tsc
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SteamID64 76561198043850090
SteamID3 [U:1:83584362]
SteamID32 STEAM_0:0:41792181
Country United States
Signed Up April 15, 2013
Last Posted September 28, 2019 at 8:12 AM
Posts 862 (0.2 per day)
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#130 StatusSpec in Projects

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.

posted about 10 years ago
#126 StatusSpec in Projects

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.

posted about 10 years ago
#19 Source 2 indirectly released in TF2 General Discussion

I just hope that they come out with an SDK with full source code access, especially if they do port TF2 over. Otherwise, developing will be extremely painful.

posted about 10 years ago
#11 Remote Casting Tools in TF2 General Discussion

I believe that the original idea was to have someone able to control the camera without physically being at the cameraman's computer, so that the camera and the casters would be better synced (i.e. the camera is following the caster's control and thus viewers see what he/she is seeing).

Of course, what you've said is accurate, but having an external console would probably be more intuitive and easy to use than simply editing a config file.

posted about 10 years ago
#9 Remote Casting Tools in TF2 General Discussion

Seems like that would be unnecessarily complicating a lot of things by requiring the .NET framework to be integrated (I've never even heard of C++ and the .NET framework being a thing).

That's why I'm leaning towards WebSockets, because there are libraries out there for C++ that work nicely.

posted about 10 years ago
#7 Remote Casting Tools in TF2 General Discussion
AndKenneththesupremecommanderI have considered something like the "client RCON" before, but given that it's fairly complex to implement, I've held off since I didn't know whether it would be any practical use.

Of course, if there is something that could be done with it, I can look more seriously into a possible implentation.

<3

The more I think about it the more the remote RCON would be useful.

Well, I don't think that strictly slapping on the RCON protocol would work, because you'd have a load of issues with getting the stuff to work around a firewall, which means you'd either be limited to servers on LAN, opening yourself to denial-of-service attacks, or coding an incredibly complex solution.

I was thinking of an implementation in WebSockets, a la OBS Remote used in TotH 2014, but since that would require designing a client application as well, I'd probably need some help so that I don't go crazy. (Unfortunately, from what I understand, the people who have the necessary experience are currently occupied with other important projects.)

turtsmcgurtshttp://www.hlsw.org/

That's a server application.

posted about 10 years ago
#3 Remote Casting Tools in TF2 General Discussion

I have considered something like the "client RCON" before, but given that it's fairly complex to implement, I've held off since I didn't know whether it would be any practical use.

Of course, if there is something that could be done with it, I can look more seriously into a possible implentation.

posted about 10 years ago
#13 CompCtrl in Projects

After working it out with SAAM_ on Steam, it looks like the issue was that the Windows binaries were installed on a Linux system.

The moral of the story is that if you don't know what OS your server is running on, find that out (usually by asking your server host) and make sure you install the correct version. If you're in doubt, you can install both versions without any issue as they don't have any files that directly conflict with each other.

posted about 10 years ago
#11 CompCtrl in Projects
SAAM_thesupremecommanderSAAM_Every command works for me except sm_match. Using /match in game chat does nothing eitherYou have to be registered as an admin in the SourceMod installation.
I believe I am in, I can use /admin in server.

Do you have the config admin flag? It should only allow admins with that flag to use the command.

posted about 10 years ago
#9 CompCtrl in Projects
SAAM_Every command works for me except sm_match. Using /match in game chat does nothing either

You have to be registered as an admin in the SourceMod installation.

posted about 10 years ago
#7 CompCtrl in Projects

Pro is indeed ESEA/CEVO. I apologize for any confusion.

WariFrom the .cfg file it looks like it just specifies how scoring and halves are handled, not the whitelists, class limits,etc. CEVO and ESEA both use 3 round halves, while UGC uses 4 round halves, so they're split up.

This is correct.

AndKennethhttps://github.com/ozfortress/server-configs/tree/master/cfg

Ozfortress configs please? Add me for questions.

I'll formally release them in the next version, but you can download a new version of compctrl-matches.cfg in the meanwhile. Let me know if there is anything wrong with those configs.

posted about 10 years ago
#21 Team Fortress 2 Hall of Fame? in TF2 General Discussion

I think that, in order to have a "proper" HoF, it might be advisable to put restrictions on what players can be inducted. Most people will automatically think of players who are currently playing to induct, but a Hall of Fame should focus more on past players who have made a great impact on the game, and the way that it is often done is by requiring nominated players to have been retired for a certain amount of time before they are eligible for consideration. Something like 3 seasons or so.

posted about 10 years ago
#1 CompCtrl in Projects

CompCtrl is a server plugin package that aims to act as a "match mod", similar in functionality to what is seen on official ESEA/CEVO servers.

To use, you'll need to install SourceMod (and, of course, Metamod:Source to use SourceMod). Once you have installed those prerequisites, you can download and install a package from the releases page. Instructions on how to use the plugin can be found in the README.

CompCtrl includes a player ready system (/ready and /unready) that functions alongside the default TF2 ready system, only allowing a team to ready when all of its players are ready. In addition, CompCtrl has a match management system that properly supports features like match halves and stopwatch, with built-in support for several league configs.

Note that this is at a pretty early stage in development, and thus is limited in functionality and may include bugs. Therefore, it is NOT recommended that this be used in official matches just yet. However, any other use is encouraged, and I would greatly appreciate feedback on the plugin so that I can further improve it. Feel free to post suggestions, criticism, questions, bug reports, and anything of the sort in this thread.

posted about 10 years ago
#2 STV stats in TF2 General Discussion

I'm pretty sure it's a feature of a certain server plugin. Not sure which one it is, though.

posted about 10 years ago
#121 StatusSpec in Projects

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.

posted about 10 years ago
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