep people on the newest versions, and it becomes a hassle for me if I have to remember a dozen people to go to.
When it's publicly released I'll make a thread dedicated to it, which will have download links and how to set it up.

Quite like Shifta's idea, I'll see if I can fit it in somewhere unobtrusively.

posted about 11 years ago
#28 Player Glow on ESEA stream? in TF2 General Discussion

Glad people enjoyed it
I'll cover a few points while I have a break between classes.

- Team colours were rushed and poorly chosen by me, I'll be changing them to use cvars that people can customise
- I think I have a way of fading the outline based on distance to avoid the random blobs for players way across the map.
- As djc posted, there is a command in-game, 'glow_outline_width', which seems to control the outline thickness, but it actually doesn't seem to work. I'll see if there's a fix for this, or if anyone can get the command to work then please let me know.
- It is private for TF.TV's casters (& anybody they feel should have access) while I work on feedback. This is simply because I want a fairly small bunch of testers so I don't get spammed by people saying it isn't working because they don't have the right graphics options enabled.
- When it is released to public, it will also be made open source for people to contribute to.
- It requires -insecure as said above, and the next version will have the STV-only limit added in case people use this and try to bypass the -insecure part.
- Engineer buildings can use the effect, which may be useful for sentries in Highlander. Opinions?
- I'm not sure if stickies can use the effect, and the Scottish Resistance glow is slightly different than the Payload cart one used here. Will look into it.
- Player outlines is just the first step. When it goes public, I'll be asking for new feature suggestions that people think would help make spectating TF2 way better. One such idea is building one of the spec_player plugins into this one.
- Feel free to suggest stuff in this thread in the meantime =)

#20, that project is also open source, and the client side could use a lot of work. I'll be making a thread about it this weekend if you're interested in helping in any way.

#24, a simple "Hud will work in x seconds" could be added after pauses, since the hud is always broken for however long the pause lasted. (I think? confirm?)
However, that's more visual clutter, and really people should just keep poking Valve to fix this bug.

edit: btw, will be switching to bluee__ on twitch, been too lazy to change account in irc
edit 2: removed 'private to tf.tv' line, slowly expanding out to other casters. tf.tv will still be my main priority though, as i prefer their casts

posted about 11 years ago
#168 stream highlights in Videos

just checked cookie's vod, he's streaming with Speex audio instead of AAC which is making it choke

There'll be a v3 sometime soon which fixes another bug, I'll try fixing this too

posted about 11 years ago
1 ⋅⋅ 12 13 14 15 16 17 18