StatusSpec 0.11.1 is now available for download. This release fixes team colors not working after yesterday's update.
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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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I have confirmed an issue that team colored outlines are broken. I'm trying to figure out how to fix it, but I don't have very much experience with finding vtable offsets, so progress has been limited.
From very quick testing, it does not appear anything has been broken in StatusSpec as a result of today's TF2 update. If you experience any issues, please let me know so that I can work on releasing a fix ASAP.
There isn't any official indication of a pause happening, no. I was considering a manual method to detect the pause based on the signs that we all know. It wouldn't be perfectly accurate, but I figure it would be useful especially in estimating the length of a pause.
BLoodSireare you a wizard?
stats that would seem important for live update:
Damamge + DPM
Ubers Deployed + Ubers Dropped
Kills + Deaths
Control Points Secured
DPM is a bit tricky. Thanks to the nasty pause bug, you can't tell when the game is paused, so that time gets included with normal match time, and with multi-minute pauses in half-hour games, that might actually have a major effect on the calculation.
The rest should be possible.
AdmirableAre we reaching the singularity where all casting huds, plugins and logs all become one?!
Plug me in, baby :D
Nah, client plugins won't ever measure up to reliable logs and stats from the server, but I do the best I can with what I have.
Well, the issue I was referring to was the fact that there's no way to figure out which stats page is linked to the game you're currently watching, since the plugins hold that information close to their chest. The lack of live logs, however, in both logs.tf and SizzlingStats does make them less suitable for augmenting a live match.
Some good news on my end, though, is that I've figured out that you can in fact intercept game events on the client, which means that the poor man's method of manually calculating stats should work. I'll write a system to grab those events and turn them into stats. The caveat does apply that only events that happen while you're watching can be used in stats, but I'm not sure that any casting org has tuned in mid-game for a while, so hopefully no issue there.
Suggestions for what specific stats should be collected and how said stats should be displayed are welcome.
From a cursory look at the SizzlingStats source code, it does not expose the stats page link at all, and while neither TFTrue or LogsTF have open source code, I expect that neither of them do so either. That, coupled with my personal reluctance to add features depending on server features or web services, makes it unlikely that support for in-game support for displaying SizzlingStats or logs.tf will be added in the near future. (I do expect that projects like the Tip of the Hats overlay will work better for that than anything I could dream of in the TF2 client.)
r4pturethesupremecommanderMore specifically:PROFESSIONAL DIVISION $5,898
1st: $2,949/team | 2nd: $1,475/team | 3rd: $885/team | 4th: $590/team
For comparison, ESEA Season 16:Invite Division Prize Pot: $14,180
1st place: $6,360
2nd place: $3,660
3rd place: $2,540
4th place: $1,620
The CEVO prizepot is, if I'm not mistake, tied entirely to how many people are signed up. All the registration money goes into the prizepot, so with enough people, you can surpass the ESEA prize money.
If it works like last season (and there's no indication otherwise), it should only increase through donations to the prize pool through "community crowdfunding" similar to last season. That being said, the number above does not include the $4,000+ prize pool for the separate GXL TF2 Invitational happening on the same weekend, which brings the LAN to a combined $10,000+ for TF2. In all, pretty hefty.
More specifically:
PROFESSIONAL DIVISION $5,898
1st: $2,949/team | 2nd: $1,475/team | 3rd: $885/team | 4th: $590/team
For comparison, ESEA Season 16:
Invite Division Prize Pot: $14,180
1st place: $6,360
2nd place: $3,660
3rd place: $2,540
4th place: $1,620
LKincheloeMaybe some way of "selecting" a player and then displaying some match stats for them, similar to how Dashnerr does season stats during eXtv casts.
I've briefly looked into it before. From what I can tell, there's no way to capture the stats that TF2 natively collects. Because that is the case, you have to manually capture and process in-game events and calculate stats from the data you collect. That in itself will be prone to breaking (thanks to things like pauses) and probably will be lucky to be completely accurate.
If those caveats are acceptable, I can definitely work on developing something to fill that need.
StatusSpec 0.11.0 is now available.
This release represents an structural overhaul of the entire plugin, and several commands and variables were changed slightly as a result. In addition, this release implements player outlines, which essentially completes a merge between AdvSpec and StatusSpec.
Future plans:
- No new features are planned, but that's because I simply don't have any ideas on what to do. If casting teams have ideas, I would greatly appreciate them.
- The name of the plugin will probably be changed (especially if the plugin absorbs Spec Tools). I'm looking for suggestions.
- A merge with Spec Tools is on the roadmap, but GentlemanJon wants to get his code cleaned up before anything else happens. I'm sure any updates in the process will be posted as appropriate.
As always, feedback is appreciated. In my testing, I did find some glitches with player outlines not working as expected, but I don't think those issues are easily solvable.
HellbentI didn't even know temporary team spots were a thing
'Play for us until we get our other guy that is better than you'
People generally call them "backups".
I'm up for it. Of course, we need a better name for the new and improved plugin.
StatusSpec 0.10.0 is now live. This release fixes Spec Tools player names not reflecting player aliases and adds a command to set the direction of a progress bar.
Right now, I am not sure what is causing the spec_player_cc commands in Spec Tools to break, because StatusSpec does not modify anything that would affect the execution of that command as far as I am aware. I will work with GentlemanJon to track down and correct any possible issue.
As always, feedback about the release and suggestions for future features are appreciated.
ArrUsing StatusSpec's player alias feature doesn't let me select the player using SpecTools' spec_player_cc feature.
That's probably related to the player name issue that's been discussed before. I'll work with GentlemanJon and see if we can't fix up the incompatibility.