GentlemanJon
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SteamID64 76561198045803959
SteamID3 [U:1:85538231]
SteamID32 STEAM_0:1:42769115
Country United Kingdom
Signed Up March 1, 2014
Last Posted October 1, 2019 at 12:14 PM
Posts 1307 (0.3 per day)
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#45 Evaluating good play from stats/logs in TF2 General Discussion
Hellbenthttp://play.esea.net/index.php?s=stats&d=match&id=3648984

I remember watching this at the half. The jews were leading 3-1 while doing 3000 less damage and having 25 less frags.

This usually tells you that the wining team got massively smashed on the rounds they lost barely registering a frag, but the rounds they won were really close and hard fought so they didn't make the statistical gap back up.

Except on Viaduct where suicide waves render kill stats meaningless because of the spawn timers. Then you have to look at ubers to see how the suicides pay off.

posted about 10 years ago
#22 Evaluating good play from stats/logs in TF2 General Discussion
synchroThe bottom line is this: you can't do damage if you don't hit your shots. I never said having low DPM explicitly makes you bad, just that having high DPM tends to mean you're doing well. It's the only statistic, in my opinion, that can stand on its own and still hold value, but it certainly isn't the only thing you should look at to determine skill.

DPM has an interesting (IMO) property, in that if you do higher DPM so does your opponent. High DPM shows a willingness to engage in fights (which is what also causes your opponent to increase theirs as they fight back) but not necessarily the ability to finish them.

posted about 10 years ago
#3 Evaluating good play from stats/logs in TF2 General Discussion

My research on the common stats as they relate to winning.

Analysis about half way down, Drosphile doesn't agree. Also when interpreting stats I've chosen ones that allow me to talk about play styles, not necessarily the most win related stats (which amongst the basic stats is kills per minute I think).

There's loads of stuff you can't extract from logs, even with the advanced stats plugin present, mostly contextual data.

Looking for particular stats to apply to a class/role generally means you stereotype that class to a certain set of behaviours, which means that innovative or uncommon play styles will generally be penalised in any model that expects things to be different. For example it's common to attribute medic picks or forces to a roaming soldier, but Kalho for example played a highly atypical roamer role in the last ETF2L season which is highly effective within his team's setup. This lack of medic aggression from the roamer was counterbalanced by KnOxXx targeting the medic frequently.

As I illustrated in the article you linked to teams vary how they distribute this type of responsibility so it's very difficult to decide on a single statistical set for a player/role to achieve and say "this is what they should be doing and this stat shows they are or aren't doing it".

posted about 10 years ago
#95 Spec Tools in Projects
ArrIs it possible to add pre-set "cameras" with specific coordinates and angles throughout the map using keybinds? I would like to switch to a bird's eye view from time to time, just like SourceTV's camera does automatically.

I'll look into this next time I'm working on it

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

Added the ETF2L 6v6 Season 17 review

posted about 10 years ago
#92 Spec Tools in Projects
RRPJust my five cents, but would it be possible to merge/build a hud around these tools to make more informative & pausebug free spectator hud?

Instead of using health values & medigun stats tied to player models, use fixed positions to act as an part of a hud that would be made specifically made around these tools?

I can see an argument for fixing the bugged hud code (if it were possible, this is questionable) but this isn't really the purpose of the project at this stage. It's general aim is to provide advanced tools to aid identification of details at a glance for those who need it such as casters, players doing STV analysis and interested STV viewers.

The effects on cast streams are just being experimented with at this stage. I think an additional hud project would be too much right now, but it might make an interesting offshoot at some point either by me or if someone used the source when it's eventually released.

posted about 10 years ago
#90 Spec Tools in Projects

I've uploaded a bug fix for the spec_player_health_on_hit_decay command. This could be important for anyone planning to use it on a stream/cast. Thanks to BLoodSire for pointing it out.

It's the same download location as always.

posted about 10 years ago
#89 Spec Tools in Projects
BLoodSirethat worked and it is beautiful

Not sure what I was doing differently

I love it, thanks

It's probably my fault for not putting in enough input checking to tell you if there's a problem, I've added improving this to the todo list.

posted about 10 years ago
#87 Spec Tools in Projects

I've made another small update adding a couple of features showing medic information, a floating panel of their medigun type and %, and an on screen alert if a medic changes medigun type. Check the 2nd post in the thread for details.

This will probably be the last of these quick fire updates except bug fixing. I'll look to improve the granularity of the filtering as requested and add some maps but not at quite the same pace, as well as develop some longer term improvements and tidy up the source code.

posted about 10 years ago
#86 Spec Tools in Projects
BLoodSireI did enter that command first. When nothing appeared on my screen I figured I'd tinker with the formatting. I'm lost, not sure what I'm doing wrong, the bars wont show up, and in an unrelated? problem, I can't get the players HP bar to blink anymore when they take damage, or designate a class for effects.

I can see the sticky outline just fine. I broke it, I think.

I've just run my own tests and it seems to be working as expected but that's always the problem when you're the developer, you rarely see how people might manage to break stuff. Try this for the team health bars:

spec_player_team_health 1
spec_player_team_bar_format r 184 56 59 b 100 l 0 500 50
spec_player_team_bar_format b 88 133 162 b 150 l 0 500 50

That should put them in the bottom left corner.

If you can link me or PM me or post your relevant config then I might be able to replicate your problems here. I'm not a config script expert so if you're doing something complicated it might be beyond me.

posted about 10 years ago
#84 Spec Tools in Projects
ArrWe used your plugin for the first time to stream a couple of matches of the Brazilian league playoffs. Overall positive feedback. Great job and thank you, GentlemanJon, it makes my camera work a lot easier and the viewers find it very informative as well.

http://www.youtube.com/watch?v=rE1-9Yx9ocQ
http://www.youtube.com/watch?v=aIYo85v99e0

Thanks, it's really nice to see it in action.

posted about 10 years ago
#83 Spec Tools in Projects
BLoodSireI'm having trouble getting the Team health bars to show up

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]

I've been entering the command like that, changing each bracket to a single value. Am I being goofy and doing it incorrectly?

You need to use spec_player_team_health 1 to switch them on/off, those longer commands just configure their appearance, although by default I don't think they show up anyway.

""Also, if it is possible, to be able to toggle on certain effects for individual players would be great. For instance, I like having the names on for all players, but would be interested in having the health bars for just the medics. Currently I believe if I turn on effects for medics and off for the other classes, I'll lose the names on those other classes as well.

Loving these options btw

I think a higher degree of configuration is probably needed next, it'll take a little work to build it in but there's a couple more medic features I want to finalise then I'll look at it.

posted about 10 years ago
#79 Spec Tools in Projects

Uploaded a quick patch as it was spamming console with health related messages

posted about 10 years ago
#78 Spec Tools in Projects
AdmirableIs it possible to track team damage or even have spectator damage numbers?

I'm reluctant to say no because the event system is there, but it seems that for a client plugin on STV you just can't get things like a damage event to trigger so extracting those things isn't working for me. I do wonder if I'm doing something completely wrong but it's a simple enough setup and nothing happens.

I can track team health but because of self damage you can't really extrapolate combat damage. There are lots of variables you can access but it seems to me only things that are already available to the spectator Hud in some form actually work. I'm no expert though so I could just be doing it wrong.

posted about 10 years ago
#76 Spec Tools in Projects
AdmirableThe playing field has been levelled but the awards are already mine! :D

A neat element of the CSGO HUD is that health is incorporated to the player outlines, but maybe that is a feature request for bluee's advspec plugin?

http://www.cyborgmatt.com/wp-content/uploads/2013/11/CSGO_UI_DamageOverlay.jpg

Interesting, if it's possible in TF2 I haven't unearthed it in the SDK. It could be game specific to CS:GO but I'll have a nose round.

posted about 10 years ago
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