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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#34 Saloon.tf in Projects

I'd also be interested in working on this, whether it be adding to the current effort or collaborating on something from scratch.

posted about 10 years ago
#138 Twitch TFTV invitational ideas in TF2 General Discussion

The top 4 teams for IM playoffs (finishing in the money) is now finalized at this point, though obviously the exact order has not been determined. Of those 4 teams, 2 have not been invited: Meat Market (waiting in the GF) and Blockback Mountain (currently in LR3).

If both those teams accept, there's not really a good way to fairly give the final spot to one of the 2 remaining IM playoff teams, so I would either force Ping to Skill Ratio and The Subspace Emissaries into a play-in series (similar to The International) or invite another Open playoff team, which would probably be cafe monster (waiting in the LBF).

posted about 10 years ago
#38 StatusSpec in Projects

Yeah, I think there's something wrong there. Here's what mine looks like (with extra info replaced with ellipses). I've also adjusted the README section on adjusting the HUD file for status icons - let me know if that is more clear.

If you still have trouble figuring it out, send me your config and I can take a look at fixing it.

posted about 10 years ago
#35 StatusSpec in Projects
BLoodSireThanks for the quick response. In the pic I have the outdated command in my casting.cfg, but at the time the screencap was taken I had entered in the new command, still without result. I've since updated the cfg to use the new command and still I no longer see the icons.

Also, the MedicgunInfo.res file I am using is directly copied over from the v.9 download. I made no changes. I will promptly see if I can figure out which edits need to be made.

For the first issue, it needs to be in a very specific location (to be specific, within the "playerpanels_kv" section of the "specgui" section). Can you confirm this?

For the second issue, I think you can fix it by changing the "bgcolor_override" and "fgcolor_override" values of the different ChargeMeter sections. They either need to be an RGBA value or a color name defined elsewhere. The default uses color names from notoHUD which probably won't be found in any other HUD.

E-thugany reason why my charge meters wont fill up?
also trying to make it wider so the full percentage fits but so far changing the wide values havent been succesfull.

A possible fix for the first issue is above. For the second, I'm not sure why changing the wide value wouldn't work... could you try it again and see if it works?

posted about 10 years ago
#32 StatusSpec in Projects

a) The CVar changed because I added the loadout icons feature. It's now statusspec_status_icons_enabled 1.
b) Can you post your resource/ui/MedigunInfo.res? That file controls the appearance of the medigun info and I suspect that it needs more editing.

posted about 10 years ago
#30 StatusSpec in Projects
blueeHaven't had a look into how it works, but does the medigun info's charge meter also fill vertically?

If so I'm 100% happy to remove it from AdvSpec and focus that plugin on 'behind the scenes' things again, like #28.

Not currently, since I did not realize that the progress direction was not editable by normal HUD files. I'll figure out the best way to expose that for configuration, probably some utility command.

posted about 10 years ago
#27 StatusSpec in Projects

I'm looking for some feedback on possible new features for StatusSpec.

In particular, I'm considering the possibility of adding a way to access some more in-depth stats from in-game data, given that you can't really see anything much with the current spectator toolset despite the information being accessible on the backend. Unfortunately, it's limited by the fact that it's in-game data, so it's subject to whatever the game decides to do, but I can't think of any better source of data.

The question is, would there be interest (from casters and/or spectators) to be able to see such data in-game, and if so, what's the best format to display the data?

In addition, I'm always looking for feedback on current features as well as suggestions for future new features that I haven't thought of yet.

Any and all feedback is appreciated. Thanks again for your support!

posted about 10 years ago
#21 mge accuracy % in TF2 General Discussion
miwoIn my quest to improve my scouting, I've been DMing a lot. What I would love to see is my percentage of damage done vs optimal damage.

Since I die all the time to dumb things in DM, I don't pay attention to kills or deaths. I just try to hit every shot for an optimal amount of damage based on the distance. So I estimate the amount of damage I should do ideally, based on the distance I am away. 100 if pt blank, 40 if mid/far, etc. I do it mentally in my head, but it would be nice to know for sure.

Is there any way to do this client-side? I imagine it would use a lot of resources server side, it's probably not doable.

Not without a client plugin, and that means you'd have to be in insecure mode, so it wouldn't work in most if not all DM servers.

I would imagine that it could be done server-side, but as you said it would use up a lot of resources.

posted about 10 years ago
#25 StatusSpec in Projects

StatusSpec 0.9 is now released!

This release implements a medigun info box, somewhat like AdvSpec, but with StatusSpec twists enhancements:

  • support for Vaccinator's multiple charges
  • icons to display type of medigun charge
  • native HUD support, customizable via res files
  • native support for HUD animations when a charge is ready/popped

Screenshot:

Show Content

As always, any and all feedback is encouraged.

posted about 10 years ago
#2 How to be seen online when in game? in TF2 General Discussion

It's probably another one of those Steam bugs, just like the bug that shows you as in-game even when you're not.

There IS probably a way to do something like that deliberately, but it would break a whole host of stuff on your end when trying to do stuff in-game.

posted about 10 years ago
#6 mge accuracy % in TF2 General Discussion

I think the reason accuracy was removed is because there is no good way to measure it in the Source Engine. Most ways attempt to simulate it but aren't perfect and use a lot of resources in trying to come up with an answer.

posted about 10 years ago
#23 StatusSpec in Projects
MR_SLINnice job on this. is it compatible with all huds?

The anti-freeze feature and the name feature are HUD-independent, while the icons require modification to your HUD. Check the instructions in the README for more info and let me know if they need some clarification.

AndKennethOn a related note, we should get you guys all in a room to make the ultimate combined plugin. SOO MANY PLUGINS.

I was actually thinking about that, but I chose to go separately for now because I'm iterating faster and have more unstable features than AdvSpec and I don't have anything to go off of for Spec Tools. Maybe in the future, but my codebase has diverged significantly enough from AdvSpec that it won't be an easy task.

On a related note, I think I might have a new innovation in custom plugin HUD elements. I don't know yet whether it will pan out, but I am excited if it does and have some encouraging signs.

GentlemanJonSpec tools pulls the name from the player object which is presumably retrieved from Steam, I'm not sure that there would be a an elegant way to combine the two without me just copying the same function.

That's odd... according to released Source SDK 2013 code, C_BasePlayer SHOULD grab the name from the GetPlayerName function in C_PlayerResource, which is what I'm overriding in my code.

Maybe you can try getting a direct hold of GameResources and using the GetPlayerName function there. If it still doesn't work, there's something weird interfering in the process.

posted about 10 years ago
#17 StatusSpec in Projects
AndKennethYou. Are. A. God.

Thank you so much. Wondering how it handles spec_player commands, weather I should point to the new name or the old name. I'll be trying it out when I get home :D

New names. The plugin doesn't even get a chance to see the old names, which is why it has to identify players by Steam ID.

posted about 10 years ago
#135 Spec Tools in Projects

I figured out how to do it. Surprisingly, getting the Steam IDs was much easier than actually replacing the name (not everything's handled through HUD messages, apparently). The necessary functionality has been implemented into my plugin, StatusSpec.

The relevant variables and commands are:

statusspec_player_alias_enabled <0/1>
statusspec_player_alias_get <steamid>
statusspec_player_alias_remove <steamid>
statusspec_player_alias_set <steamid> <alias>

Steam IDs can either be in STEAM_X:Y:Z format (if doing so, they must be enclosed in quotes) or as a 64-bit Community ID. There isn't any real restriction on aliases as far as I know, but I do recommend enclosing them in quotes as well in order to make sure they're set correctly.

And since it was mentioned in this thread, the plugin also has "statusspec_force_refresh_specgui", which helps alleviate the pause bug.

posted about 10 years ago
#14 StatusSpec in Projects

StatusSpec 0.8 has just been released. This release adds the ability to set player aliases that will display instead of the regular player names.

posted about 10 years ago
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