Add in some StreamHighlights between games
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Having not seen the live demo I don't know how captivating the action is when shown in top down view, but I've hoped for something like this for a while for mobile users or people on limited bandwidth. Combining this with a mumble cast would be an acceptable substitute to a stream in those situations, for me at least.
I've often tuned into big matches on mumble on 3G when away from my computer and this would make it much better.
Also, an idea for reducing clutter. Replace the class portraits with numbered class icons. Eg a Scout icon with a subscript 1 or 2, and then reuse that unique icon on the map. Then the individual icons can be matched to the player health bars without having to draw their name a second time.
JessikaJungThey'll fix it... Eventually... Valve time...
Anyways, have you tried recording a demo and then stopping it? It'll fix the invisible player bug, but you should make sure that you're in a safe situation because it'll make your screen stay still for a second or so. You can just make a bind bind "" "record fix; stop". The only cons about this is, if you have P-REC, then you're stopping the demo... :S
Add a prec_start at the end? If you're pubbing then it's probably not a big deal to just type manually in console.
Hovisatmosmzi, the "ggglygy" of europe
wut
"the other scout"
smzi, the "ggglygy" of europe
music is math
scout things to remember
don't chase kills
especially towards healthpacks
they will be running away so probably reloading instead of returning fire
if they don't die and reach health
you are out of ammo / they've reloaded
probably away from your team / near theirs
you have sacrificed positioning to get likely an unimportant frag
don't run towards enemy while reloading! do it in your own team's territory
don't chase sequential frags when you are hurt and need to reload
get back to your medic and safe positioning to solidify the man advantage, then push as a team
call medic as early as possible. anticipate receipt of damage (ie when faced with a forced 1v1) rather than responding to it.
practice accurate 180s & 360s more! don't run around simply looking straight forward, continually check your surroundings.
avoid running directly to the medic when weak as the combo is likely to be receiving spam that can easily finish you off.
Use the -condebug launch option and check the log file when the game crashes to see if it says any errors.
Isn't that what the navigation bar is far?
PlatypusHere's a better one from TF2jump http://forums.tf2jump.com/index.php?topic=596.0
That's for recording your own demos, not watching someone else's.
reposting this from NATF2 since I don't know how long that will be around
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A while back I discovered that demo files contain a recording of the commands that players enter. After a slightly laborious process I was able to make this information print out to a text file - original post.
However, that in itself wasn't all that useful because it required post-production and the output was in a text file or somesuch.
I just figured out another way that you can achieve something similar within tf2.
You need these four console commands:
developer 1
this spits out the console output in the top-left corner of your screen while playing / spectating (may vary depending on HUD of choice)
demo_debug 1
as explained in the linked post, this outputs everything that happens in the demo, include commands by the player
con_filter_enable 1
we want to be able to remove all the other junk from the console output about player deaths and unbounded objects and things
con_filter_text "dem_consolecmd"
this will only show lines with player commands
As a result, you get something like this:
The output format is [tick] dem_consolecmd [action][key]
Key numbering is according to the Source engine's indexing system, listed here: http://etf2l.org/forum/tactics/topic-20429/page-1/?recent=410906#post-368762
Now if you're watching a particularly dexterous player, such as Epsilon schocky, it's quite hard to follow along at 100% speed, so if you get to an especially interesting section, it's probably best to slow things down using demoui or whatever.
Frankly this is extremely nerdy and probably of little benefit, but more info to learn from can't hurt, eh?
reposting this from NATF2 since I don't know how long that will be around
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I made a simple application to help people who stream games from SourceTV (extv, vanillatv etc)
It produces something along the lines of this: http://pastebin.com/W1mnm4Rz
Actual sample output from a pub server: http://pastebin.com/BYHrHqTq
Basically you paste the match server IP (not the sourcetv) onto the window with Ctrl-V, drag the class icons to the players, then hit save. This spits out a bunch of cfg files in the same folder.
If you run this in your tf/cfg folder you can then enter "exec stvkeybinds" in tf2 and it will apply the matches you just made.
Keys will then be bound as follows:
Shift Q - Blu Med
Shift A - Blu Demo
Shift W - Blu Solly 1
Shift S - Blu Solly 2
Shift E - Blu Scout 1
Shift D - Blu Scout 2
And likewise for Alt and RED team.
The binds should revert the above keys to the default values after you release Ctrl/Shift, so if you have custom binds on those keys you should back up your config.cfg (do this anyway).
Then you can join the sourcetv for the game and use these keys combinations to change to the players specified in one press.
It's the first release and I haven't had a chance to test it with an actual TF2 game since I haven't had access to my gaming PC in the last few days, but let me know how it goes for you.
So the download and source (C#) are available here: http://code.google.com/p/stv-keybinds/downloads/list
Thanks to the creator of coLdemoplayer. I took the server-communication code from there.
PS. the Auto button does nothing.
PPS. "undo.cfg" is used to change the Q,W,E,A,S,D keys back to their default bindings after release. If you don't use the standard keybinds you should edit this file.
bind Q lastinv
bind W +forward
bind A +moveleft
bind S +back
bind E "voicemenu 0 0"
bind D +moveright
Shift and Alt are also bound but I never figured out how to revert those.