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StatusSpec
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31
#31
0 Frags +

I am having some trouble. Here is a pic: https://www.dropbox.com/s/t15vih8xo40ta94/Screenshot%202014-05-31%2020.09.48.png

a) upon installing v.9.0, I no longer see the status icons
b) the medicgun_info box in the top left is an amazing feature, but my box is just why bars with cut-off numbers, I suspect this might be a fault with bwHud, but I'm clueless as how to get the bar to work and numbers to show completely.

Here are the status spec commands I was using:
statusspec_status_icons_enabled "1"
statusspec_medigun_info_enabled "1"

Also I added the following to my SpectatorTournement.res

"statusicons"
{
"ControlName" "Panel"
"fieldName" "statusicons"
"xpos" "160"
"ypos" "0"
"zpos" "8"
"wide" "0"
"tall" "15"
"visible" "1"
"enabled" "1"
}

Help :[

I am having some trouble. Here is a pic: https://www.dropbox.com/s/t15vih8xo40ta94/Screenshot%202014-05-31%2020.09.48.png

a) upon installing v.9.0, I no longer see the status icons
b) the medicgun_info box in the top left is an amazing feature, but my box is just why bars with cut-off numbers, I suspect this might be a fault with bwHud, but I'm clueless as how to get the bar to work and numbers to show completely.

Here are the status spec commands I was using:
statusspec_status_icons_enabled "1"
statusspec_medigun_info_enabled "1"

Also I added the following to my SpectatorTournement.res [quote]"statusicons"
{
"ControlName" "Panel"
"fieldName" "statusicons"
"xpos" "160"
"ypos" "0"
"zpos" "8"
"wide" "0"
"tall" "15"
"visible" "1"
"enabled" "1"
}[/quote]
Help :[
32
#32
1 Frags +

a) The CVar changed because I added the loadout icons feature. It's now statusspec_status_icons_enabled 1.
b) Can you post your resource/ui/MedigunInfo.res? That file controls the appearance of the medigun info and I suspect that it needs more editing.

a) The CVar changed because I added the loadout icons feature. It's now statusspec_status_icons_enabled 1.
b) Can you post your resource/ui/MedigunInfo.res? That file controls the appearance of the medigun info and I suspect that it needs more editing.
33
#33
0 Frags +
thesupremecommandera) The CVar changed because I added the loadout icons feature. It's now statusspec_status_icons_enabled 1.
b) Can you post your resource/ui/MedigunInfo.res? That file controls the appearance of the medigun info and I suspect that it needs more editing.

Thanks for the quick response. In the pic I have the outdated command in my casting.cfg, but at the time the screencap was taken I had entered in the new command, still without result. I've since updated the cfg to use the new command and still I no longer see the icons.

Also, the MedicgunInfo.res file I am using is directly copied over from the v.9 download. I made no changes. I will promptly see if I can figure out which edits need to be made.

edit: Looked at the .res, not sure what I need to change

[quote=thesupremecommander]a) The CVar changed because I added the loadout icons feature. It's now statusspec_status_icons_enabled 1.
b) Can you post your resource/ui/MedigunInfo.res? That file controls the appearance of the medigun info and I suspect that it needs more editing.[/quote]

Thanks for the quick response. In the pic I have the outdated command in my casting.cfg, but at the time the screencap was taken I had entered in the new command, still without result. I've since updated the cfg to use the new command and still I no longer see the icons.

Also, the MedicgunInfo.res file I am using is directly copied over from the v.9 download. I made no changes. I will promptly see if I can figure out which edits need to be made.

edit: Looked at the .res, not sure what I need to change
34
#34
0 Frags +

http://i.imgur.com/cdkoDs2.png

any reason why my charge meters wont fill up?
also trying to make it wider so the full percentage fits but so far changing the wide values havent been succesfull.

edit: I used a STV demo for this, does it work with that?
also worth mentioning is that im using my own edited m0res hud.

edit2: found the command statusspec_medigun_info_reload_settings. sorry about that. bar still wont animate though. this is what i have so far. dunno what the green bits are.

http://i.imgur.com/INGI4nz.png

[img]http://i.imgur.com/cdkoDs2.png[/img]

any reason why my charge meters wont fill up?
also trying to make it wider so the full percentage fits but so far changing the wide values havent been succesfull.

edit: I used a STV demo for this, does it work with that?
also worth mentioning is that im using my own edited m0res hud.

edit2: found the command statusspec_medigun_info_reload_settings. sorry about that. bar still wont animate though. this is what i have so far. dunno what the green bits are.

[img]http://i.imgur.com/INGI4nz.png[/img]
35
#35
1 Frags +
BLoodSireThanks for the quick response. In the pic I have the outdated command in my casting.cfg, but at the time the screencap was taken I had entered in the new command, still without result. I've since updated the cfg to use the new command and still I no longer see the icons.

Also, the MedicgunInfo.res file I am using is directly copied over from the v.9 download. I made no changes. I will promptly see if I can figure out which edits need to be made.

For the first issue, it needs to be in a very specific location (to be specific, within the "playerpanels_kv" section of the "specgui" section). Can you confirm this?

For the second issue, I think you can fix it by changing the "bgcolor_override" and "fgcolor_override" values of the different ChargeMeter sections. They either need to be an RGBA value or a color name defined elsewhere. The default uses color names from notoHUD which probably won't be found in any other HUD.

E-thugany reason why my charge meters wont fill up?
also trying to make it wider so the full percentage fits but so far changing the wide values havent been succesfull.

A possible fix for the first issue is above. For the second, I'm not sure why changing the wide value wouldn't work... could you try it again and see if it works?

[quote=BLoodSire]Thanks for the quick response. In the pic I have the outdated command in my casting.cfg, but at the time the screencap was taken I had entered in the new command, still without result. I've since updated the cfg to use the new command and still I no longer see the icons.

Also, the MedicgunInfo.res file I am using is directly copied over from the v.9 download. I made no changes. I will promptly see if I can figure out which edits need to be made.[/quote]
For the first issue, it needs to be in a very specific location (to be specific, within the "playerpanels_kv" section of the "specgui" section). Can you confirm this?

For the second issue, I think you can fix it by changing the "bgcolor_override" and "fgcolor_override" values of the different ChargeMeter sections. They either need to be an RGBA value or a color name defined elsewhere. The default uses color names from notoHUD which probably won't be found in any other HUD.

[quote=E-thug]any reason why my charge meters wont fill up?
also trying to make it wider so the full percentage fits but so far changing the wide values havent been succesfull.[/quote]
A possible fix for the first issue is above. For the second, I'm not sure why changing the wide value wouldn't work... could you try it again and see if it works?
36
#36
1 Frags +

Changing the colours worked, its all working fine now. Amazing work.

http://i.imgur.com/7veQNui.png

Changing the colours worked, its all working fine now. Amazing work.

[img]http://i.imgur.com/7veQNui.png[/img]
37
#37
0 Frags +

I'm a bit thick, I've added the following under "playerpanels_kv" within "specgui", it looks like this:

"playerpanels_kv"
{
"visible" "0"
"wide" "150"
"tall" "14"
"zpos" "-1"

"paintborder" "1"
"color_ready" "0 255 0 220"
"color_notready" "0 0 0 220"
}

"loadouticons"
{
"ControlName" "Panel"
"fieldName" "loadouticons"
"xpos" "16"
"ypos" "0"
"zpos" "2"
"wide" "60"
"tall" "15"
"visible" "1"
"enabled" "1"
}

"BG"
{
"ControlName" "ImagePanel"
"fieldName" "BG"
"xpos" "27"
"ypos" "0"
"zpos" "1"
"wide" "124" //66
"tall" "14"
"autoResize" "0"
"pinCorner" "0"
"fillcolor" "30 30 30 110"
"visible" "1"
"enabled" "1"
}

Still no icons. I think I broke it.

I'm a bit thick, I've added the following under "playerpanels_kv" within "specgui", it looks like this: [quote]"playerpanels_kv"
{
"visible" "0"
"wide" "150"
"tall" "14"
"zpos" "-1"

"paintborder" "1"
"color_ready" "0 255 0 220"
"color_notready" "0 0 0 220"
}

"loadouticons"
{
"ControlName" "Panel"
"fieldName" "loadouticons"
"xpos" "16"
"ypos" "0"
"zpos" "2"
"wide" "60"
"tall" "15"
"visible" "1"
"enabled" "1"
}

"BG"
{
"ControlName" "ImagePanel"
"fieldName" "BG"
"xpos" "27"
"ypos" "0"
"zpos" "1"
"wide" "124" //66
"tall" "14"
"autoResize" "0"
"pinCorner" "0"
"fillcolor" "30 30 30 110"
"visible" "1"
"enabled" "1"
}
[/quote]

Still no icons. I think I broke it.
38
#38
0 Frags +

Yeah, I think there's something wrong there. Here's what mine looks like (with extra info replaced with ellipses). I've also adjusted the README section on adjusting the HUD file for status icons - let me know if that is more clear.

If you still have trouble figuring it out, send me your config and I can take a look at fixing it.

Yeah, I think there's something wrong there. [url=http://pastebin.com/Yn9FfXPJ]Here's what mine looks like (with extra info replaced with ellipses).[/url] I've also adjusted [url=https://github.com/fwdcp/StatusSpec#status-icons]the README section on adjusting the HUD file for status icons[/url] - let me know if that is more clear.

If you still have trouble figuring it out, send me your config and I can take a look at fixing it.
39
#39
0 Frags +

Using StatusSpec's player alias feature doesn't let me select the player using SpecTools' spec_player_cc feature.

Using StatusSpec's player alias feature doesn't let me select the player using SpecTools' spec_player_cc feature.
40
#40
0 Frags +
ArrUsing StatusSpec's player alias feature doesn't let me select the player using SpecTools' spec_player_cc feature.

That's probably related to the player name issue that's been discussed before. I'll work with GentlemanJon and see if we can't fix up the incompatibility.

[quote=Arr]Using StatusSpec's player alias feature doesn't let me select the player using SpecTools' spec_player_cc feature.[/quote]

That's probably related to the player name issue that's been discussed before. I'll work with GentlemanJon and see if we can't fix up the incompatibility.
41
#41
0 Frags +

StatusSpec 0.10.0 is now live. This release fixes Spec Tools player names not reflecting player aliases and adds a command to set the direction of a progress bar.

Right now, I am not sure what is causing the spec_player_cc commands in Spec Tools to break, because StatusSpec does not modify anything that would affect the execution of that command as far as I am aware. I will work with GentlemanJon to track down and correct any possible issue.

As always, feedback about the release and suggestions for future features are appreciated.

[url=https://github.com/fwdcp/StatusSpec/releases/tag/v0.10.0]StatusSpec 0.10.0[/url] is now live. This release fixes Spec Tools player names not reflecting player aliases and adds a command to set the direction of a progress bar.

Right now, I am not sure what is causing the spec_player_cc commands in Spec Tools to break, because StatusSpec does not modify anything that would affect the execution of that command as far as I am aware. I will work with GentlemanJon to track down and correct any possible issue.

As always, feedback about the release and suggestions for future features are appreciated.
42
#42
3 Frags +
AndKennethOn a related note, we should get you guys all in a room to make the ultimate combined plugin. SOO MANY PLUGINS.

I'm in favour of merging these together if you two are, 3 plugins is silly

[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'm in favour of merging these together if you two are, 3 plugins is silly
43
#43
1 Frags +

I'm up for it. Of course, we need a better name for the new and improved plugin.

I'm up for it. Of course, we need a better name for the new and improved plugin.
44
#44
2 Frags +

StatusSpec 0.11.0 is now available.

This release represents an structural overhaul of the entire plugin, and several commands and variables were changed slightly as a result. In addition, this release implements player outlines, which essentially completes a merge between AdvSpec and StatusSpec.

Future plans:

  • No new features are planned, but that's because I simply don't have any ideas on what to do. If casting teams have ideas, I would greatly appreciate them.
  • The name of the plugin will probably be changed (especially if the plugin absorbs Spec Tools). I'm looking for suggestions.
  • A merge with Spec Tools is on the roadmap, but GentlemanJon wants to get his code cleaned up before anything else happens. I'm sure any updates in the process will be posted as appropriate.

As always, feedback is appreciated. In my testing, I did find some glitches with player outlines not working as expected, but I don't think those issues are easily solvable.

[url=https://github.com/fwdcp/StatusSpec/releases/tag/v0.11.0]StatusSpec 0.11.0[/url] is now available.

This release represents an structural overhaul of the entire plugin, and several commands and variables were changed slightly as a result. In addition, this release implements player outlines, which essentially completes a merge between AdvSpec and StatusSpec.

Future plans:
[list]
[*] No new features are planned, but that's because I simply don't have any ideas on what to do. If casting teams have ideas, I would greatly appreciate them.
[*] The name of the plugin will probably be changed (especially if the plugin absorbs Spec Tools). I'm looking for suggestions.
[*] A merge with Spec Tools is on the roadmap, but GentlemanJon wants to get his code cleaned up before anything else happens. I'm sure any updates in the process will be posted as appropriate.
[/list]

As always, feedback is appreciated. In my testing, I did find some glitches with player outlines not working as expected, but I don't think those issues are easily solvable.
45
#45
2 Frags +

Maybe some way of "selecting" a player and then displaying some match stats for them, similar to how Dashnerr does season stats during eXtv casts.

Maybe some way of "selecting" a player and then displaying some match stats for them, similar to how Dashnerr does season stats during eXtv casts.
46
#46
0 Frags +
LKincheloeMaybe some way of "selecting" a player and then displaying some match stats for them, similar to how Dashnerr does season stats during eXtv casts.

I've briefly looked into it before. From what I can tell, there's no way to capture the stats that TF2 natively collects. Because that is the case, you have to manually capture and process in-game events and calculate stats from the data you collect. That in itself will be prone to breaking (thanks to things like pauses) and probably will be lucky to be completely accurate.

If those caveats are acceptable, I can definitely work on developing something to fill that need.

[quote=LKincheloe]Maybe some way of "selecting" a player and then displaying some match stats for them, similar to how Dashnerr does season stats during eXtv casts.[/quote]

I've briefly looked into it before. From what I can tell, there's no way to capture the stats that TF2 natively collects. Because that is the case, you have to manually capture and process in-game events and calculate stats from the data you collect. That in itself will be prone to breaking (thanks to things like pauses) and probably will be lucky to be completely accurate.

If those caveats are acceptable, I can definitely work on developing something to fill that need.
47
#47
0 Frags +
thesupremecommanderLKincheloeMaybe some way of "selecting" a player and then displaying some match stats for them, similar to how Dashnerr does season stats during eXtv casts.
I've briefly looked into it before. From what I can tell, there's no way to capture the stats that TF2 natively collects. Because that is the case, you have to manually capture and process in-game events and calculate stats from the data you collect. That in itself will be prone to breaking (thanks to things like pauses) and probably will be lucky to be completely accurate.

If those caveats are acceptable, I can definitely work on developing something to fill that need.

Is there some way to call sizzlingstats or logs.tf variables while the match is playing?

For example, if you are talking about Duwatna shitting on some other demo, you could bring up the demos' stats in a slick-looking window for easy comparison. The window would be small enough to allow viewers to continue watching the actual match play.

This would be super cool for casting. I imagine the window looking something like the breaking news tickers on news channels:

http://t3.gstatic.com/images?q=tbn:ANd9GcTYzusedYuWX8ZkBTDaJCulc0zoE0AgBOZ0cKEbYzSwTvvaQ52H

[quote=thesupremecommander][quote=LKincheloe]Maybe some way of "selecting" a player and then displaying some match stats for them, similar to how Dashnerr does season stats during eXtv casts.[/quote]

I've briefly looked into it before. From what I can tell, there's no way to capture the stats that TF2 natively collects. Because that is the case, you have to manually capture and process in-game events and calculate stats from the data you collect. That in itself will be prone to breaking (thanks to things like pauses) and probably will be lucky to be completely accurate.

If those caveats are acceptable, I can definitely work on developing something to fill that need.[/quote]

Is there some way to call sizzlingstats or logs.tf variables while the match is playing?

For example, if you are talking about Duwatna shitting on some other demo, you could bring up the demos' stats in a slick-looking window for easy comparison. The window would be small enough to allow viewers to continue watching the actual match play.

This would be super cool for casting. I imagine the window looking something like the breaking news tickers on news channels:

[img]http://t3.gstatic.com/images?q=tbn:ANd9GcTYzusedYuWX8ZkBTDaJCulc0zoE0AgBOZ0cKEbYzSwTvvaQ52H[/img]
48
#48
1 Frags +
HarbingerIs there some way to call sizzlingstats or logs.tf variables while the match is playing?

For example, if you are talking about Duwatna shitting on some other demo, you could bring up the demos' stats in a slick-looking window for easy comparison. The window would be small enough to allow viewers to continue watching the actual match play.

This would be super cool for casting. I imagine the window looking something like the breaking news tickers on news channels:

http://t3.gstatic.com/images?q=tbn:ANd9GcTYzusedYuWX8ZkBTDaJCulc0zoE0AgBOZ0cKEbYzSwTvvaQ52H

I think that given some of the things I've seen in Euro casts (with live stats being displayed and updated in real-time), and given the minds and talents in our community for behind the scenes things, and frontend/UI design, people like GentlemanJon, Blackout's Jon, dashner, etc, graphics like this with live stats aren't too far off.

[quote=Harbinger]Is there some way to call sizzlingstats or logs.tf variables while the match is playing?

For example, if you are talking about Duwatna shitting on some other demo, you could bring up the demos' stats in a slick-looking window for easy comparison. The window would be small enough to allow viewers to continue watching the actual match play.

This would be super cool for casting. I imagine the window looking something like the breaking news tickers on news channels:

[img]http://t3.gstatic.com/images?q=tbn:ANd9GcTYzusedYuWX8ZkBTDaJCulc0zoE0AgBOZ0cKEbYzSwTvvaQ52H[/img][/quote]

I think that given some of the things I've seen in Euro casts (with live stats being displayed and updated in real-time), and given the minds and talents in our community for behind the scenes things, and frontend/UI design, people like GentlemanJon, Blackout's Jon, dashner, etc, graphics like this with live stats aren't too far off.
49
#49
0 Frags +
GetawhaleI think that given some of the things I've seen in Euro casts (with live stats being displayed and updated in real-time), and given the minds and talents in our community for behind the scenes things, and frontend/UI design, people like GentlemanJon, Blackout's Jon, dashner, etc, graphics like this with live stats aren't too far off.

I actually forgot about that, why haven't the Euros let us play with that whatchyamacallit?

[quote=Getawhale]
I think that given some of the things I've seen in Euro casts (with live stats being displayed and updated in real-time), and given the minds and talents in our community for behind the scenes things, and frontend/UI design, people like GentlemanJon, Blackout's Jon, dashner, etc, graphics like this with live stats aren't too far off.[/quote]

I actually forgot about that, why haven't the Euros let us play with that whatchyamacallit?
50
#50
1 Frags +
LKincheloeGetawhaleI think that given some of the things I've seen in Euro casts (with live stats being displayed and updated in real-time), and given the minds and talents in our community for behind the scenes things, and frontend/UI design, people like GentlemanJon, Blackout's Jon, dashner, etc, graphics like this with live stats aren't too far off.
I actually forgot about that, why haven't the Euros let us play with that whatchyamacallit?

You need rcon access to the server.

[quote=LKincheloe][quote=Getawhale]
I think that given some of the things I've seen in Euro casts (with live stats being displayed and updated in real-time), and given the minds and talents in our community for behind the scenes things, and frontend/UI design, people like GentlemanJon, Blackout's Jon, dashner, etc, graphics like this with live stats aren't too far off.[/quote]

I actually forgot about that, why haven't the Euros let us play with that whatchyamacallit?[/quote]
You need rcon access to the server.
51
#51
0 Frags +

From a cursory look at the SizzlingStats source code, it does not expose the stats page link at all, and while neither TFTrue or LogsTF have open source code, I expect that neither of them do so either. That, coupled with my personal reluctance to add features depending on server features or web services, makes it unlikely that support for in-game support for displaying SizzlingStats or logs.tf will be added in the near future. (I do expect that projects like the Tip of the Hats overlay will work better for that than anything I could dream of in the TF2 client.)

From a cursory look at the SizzlingStats source code, it does not expose the stats page link at all, and while neither TFTrue or LogsTF have open source code, I expect that neither of them do so either. That, coupled with my personal reluctance to add features depending on server features or web services, makes it unlikely that support for in-game support for displaying SizzlingStats or logs.tf will be added in the near future. (I do expect that projects like the Tip of the Hats overlay will work better for that than anything I could dream of in the TF2 client.)
52
#52
1 Frags +

Livelogs has semi-private sourcecode, you could take a look at that, you just have to contact bladez. From what I've experienced, the developer of tftrue is happy to add features that help out the competitive scene.

Livelogs has semi-private sourcecode, you could take a look at that, you just have to contact bladez. From what I've experienced, the developer of tftrue is happy to add features that help out the competitive scene.
53
#53
serveme.tf
1 Frags +
LKincheloeI actually forgot about that, why haven't the Euros let us play with that whatchyamacallit?

Because you guys think league-run servers are a pretty neat idea ;)
Indeed, no RCON.

AndKennethLivelogs has semi-private sourcecode, you could take a look at that, you just have to contact bladez. From what I've experienced, the developer of tftrue is happy to add features that help out the competitive scene.

Ozzy Livelogs use the same mechanism as my live damage/kills. You'd need some way to set a logsecret and run the logaddress_add command on the server, usually this is done with rcon.

thesupremecommanderFrom a cursory look at the SizzlingStats source code, it does not expose the stats page link at all, and while neither TFTrue or LogsTF have open source code, I expect that neither of them do so either.

logs.tf has a good API that you could use to get stats in JSON format. But logs are only uploaded per round if you're lucky.

[quote=LKincheloe]I actually forgot about that, why haven't the Euros let us play with that whatchyamacallit?[/quote]

Because you guys think league-run servers are a pretty neat idea ;)
Indeed, no RCON.


[quote=AndKenneth]Livelogs has semi-private sourcecode, you could take a look at that, you just have to contact bladez. From what I've experienced, the developer of tftrue is happy to add features that help out the competitive scene.[/quote]

Ozzy Livelogs use the same mechanism as [url=http://teamfortress.tv/thread/17828/live-stats-for-casters-and-streamers]my live damage/kills[/url]. You'd need some way to set a logsecret and run the logaddress_add command on the server, usually this is done with rcon.

[quote=thesupremecommander]From a cursory look at the SizzlingStats source code, it does not expose the stats page link at all, and while neither TFTrue or LogsTF have open source code, I expect that neither of them do so either.[/quote]

logs.tf has a good API that you could use to get stats in JSON format. But logs are only uploaded per round if you're lucky.
54
#54
2 Frags +

Well, the issue I was referring to was the fact that there's no way to figure out which stats page is linked to the game you're currently watching, since the plugins hold that information close to their chest. The lack of live logs, however, in both logs.tf and SizzlingStats does make them less suitable for augmenting a live match.

Some good news on my end, though, is that I've figured out that you can in fact intercept game events on the client, which means that the poor man's method of manually calculating stats should work. I'll write a system to grab those events and turn them into stats. The caveat does apply that only events that happen while you're watching can be used in stats, but I'm not sure that any casting org has tuned in mid-game for a while, so hopefully no issue there.

Suggestions for what specific stats should be collected and how said stats should be displayed are welcome.

Well, the issue I was referring to was the fact that there's no way to figure out which stats page is linked to the game you're currently watching, since the plugins hold that information close to their chest. The lack of live logs, however, in both logs.tf and SizzlingStats does make them less suitable for augmenting a live match.

Some good news on my end, though, is that I've figured out that you can in fact intercept game events on the client, which means that the poor man's method of manually calculating stats should work. I'll write a system to grab those events and turn them into stats. The caveat does apply that only events that happen while you're watching can be used in stats, but I'm not sure that any casting org has tuned in mid-game for a while, so hopefully no issue there.

Suggestions for what specific stats should be collected and how said stats should be displayed are welcome.
55
#55
1 Frags +

are you a wizard?

stats that would seem important for live update:

Damamge + DPM
Ubers Deployed + Ubers Dropped
Kills + Deaths
Control Points Secured

are you a wizard?

stats that would seem important for live update:

Damamge + DPM
Ubers Deployed + Ubers Dropped
Kills + Deaths
Control Points Secured
56
#56
3 Frags +

Are we reaching the singularity where all casting huds, plugins and logs all become one?!
Plug me in, baby :D

Are we reaching the singularity where all casting huds, plugins and logs all become one?!
Plug me in, baby :D
57
#57
1 Frags +
BLoodSireare you a wizard?

stats that would seem important for live update:

Damamge + DPM
Ubers Deployed + Ubers Dropped
Kills + Deaths
Control Points Secured

DPM is a bit tricky. Thanks to the nasty pause bug, you can't tell when the game is paused, so that time gets included with normal match time, and with multi-minute pauses in half-hour games, that might actually have a major effect on the calculation.

The rest should be possible.

AdmirableAre we reaching the singularity where all casting huds, plugins and logs all become one?!
Plug me in, baby :D

Nah, client plugins won't ever measure up to reliable logs and stats from the server, but I do the best I can with what I have.

[quote=BLoodSire]are you a wizard?

stats that would seem important for live update:

Damamge + DPM
Ubers Deployed + Ubers Dropped
Kills + Deaths
Control Points Secured[/quote]
DPM is a bit tricky. Thanks to the nasty pause bug, you can't tell when the game is paused, so that time gets included with normal match time, and with multi-minute pauses in half-hour games, that might actually have a major effect on the calculation.

The rest should be possible.

[quote=Admirable]Are we reaching the singularity where all casting huds, plugins and logs all become one?!
Plug me in, baby :D[/quote]
Nah, client plugins won't ever measure up to reliable logs and stats from the server, but I do the best I can with what I have.
58
#58
2 Frags +

Would it be possible to add a little "panel" when the game is paused? Many new viewers (and people that join mid-pause) on streams get a little confused when the game pauses and it would help them understand what is going on.

Sorta like this:

http://i.imgur.com/o4cjbh9.jpg

Would it be possible to add a little "panel" when the game is paused? Many new viewers (and people that join mid-pause) on streams get a little confused when the game pauses and it would help them understand what is going on.

Sorta like this:
[img]http://i.imgur.com/o4cjbh9.jpg[/img]
59
#59
1 Frags +

I think it's been stated that this would be somewhat challenging to do because no one can actually tell if a pause is happening from server info. Probably way easier to have something like that in obs.

I think it's been stated that this would be somewhat challenging to do because no one can actually tell if a pause is happening from server info. Probably way easier to have something like that in obs.
60
#60
0 Frags +

There isn't any official indication of a pause happening, no. I was considering a manual method to detect the pause based on the signs that we all know. It wouldn't be perfectly accurate, but I figure it would be useful especially in estimating the length of a pause.

There isn't any official indication of a pause happening, no. I was considering a manual method to detect the pause based on the signs that we all know. It wouldn't be perfectly accurate, but I figure it would be useful especially in estimating the length of a pause.
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