Completely undone. I guess we'll have to wait and see what Valve is considering next when it comes to stickies.
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SteamID64 | 76561198043850090 |
SteamID3 | [U:1:83584362] |
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Country | United States |
Signed Up | April 15, 2013 |
Last Posted | September 28, 2019 at 8:12 AM |
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GentlemanJonThe other option is to build on the stats system Arie published a little while ago, that should provide everything included in the logs. There's still the pause problem with those as well though.
Regarding pauses they're probably detectable with an indirect approach rather than looking for a switch. No players moving or turning and projectile model positions not moving from frame to frame would be hard to explain by any other circumstance.
That's how I've thought about implementing a pause detection system. Of course, it's only a heuristic and a rather expensive one, but it's the best we have right now.
LKincheloeMore silly ideas:
When a player changes loadout or class, briefly flash their player panel to indicate this.
When "on board" a player's perspective, have an option the streamer can toggle to show a display of the player's equipped weapons (similar to Valve's built-in system, but all three at once, and just the weapon picture and name instead of all the useless info text).
A timer that counts up and resets whenever a point is capped as an alternative to the countdown timer built in to prevent stalemates, the idea being to tell at a glance (without doing mental math) how efficient a team is doing at pushing (like capping a KOTH point).
1) Given how the player panel already changes to indicate when a player respawns/changes class, and how it's difficult to modify game panels, I'm not sure that I could pull that off.
However, that does give me another idea (thanks to the World Cup)... would there be interest in a notification panel that pops up to show player changes (such as player class changes, loadout changes, or even player joins/drops)?
2) There's a similar option in the Loadout Icons module, which will display the active loadout for every class in the spec HUD. As far as looking at the current observed player, however, Gentleman Jon and I have so far been unsuccessful in actually figuring out who the camera's on due to various SDK issues. I'll probably take another pass at it soon and see whether I can find another way to access it.
3) Perhaps. I would think that a manually-triggered timer would be more useful, though, so you wouldn't be restricted to just certain events.
Well, another issue is that we still can't do time due to the STV pause problems, so no per minute stats can be done.
When you sum it all up, it's really difficult to get comprehensive stats that paint a full picture of a match.
VoloderStatusSpec is an incredible plugin.
I am very much mad that it can't do more.
GentlemanJonIf picking up stuff coming through the messaging system isn't a problem then parsing kill data is possible or even better if you can get access to the death notice objects (more signature scanning required I think) then you should be able to get assists and some weapon usage.
You can, because player_death is emitted as an event to the STV client. That contains a lot of juicy info.
I'm just skeptical that extracting KAD is useful without also getting damage and heal stats, which is usually how people measure how well a player is doing in a match.
atmothesupremecommanderGiven that, and the fact that there's not really any major improvements I CAN make to any of the modules due to limitations of TF2 or other sources, I'm unsure of what direction to take StatusSpec next, even though I feel that there is so much better that I could be doing. Suggestions for an y new features would be greatly appreciated.I don't think spec_goto works on SourceTV, that could be useful.
https://developer.valvesoftware.com/wiki/CSGO:_Spectator_Tools#Going_to_static_positions_via_key_bindings
I did look into this a bit today. It seems like there is an actual method for overriding where you're viewing from, which would work nicely. However, actually changing that value so that you could move your camera around from that spot isn't possible.
So I guess if you'd be fine with it working like one of those weird spectator cameras that only looks at the same thing all the time and that you can't change the position or angle of, it could be done.
LangeThis is an intensely stupid idea, but I'm wondering if it'd be possible to embed arbitrary data into the STV feed somehow. Usermessages sent to the STV bot get replicated to all relays and viewers and are also written to the demo. This is why the ready/not ready hud display on the CEVO match mod shows up in STV, it explicitly sends that data to the STV bot so that casters can see it, and it does so by writing and dispatching a raw usermessage. Perhaps this could be abused by a server-side plugin to transmit some extra data?
I believe it would be possible. There would probably need to be a lot of testing involved, but my theoretical solution would be having a payload containing the unique ID, which would help point to a location where the match server would upload relevant data and client plugins could parse and use that data. It would be an elaborate system, but if it is indeed possible to get the data from the match server to the STV client through all of the STV relays, it would work well.
I briefly touched on this when we were discussing SS-in-SS, but to summarize, I don't particularly like such a system because it's not a server-independent solution (good luck seeing these stats from ESEA or team servers), and it introduces a lot of variables in the process.
LangethesupremecommanderToday I learned that attempting to extract damage stats from the game client is utterly hopeless and impossible at this point in time.
Rays mentioned to me that the Love & War update added the functionality to display your own damage done as a stat on the scoreboard. I am unsure if this is purely client-side or if it's something that is replicated on the server and broadcast to STV. Certainly worth looking into if you haven't yet.
That was actually the subject of my investigation. I attempted to extract info from the player entity (which is how SizzlingStats collects stats) and from the player resource entity (which is how MvM displays stats, I think), but neither are revealing any information. There is one event that would suffice in the absence of those two, player_hurt, but that event isn't ever fired in a demo. I believe that the issue is that STV receives a very limited amount of information, and stats (or pause notification, for that matter) doesn't appear to be included.
I did email Valve to ask them to populate one of the above sources shortly before the Love & War update, but it doesn't appear that they are making any changes in response.
Today I learned that attempting to extract damage stats from the game client is utterly hopeless and impossible at this point in time. Without the ability to collect damage stats, I don't think there's really much point in displaying any other stats, so the stats module will be indefinitely shelved until/unless Valve actually changes something to allow me to get at them.
Given that, and the fact that there's not really any major improvements I CAN make to any of the modules due to limitations of TF2 or other sources, I'm unsure of what direction to take StatusSpec next, even though I feel that there is so much better that I could be doing. Suggestions for an y new features would be greatly appreciated.
StatusSpec 0.13.1 has been released to fix an issue with bleed icons not showing up because I sometimes don't know the difference between 0 and 255 alpha.
KayleeSeranadaAlso, can anyone re-create this caption? It's not coming up on my end.
It appears that the caption got fixed. It's probably not anything meaningful, just a mistake.
BLoodSirenataponanother day spent scrambling to get stuff working again!
This is my fear. I love the plugins for casting and I believe I'll be on with bear tonight for the Twitch Invitational
I don't believe that they'll release the update tonight, since they usually don't release major updates without giving us a good idea of what's in them. Personally, I'm much more worried for Thursday or possibly Wednesday night.
That is exactly right. The relevant commands are outlined in the README.
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.
MunchProbably better to play it tomorrow considering that there most likely will be a huge update today.
Valve usually doesn't release major updates without update pages during the week of, so it might actually be safer to play it today while we're still in the dark as to what the update will be about.
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.