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StatusSpec
posted in Projects
121
#121
4 Frags +

StatusSpec 0.17.3 is now available to hopefully fix plugin crashes caused by yesterday's update.

If you encounter any other crashes with this update, please let me know. I'm not sure that I caught every change that happened with this update, and it's possible that some things might still be thrown off.

[url=https://github.com/fwdcp/StatusSpec/releases/tag/0.17.3]StatusSpec 0.17.3[/url] is now available to hopefully fix plugin crashes caused by yesterday's update.

If you encounter any other crashes with this update, please let me know. I'm not sure that I caught every change that happened with this update, and it's possible that some things might still be thrown off.
122
#122
1 Frags +

Thank you!

Thank you!
123
#123
0 Frags +

How do you get this plugin to work? I also have Rays Hud installed, is that conflicting? I have -insecure in the launch options, as well as StatusSpec within the tf/custom folder. I launch a demo but it looks the same as before, even though it says "StatusSpec loaded!" in console when I start my game.

Is there a tutorial on how to use this? Thanks.

*I am specifically trying to get the PlayerOutlines to work, but they are not"

How do you get this plugin to work? I also have Rays Hud installed, is that conflicting? I have -insecure in the launch options, as well as StatusSpec within the tf/custom folder. I launch a demo but it looks the same as before, even though it says "StatusSpec loaded!" in console when I start my game.

Is there a tutorial on how to use this? Thanks.

*I am specifically trying to get the PlayerOutlines to work, but they are not"
124
#124
0 Frags +

Any update on my question above? ^

Any update on my question above? ^
125
#125
0 Frags +

You need to enable the variables listed in the readme, either manually through your console, or by creating a config file which you then get TF2 to execute (through your autoexec, or again by manually executing.)

For example, you could make sspec.cfg which would have line

statusspec_playeroutlines_enabled 1

Post back if you need more guidance.

You need to enable the variables listed in the readme, either manually through your console, or by creating a config file which you then get TF2 to execute (through your autoexec, or again by manually executing.)

For example, you could make sspec.cfg which would have line

statusspec_playeroutlines_enabled 1

Post back if you need more guidance.
126
#126
0 Frags +

The best place to learn about how to use the plugin is in the README included in the package, or by using the online version.

Also, if I don't respond, it's probably because I missed the thread, and you should probably add me on Steam to make sure that I get your issue resolved.

The best place to learn about how to use the plugin is in the README included in the package, or by using the [url=https://github.com/fwdcp/StatusSpec#usage]online version[/url].

Also, if I don't respond, it's probably because I missed the thread, and you should probably add me on Steam to make sure that I get your issue resolved.
127
#127
0 Frags +
GetawhaleFor example, you could make sspec.cfg which would have line

statusspec_playeroutlines_enabled 1

I did follow the readme, and actually did input that exact command in console for the playeroutlines, but nothing happened. It changed from enabled 0 to enabled 1, but no outlines were shown.

thesupremecommanderAlso, if I don't respond, it's probably because I missed the thread, and you should probably add me on Steam to make sure that I get your issue resolved.

I'll probably just add you because I can't, for the life of me, get this to work. When Blue came out with his AdvSpec plugin, I got it to work fine, but for some reason I can't with this one.

[quote=Getawhale]For example, you could make sspec.cfg which would have line

statusspec_playeroutlines_enabled 1[/quote]

I did follow the readme, and actually did input that exact command in console for the playeroutlines, but nothing happened. It changed from enabled 0 to enabled 1, but no outlines were shown.

[quote=thesupremecommander]Also, if I don't respond, it's probably because I missed the thread, and you should probably add me on Steam to make sure that I get your issue resolved.[/quote]

I'll probably just add you because I can't, for the life of me, get this to work. When Blue came out with his AdvSpec plugin, I got it to work fine, but for some reason I can't with this one.
128
#128
0 Frags +

Check that you have these:
glow_outline_effect_enable 1

replay_rendersetting_renderglow 1

E: And dxlevel 90 or higher

Check that you have these:
glow_outline_effect_enable 1

replay_rendersetting_renderglow 1

E: And dxlevel 90 or higher
129
#129
0 Frags +
blueeCheck that you have these:
glow_outline_effect_enable 1

replay_rendersetting_renderglow 1

I did check those as well, I referenced your old thread for AdvSpec - both of those were set to 1

I don't understand.... Argh

[quote=bluee]Check that you have these:
glow_outline_effect_enable 1

replay_rendersetting_renderglow 1[/quote]

I did check those as well, I referenced your old thread for AdvSpec - both of those were set to 1

I don't understand.... Argh
130
#130
3 Frags +

We did manage to resolve this issue last night... if you're using player outlines, it is highly recommended that you use the commands before you enter a game/demo to avoid any issues.

Anyway, in future development news, I am currently planning to implement a remote API accessible via WebSockets into StatusSpec. This API, in addition to the already discussed usage of implementing a remote console, could also be used for such purposes as directly grabbing the limited game data available from the client.

Unfortunately, I don't think I'll have the time to develop the many possible applications that could leverage such an API, and I would prefer to limit the initial release of an API to only the functionality that could immediately be used by other applications. Thus, in short, if you are a developer who has an idea that could benefit from the access that this future API can provide to the game client, please contact me (via TFTV PM, email, or Steam) so that we can discuss implementing what you need into this future API. Thanks again for your support.

We did manage to resolve this issue last night... if you're using player outlines, it is highly recommended that you use the commands before you enter a game/demo to avoid any issues.

Anyway, in future development news, I am currently planning to implement a remote API accessible via WebSockets into StatusSpec. This API, in addition to [url=http://teamfortress.tv/thread/19388/remote-casting-tools#3]the already discussed usage of implementing a remote console[/url], could also be used for such purposes as directly grabbing the limited game data available from the client.

Unfortunately, I don't think I'll have the time to develop the many possible applications that could leverage such an API, and I would prefer to limit the initial release of an API to only the functionality that could immediately be used by other applications. Thus, in short, [b]if you are a developer who has an idea that could benefit from the access that this future API can provide to the game client, please contact me (via TFTV PM, email, or Steam) so that we can discuss implementing what you need into this future API[/b]. Thanks again for your support.
131
#131
1 Frags +

I am still having trouble with the mediguninfo.res, do i have to put in color values as hex?
and also how do i change the width so it displays percentage and names properly?
Would it be possibe for anyone to post his mediguninfo.res?

I am still having trouble with the mediguninfo.res, do i have to put in color values as hex?
and also how do i change the width so it displays percentage and names properly?
Would it be possibe for anyone to post his mediguninfo.res?
132
#132
0 Frags +

Colours are 0-255, Red Green Blue Alpha. "0 0 0 255" would be solid black.
Or, if the colour is in ClientScheme.res, you can just use the name, like "NotoWhite".

Here's the one for Omp hud (casting version) I made for BlackOut TV's casts: https://www.dropbox.com/s/nrpbl02vqgwk50p/mediguninfo-botv.res
(The 'split' charge meters aren't used, so they didn't get changed)

Colours are 0-255, Red Green Blue Alpha. "0 0 0 255" would be solid black.
Or, if the colour is in ClientScheme.res, you can just use the name, like "NotoWhite".

Here's the one for Omp hud (casting version) I made for BlackOut TV's casts: https://www.dropbox.com/s/nrpbl02vqgwk50p/mediguninfo-botv.res
(The 'split' charge meters aren't used, so they didn't get changed)
133
#133
0 Frags +

None of the commands are working for me please help

None of the commands are working for me please help
134
#134
0 Frags +
Makatf2None of the commands are working for me please help

Are you launching your game with "-insecure" in launch options? If so, post the console output that appears when the game first launches.

[quote=Makatf2]None of the commands are working for me please help[/quote]
Are you launching your game with "-insecure" in launch options? If so, post the console output that appears when the game first launches.
135
#135
0 Frags +

Unable to load plugin "addons/statusspec"

Unable to load plugin "addons/statusspec"
136
#136
0 Frags +

That's not enough. You need to post everything around that.

That's not enough. You need to post everything around that.
137
#137
0 Frags +
thesupremecommanderThat's not enough. You need to post everything around that.

Unable to load plugin "addons/statusspec"
maxplayers set to 24
Steam config directory: D:\Games\Steam\SteamApps\common\Team Fortress 2\platform\config
CClientSteamContext logged on = 1
Hud element 'CTFFlagCalloutPanel' doesn't have an entry 'CTFFlagCalloutPanel' in scripts/HudLayout.res
Cleaning up unneeded replay block data...
Replay cleanup done.
Unknown command "cl_thirdperson"
Can't use cheat cvar cam_snapto in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_ideallag in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdelta in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealyaw in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealpitch in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdist in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdistright in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdistup in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_collision in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_maxpitch in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_minpitch in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_maxyaw in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_minyaw in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_maxdistance in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_mindistance in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_orthowidth in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_orthoheight in multiplayer, unless the server has sv_cheats set to 1.
--- Missing Vgui material vgui/cursors/hourglass
Loading default settings for high sensitivity
Unknown command "sv_backspeed"
Not playing a local game.
Connection to game coordinator established.
CTFGCClientSystem::PostInitGC
CTFGCClientSystem - adding listener
Unknown command "Enable"
Unknown command "Enable"
Can't use cheat cvar r_avglight in multiplayer, unless the server has sv_cheats set to 1.
-------------------------------------------------------
Chris' highframes config loaded.
-------------------------------------------------------
Please direct all comments/queries/whatnot to
#christf2 on QuakeNet.
Not playing a local game.
Can't use cheat cvar fog_start in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_end in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_startskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_endskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_farz in multiplayer, unless the server has sv_cheats set to 1.
Pov-Record 2.0.5 loaded
Record demos from tournament servers
Applying new item schema, version 6091A0F7
Applied updated item schema from GC. 2334529 bytes, version 6091A0F7.

[quote=thesupremecommander]That's not enough. You need to post everything around that.[/quote]

Unable to load plugin "addons/statusspec"
maxplayers set to 24
Steam config directory: D:\Games\Steam\SteamApps\common\Team Fortress 2\platform\config
CClientSteamContext logged on = 1
Hud element 'CTFFlagCalloutPanel' doesn't have an entry 'CTFFlagCalloutPanel' in scripts/HudLayout.res
Cleaning up unneeded replay block data...
Replay cleanup done.
Unknown command "cl_thirdperson"
Can't use cheat cvar cam_snapto in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_ideallag in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdelta in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealyaw in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealpitch in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdist in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdistright in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_idealdistup in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cam_collision in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_maxpitch in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_minpitch in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_maxyaw in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_minyaw in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_maxdistance in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_mindistance in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_orthowidth in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar c_orthoheight in multiplayer, unless the server has sv_cheats set to 1.
--- Missing Vgui material vgui/cursors/hourglass
Loading default settings for high sensitivity
Unknown command "sv_backspeed"
Not playing a local game.
Connection to game coordinator established.
CTFGCClientSystem::PostInitGC
CTFGCClientSystem - adding listener
Unknown command "Enable"
Unknown command "Enable"
Can't use cheat cvar r_avglight in multiplayer, unless the server has sv_cheats set to 1.
-------------------------------------------------------
Chris' highframes config loaded.
-------------------------------------------------------
Please direct all comments/queries/whatnot to
#christf2 on QuakeNet.
Not playing a local game.
Can't use cheat cvar fog_start in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_end in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_startskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_endskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_farz in multiplayer, unless the server has sv_cheats set to 1.
Pov-Record 2.0.5 loaded
Record demos from tournament servers
Applying new item schema, version 6091A0F7
Applied updated item schema from GC. 2334529 bytes, version 6091A0F7.
138
#138
1 Frags +

Is there anything you can get from above that spew? The failure reason should be above the "unable to load" portion.

Is there anything you can get from above that spew? The failure reason should be above the "unable to load" portion.
139
#139
0 Frags +
thesupremecommanderIs there anything you can get from above that spew? The failure reason should be above the "unable to load" portion.

nope it just says that and then everything else

[quote=thesupremecommander]Is there anything you can get from above that spew? The failure reason should be above the "unable to load" portion.[/quote]

nope it just says that and then everything else
140
#140
0 Frags +
Makatf2nope it just says that and then everything else

Hm, that's odd.

Try launching the game with "-console" added to your launch options. If that doesn't work either for showing the output, I can't know what the issue is. In that case, I'd have to advise that you make sure that you are launching the game in insecure mode and that you're launching the game with Steam.

[quote=Makatf2]nope it just says that and then everything else[/quote]
Hm, that's odd.

Try launching the game with "-console" added to your launch options. If that doesn't work either for showing the output, I can't know what the issue is. In that case, I'd have to advise that you make sure that you are launching the game in insecure mode and that you're launching the game with Steam.
141
#141
1 Frags +

I'm having a problem with the loadouticons and statusicons elements.

A few months back I had tweaked notohud's SpectatorTournament.res and everything was working sweet.

Today I updated StatusSpec. I added the various new fields to mediguninfo.res, got it working OK, my previous tweaks to SpectatorTournament.res are messed up.

This is my customised SpectatorTournament.res

How it looks since the update

Unfortunately I don't have a screenshot of how it used to look, but the loadouticons should be all the way on the right (and previously were) and the statusicons should be on the little extended bars (and previously were).

You can see the loadouticons are currently on top the the class portait and the statusicon is at the end of the player name.

Whilst experimenting I noticed that incrementing the zpos moved the elements, but I couldn't get them back to where I had originally customised them.

What am I doing wrong?

I'm having a problem with the loadouticons and statusicons elements.

A few months back I had tweaked notohud's SpectatorTournament.res and everything was working sweet.

Today I updated StatusSpec. I added the various new fields to mediguninfo.res, got it working OK, my previous tweaks to SpectatorTournament.res are messed up.

This is my customised [url=https://www.dropbox.com/s/1dt6j13wgkrcft7/spectatortournament.res]SpectatorTournament.res[/url]

[url=https://www.dropbox.com/s/gftyapjgntlv2vo/2014-08-17_00001.jpg]How it looks since the update[/url]

Unfortunately I don't have a screenshot of how it used to look, but the loadouticons should be all the way on the right (and previously were) and the statusicons should be on the little extended bars (and previously were).

You can see the loadouticons are currently on top the the class portait and the statusicon is at the end of the player name.

Whilst experimenting I noticed that incrementing the zpos [url=https://www.dropbox.com/s/2y13i2gnjubkp2w/2014-08-17_00003.jpg]moved the elements[/url], but I couldn't get them back to where I had originally customised them.

What am I doing wrong?
142
#142
0 Frags +

That's... very odd. Can you send me your entire HUD? I'll try to debug the issue (which is probably something wrong with VGUI/HUD drawing, since StatusSpec relies on that).

That's... very odd. Can you send me your entire HUD? I'll try to debug the issue (which is probably something wrong with VGUI/HUD drawing, since StatusSpec relies on that).
143
#143
0 Frags +

the hud files

[url=https://www.dropbox.com/s/dklvfzq8dbgpmly/casting-hud.zip]the hud files[/url]
144
#144
0 Frags +

I'm crashing while trying to use this, and I'm on the most recent version :( help pls

I'm crashing while trying to use this, and I'm on the most recent version :( help pls
145
#145
0 Frags +
SideshowI'm crashing while trying to use this, and I'm on the most recent version :( help pls

Which features are you using?

[quote=Sideshow]I'm crashing while trying to use this, and I'm on the most recent version :( help pls[/quote]
Which features are you using?
146
#146
0 Frags +

I haven't used it for a while but it was working back about a month ago. Now unless I comment out these commands my tf2 crashes when I load my spec config.

//statusspec_mediguninfo_enabled 1
//statusspec_mediguninfo_individual_charge_meters 0
//statusspec_mediguninfo_charge_label_text %charge%
//statusspec_antifreeze_enabled 1

EDIT: Having just tried it, antifreeze doesn't crash my game but medigun shizzle does.
As far as I can tell none of the other commands do actually, only this medigun info stuff. Pity it's so useful.

I haven't used it for a while but it was working back about a month ago. Now unless I comment out these commands my tf2 crashes when I load my spec config.

//statusspec_mediguninfo_enabled 1
//statusspec_mediguninfo_individual_charge_meters 0
//statusspec_mediguninfo_charge_label_text %charge%
//statusspec_antifreeze_enabled 1

EDIT: Having just tried it, antifreeze doesn't crash my game but medigun shizzle does.
As far as I can tell none of the other commands do actually, only this medigun info stuff. Pity it's so useful.
147
#147
1 Frags +

Ah... did you adjust your MedigunInfo.res file to account for breaking changes in 0.16.0? In addition, statusspec_mediguninfo_charge_label_text was removed as a result of that update, so you can remove that from your config file.

If that stops the crashing, it's probably some stupid VGUI bug. I personally haven't noticed any crashes in my brief (<5 min) of testing today.

Ah... did you adjust your MedigunInfo.res file to account for [url=https://github.com/fwdcp/StatusSpec/commit/49157e9e2c7cc68b607d83007885b9e027e62ea6]breaking changes in 0.16.0[/url]? In addition, statusspec_mediguninfo_charge_label_text was removed as a result of that update, so you can remove that from your config file.

If that stops the crashing, it's probably some stupid VGUI bug. I personally haven't noticed any crashes in my brief (<5 min) of testing today.
148
#148
0 Frags +

I had the crashes until I fixed up MedigunInfo.res
Start there!

I had the crashes until I fixed up MedigunInfo.res
Start there!
149
#149
0 Frags +

Thanks, I'm sure it will be that, but I have no idea how I'm supposed to fix that file. The link is very complicated and codey and I'm a mong.

Thanks, I'm sure it will be that, but I have no idea how I'm supposed to fix that file. The link is very complicated and codey and I'm a mong.
150
#150
0 Frags +

See the "variable" parts added to the SpectatorTournament.res file in that diff? You need to add those parts to your file as well so that it works properly.

@Admirable: I've done some brief testing on your issue and managed to replicated it. I'm blaming it on Valve, since they apparently broke drawing yet again. It was working earlier, right?

See the "variable" parts added to the SpectatorTournament.res file in that diff? You need to add those parts to your file as well so that it works properly.

@Admirable: I've done some brief testing on your issue and managed to replicated it. I'm blaming it on Valve, since they apparently broke drawing yet again. It was working earlier, right?
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