From very quick testing, it does not appear anything has been broken in StatusSpec as a result of today's TF2 update. If you experience any issues, please let me know so that I can work on releasing a fix ASAP.
I have confirmed an issue that team colored outlines are broken. I'm trying to figure out how to fix it, but I don't have very much experience with finding vtable offsets, so progress has been limited.
StatusSpec 0.11.1 is now available for download. This release fixes team colors not working after yesterday's update.
But they still don't work properly. When i enable them they don't turn from green\yellow\red to team colors instantly and after a couple of jumps to some ticks they become green again and since that they never change to team colors. In addition sometimes the outlines become less visible and cannot be seen through walls. Force refresh doesn't help and for some reason i couldn't disable the outlines. Don't know if it is somehow related with the problem but i have got the console spam with this string: No such variable "$C0_X" for material "dev/halo_add_to_screen".
I have not been able to reproduce any major issues with outlines not displaying properly after the update I released today. As I've mentioned before, there are a few glitches, especially related to switching settings, but they usually get cleared up after using the force refresh command and waiting a few seconds.
Can you give me some more specific steps to reproduce the problem?
Can you give me some more specific steps to reproduce the problem?
I'm experiencing a bug similar to spice's problem, I make the outlines team colored and if I switch demos they go back to being health based and no matter what commands I use it stays like that until I restart TF2.
DuckyI'm experiencing a bug similar to spice's problem, I make the outlines team colored and if I switch demos they go back to being health based and no matter what commands I use it stays like that until I restart TF2.
I have a feeling I know why this issue is occurring. I'll see if a patch for it can be released tomorrow.
I have a feeling I know why this issue is occurring. I'll see if a patch for it can be released tomorrow.
StatusSpec 0.11.2 has been released to fix an issue with player outlines not changing colors for players joining an old player slot (i.e. when a player reconnects/loading a new demo).
No, the problem is still there. About the steps, I just started a demo and wrote statusspec_playeroutlines_enabled 1, statusspec_playeroutlines_team_colors 1, statusspec_playeroutlines_force_refresh in console. Then it's fine until you go to the start of a demo or a tick before the current one.
spiceNo, the problem is still there. About the steps, I just started a demo and wrote statusspec_playeroutlines_enabled 1, statusspec_playeroutlines_team_colors 1, statusspec_playeroutlines_force_refresh in console. Then it's fine until you go to the start of a demo or a tick before the current one.
Thanks. The fix just released was really aimed at issues when switching servers/demos. While this probably should have been fixed as well, I have a possible idea for why the glitch is still happening. I'll see whether it can't be fixed.
Thanks. The fix just released was really aimed at issues when switching servers/demos. While this probably should have been fixed as well, I have a possible idea for why the glitch is still happening. I'll see whether it can't be fixed.
StatusSpec 0.11.3 is now available. This should fix most if not all issues with player outlines. There are still glitches which are unavoidable, but other than that this approach should set team colors properly.
I find that when I run statusspec_mediguninfo_reload_settings it turns off the % and medigun name and I can only get it back by restarting tf2. I'm using version 0.11.3, anyone else find this happening?
Check the font name in the .res file. If the font name doesn't exist it uses "Default", but not after a reload for some reason
I tried changing the font to tf2build in mediguninfo.res; I also tried putting font files from a custom hud in resource>fonts and changing all references to font in the .res to use those files; and tried just using the default addon as is straight from the zip, all of them give the same results with statusspec_medigun_reload_settings. Hud_reloadscheme also crashes my client while the addon is running. I'm not too great with hud code so any help is appreciated.
bluee and I have been working on the next release of 0.12.0, which will incorporate some requested changes to the medigun info feature.
There's one feature that we have talked about and we don't know whether to implement it back in, and that would be the advantage amount label from AdvSpec. I personally feel that advantage information is better conveyed by the charge meters themselves, and also that putting a number on the charge advantage is weird because different mediguns build at different rates and one medigun can pop at a much lower percentage than the others.
However, since it's a feature of AdvSpec, I understand that there may be some demand for this feature to reappear in StatusSpec. Thus, I'd like to hear some feedback on the usage of this feature so that I can make a more informed decision on whether to include it in StatusSpec.
There's one feature that we have talked about and we don't know whether to implement it back in, and that would be the advantage amount label from AdvSpec. I personally feel that advantage information is better conveyed by the charge meters themselves, and also that putting a number on the charge advantage is weird because different mediguns build at different rates and one medigun can pop at a much lower percentage than the others.
However, since it's a feature of AdvSpec, I understand that there may be some demand for this feature to reappear in StatusSpec. Thus, I'd like to hear some feedback on the usage of this feature so that I can make a more informed decision on whether to include it in StatusSpec.
I'd like to see it return, preferably with it's own background so I can match it to my hud. It also would mean that the charge bars could be disabled if for some reason you wanted to do so, like matching it up to a hud theme, since you'd have uber % and %advantage.
I didn't care too much for the advantage numbers, as I could always tell from a quick glance since the percentages are right next to each other, but I'm not fond of Medigun icons to distinguish the type of gun used. If there is a way to simply overlay the text over the bar ("Medigun", "Kritzkrieg", etc) and I haven't been able to find it, then I'm an idiot, otherwise this would be my most requested feature.
I'd also love to utilize health-based player outlines, but lacking the ability to distinguish between teams keeps me from using it. Would it be possible/too difficult to change the shade of the outline based on player health as opposed to a pure green/red distinction?
I very much appreciate the implementation of a .res file available for me to edit to tailor to my hud likings -- for any laymen that haven't figured it out why text or colors aren't appearing on the medic bars: edit the .res file, change the fgcolor values (Straight RGBA defined or as defined in clientscheme) and the font values to ones supported in your clientscheme. You will need to readjust some tall values if your font is smaller or larger -- possibly some x pos values as well.
I'd also love to utilize health-based player outlines, but lacking the ability to distinguish between teams keeps me from using it. Would it be possible/too difficult to change the shade of the outline based on player health as opposed to a pure green/red distinction?
I very much appreciate the implementation of a .res file available for me to edit to tailor to my hud likings -- for any laymen that haven't figured it out why text or colors aren't appearing on the medic bars: edit the .res file, change the fgcolor values (Straight RGBA defined or as defined in clientscheme) and the font values to ones supported in your clientscheme. You will need to readjust some tall values if your font is smaller or larger -- possibly some x pos values as well.
Icons can be 'hidden' by changing MedigunInfoRedChargeTypeIcon / MedigunInfoBluChargeTypeIcon to wide/tall "0".
As for overlaying the text, just make sure the colours are right, and maybe check zpos. It's definitely possible to do right now.
#74, are the fonts defined in ClientScheme?
Regarding the advantage labels, personally I prefer horizontal bars & no labels, but for casters it's easier to just read that label at a glance than to work it out
As for overlaying the text, just make sure the colours are right, and maybe check zpos. It's definitely possible to do right now.
#74, are the fonts defined in ClientScheme?
Regarding the advantage labels, personally I prefer horizontal bars & no labels, but for casters it's easier to just read that label at a glance than to work it out
It looks like there's enough demand for it, so I hope to have advantages done for 0.12.0.
WolfMachinaI'd like to see it return, preferably with it's own background so I can match it to my hud. It also would mean that the charge bars could be disabled if for some reason you wanted to do so, like matching it up to a hud theme, since you'd have uber % and %advantage.
Unfortunately, I don't think that any implementation would have a specific background for the advantage label, simply because the advantage label will just be a part of the red or blue medigun info.
takramI'd also love to utilize health-based player outlines, but lacking the ability to distinguish between teams keeps me from using it. Would it be possible/too difficult to change the shade of the outline based on player health as opposed to a pure green/red distinction?
What do you have in mind?
Right now, current limitations prevent me from changing the alpha value of the outline, so it can't fade based on health. (I'm half-tempted to file in the issue tracker to ask for them to expose the glow manager, which would make things so much easier and better.) The only thing that I could do is attempt to change the glow color, but even then I'm not sure of the best way to do that while giving users a way to sufficiently customize it.
[quote=WolfMachina]I'd like to see it return, preferably with it's own background so I can match it to my hud. It also would mean that the charge bars could be disabled if for some reason you wanted to do so, like matching it up to a hud theme, since you'd have uber % and %advantage.[/quote]
Unfortunately, I don't think that any implementation would have a specific background for the advantage label, simply because the advantage label will just be a part of the red or blue medigun info.
[quote=takram]I'd also love to utilize health-based player outlines, but lacking the ability to distinguish between teams keeps me from using it. Would it be possible/too difficult to change the shade of the outline based on player health as opposed to a pure green/red distinction?[/quote]
What do you have in mind?
Right now, current limitations prevent me from changing the alpha value of the outline, so it can't fade based on health. (I'm half-tempted to file in the issue tracker to ask for them to expose the glow manager, which would make things so much easier and better.) The only thing that I could do is attempt to change the glow color, but even then I'm not sure of the best way to do that while giving users a way to sufficiently customize it.
Well I now know how to define fonts in huds. The fix was indeed to use defined fonts from clientscheme and not try to reference the font file directly. Thanks for the help bluee
StatusSpec 0.12.0 is now available, and contains several feature additions and changes to the Medigun Info module as discussed above.
thesupremecommandertakramI'd also love to utilize health-based player outlines, but lacking the ability to distinguish between teams keeps me from using it. Would it be possible/too difficult to change the shade of the outline based on player health as opposed to a pure green/red distinction?What do you have in mind?
Right now, current limitations prevent me from changing the alpha value of the outline, so it can't fade based on health. (I'm half-tempted to file in the issue tracker to ask for them to expose the glow manager, which would make things so much easier and better.) The only thing that I could do is attempt to change the glow color, but even then I'm not sure of the best way to do that while giving users a way to sufficiently customize it.
I was thinking a Dark red for someone on red that's currently 50% of their health or less, standard red otherwise, light red if buffed. Dark blue if hurt on blu <50%, standard blu, light blu while buffed. Something along those lines would be able to get health markers across while maintaining team colors if it's possible.
[quote=takram]I'd also love to utilize health-based player outlines, but lacking the ability to distinguish between teams keeps me from using it. Would it be possible/too difficult to change the shade of the outline based on player health as opposed to a pure green/red distinction?[/quote]
What do you have in mind?
Right now, current limitations prevent me from changing the alpha value of the outline, so it can't fade based on health. (I'm half-tempted to file in the issue tracker to ask for them to expose the glow manager, which would make things so much easier and better.) The only thing that I could do is attempt to change the glow color, but even then I'm not sure of the best way to do that while giving users a way to sufficiently customize it.[/quote]
I was thinking a Dark red for someone on red that's currently 50% of their health or less, standard red otherwise, light red if buffed. Dark blue if hurt on blu <50%, standard blu, light blu while buffed. Something along those lines would be able to get health markers across while maintaining team colors if it's possible.
here are some bugs kurt and i found:
- turning team-colored outlines off doesnt actually turn them off, it keeps the health-based outlines enabled (the commands were correct and everything)
- (this could be a spec tools bug) refreshing the hud crashes the game
- turning team-colored outlines off doesnt actually turn them off, it keeps the health-based outlines enabled (the commands were correct and everything)
- (this could be a spec tools bug) refreshing the hud crashes the game
takramI was thinking a Dark red for someone on red that's currently 50% of their health or less, standard red otherwise, light red if buffed. Dark blue if hurt on blu <50%, standard blu, light blu while buffed. Something along those lines would be able to get health markers across while maintaining team colors if it's possible.
Would it work if I gave you three options for colors: low health, full health, overhealed? Then I could just interpolate between them to get color values.
mthsadhere are some bugs kurt and i found:
- turning team-colored outlines off doesnt actually turn them off, it keeps the health-based outlines enabled (the commands were correct and everything)
- (this could be a spec tools bug) refreshing the hud crashes the game
1) You have to run statusspec_playeroutlines_force_refresh afterwards. It's a glitch that I can't easily fix.
2) That's a general TF2 bug right now that I just verified.
Would it work if I gave you three options for colors: low health, full health, overhealed? Then I could just interpolate between them to get color values.
[quote=mthsad]here are some bugs kurt and i found:
- turning team-colored outlines off doesnt actually turn them off, it keeps the health-based outlines enabled (the commands were correct and everything)
- (this could be a spec tools bug) refreshing the hud crashes the game[/quote]
1) You have to run statusspec_playeroutlines_force_refresh afterwards. It's a glitch that I can't easily fix.
2) That's a general TF2 bug right now that I just verified.
I'm looking at having a release of StatusSpec very soon with some minor bug fixes and improvements. The main feature I'll be adding in the update is a module to change the in-game team names, similar to the player aliases module.
I was considering also adding a feature which would display the team names on a HUD element, considering that you can't really see the team names in-game except on the scoreboard and win panel. However, given that many casting organizations have nice overlays to display this information already, I'm not quite sure that this feature would be used enough to justify implementing it in. Thus, I'd like to request feedback on whether such a feature would be used.
I was considering also adding a feature which would display the team names on a HUD element, considering that you can't really see the team names in-game except on the scoreboard and win panel. However, given that many casting organizations have nice overlays to display this information already, I'm not quite sure that this feature would be used enough to justify implementing it in. Thus, I'd like to request feedback on whether such a feature would be used.
So apparently the lead I thought I had on team names didn't actually pan out. I did discover that mp_tournament_blueteamname and mp_tournament_redteamname change team names, though.
StatusSpec 0.12.1 is now available with some fixes.
[url=https://github.com/fwdcp/StatusSpec/releases/tag/0.12.1]StatusSpec 0.12.1[/url] is now available with some fixes.
The low health, full health, overhealed/80%+ options for colors would be great by me so long as they're team color based. Default option it IMO
StatusSpec 0.13.0 has just been released with options for setting team colors for the following health states: low (0% health), medium (50% health), full (100% health), buffed (150% health); and will automatically scale between those values depending on the player's current health. However, default values for these options will result in the same color regardless of health.
Please be sure to test this release and let me know of any issues, as I did not check this functionality in-depth. Theoretically, it should be fully working, but as far as my testing goes, I only know that it doesn't crash.
Please be sure to test this release and let me know of any issues, as I did not check this functionality in-depth. Theoretically, it should be fully working, but as far as my testing goes, I only know that it doesn't crash.
thesupremecommanderStatusSpec 0.13.0 has just been released with options for setting team colors for the following health states: low (0% health), medium (50% health), full (100% health), buffed (150% health); and will automatically scale between those values depending on the player's current health. However, default values for these options will result in the same color regardless of health.
Please be sure to test this release and let me know of any issues, as I did not check this functionality in-depth. Theoretically, it should be fully working, but as far as my testing goes, I only know that it doesn't crash.
to clarify, does this mean you can set color parameters for health while also distinguishing between teams? As in shades of blue for blue and shades of red for red?
Please be sure to test this release and let me know of any issues, as I did not check this functionality in-depth. Theoretically, it should be fully working, but as far as my testing goes, I only know that it doesn't crash.[/quote]
to clarify, does this mean you can set color parameters for health while also distinguishing between teams? As in shades of blue for blue and shades of red for red?