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Author Topic: E-Sports Mod | V3 - Finally here and final release  (Read 27589 times)

Spazz

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Re: E-Sports Mod | NEW UPDATE, NOW WORKING
« Reply #60 on: January 15, 2016, 01:56:52 pm »

Awesome, will give it a test later today
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ZaSpai

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Re: E-Sports Mod | NEW UPDATE, NOW WORKING
« Reply #61 on: January 15, 2016, 07:04:49 pm »

How many characters do the spec player boxes currently hold up to

Having said that I'm glad the boxes are more compact than the ones from the spec mod
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Derpduck

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Re: E-Sports Mod | NEW UPDATE, NOW WORKING
« Reply #62 on: January 16, 2016, 02:31:31 am »

How many characters do the spec player boxes currently hold up to

Having said that I'm glad the boxes are more compact than the ones from the spec mod
Less than the maximum name length.

Derpduck

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Re: E-Sports Mod | NEW UPDATE, NOW WORKING
« Reply #63 on: January 17, 2016, 12:06:17 pm »

Stats breakdown, new arena MVP, and arena score HUD.

(click to show/hide)
« Last Edit: January 24, 2016, 09:26:53 am by Derpduck [LORD] »
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ZaSpai

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Re: E-Sports Mod | NEW UPDATE, NOW WORKING
« Reply #64 on: January 17, 2016, 07:31:17 pm »

Will there be an option if there's say a 4 v 4 for the Uber bars to have a separate box for specs or would that be too bloated

For that matter should meds always be drawn on the top of their team

Looking good otherwise

(What is the sequence of events when a BLU win in arena occurs and if it's the same as vanilla did you change anything graphically)
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Derpduck

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Re: E-Sports Mod | NEW UPDATE, NOW WORKING
« Reply #65 on: January 17, 2016, 07:54:45 pm »

Will there be an option if there's say a 4 v 4 for the Uber bars to have a separate box for specs or would that be too bloated
I don't understand the question.
For that matter should meds always be drawn on the top of their team
It doesn't really matter and ordering by class is annoying. I did want to do that though so I could try.
(What is the sequence of events when a BLU win in arena occurs and if it's the same as vanilla did you change anything graphically)
I haven't changed anything.

ZaSpai

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Re: E-Sports Mod | NEW UPDATE, NOW WORKING
« Reply #66 on: January 17, 2016, 08:48:36 pm »

Will there be an option if there's say a 4 v 4 for the Uber bars to have a separate box for specs or would that be too bloated
I don't understand the question.


Something like this HUD premuch (that also reminds me a numerical HP/Uber would be sweet as well)
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Derpduck

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Re: E-Sports Mod | NEW UPDATE, NOW WORKING
« Reply #67 on: January 18, 2016, 06:50:33 am »

Uber is displayed on the HUD, you can see it in the screenshot I posted, and uber bar is drawn above medics.

Derpduck

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Re: E-Sports Mod | V1
« Reply #68 on: January 24, 2016, 09:25:58 am »

Been working on this one for a while, as you can see the change log is pretty big. A complete list of changes/features can be seen in the OP.
Let me know if there's any problems.

DOWNLOAD

Changes:
Caster HUD
--A HUD used for spectating and recording matches, based on Advanced Spectator Mod.
--Toggle the HUD by typing "cast" in the console, or by enabling it in the options menu.
--Shows all players names, class, health, respawn timer, and uber.
--Hold Z to display stats for total ubers, healing and deaths.
--Removes the cursor.
--Hold Space to drag the camera around with left click for smoother camera work. Use right click to stop the camera.
Hold Control to move faster while spectating.
Fixed CTF arrows for spectators.
Moved CTF arrows and intel status to be in the same place for both teams, increased the radius of the arrows.
CTF HUD displays which class is carrying the intel.
KOTH/DKOTH timers show during round end.
Spectators can see Sentry's HP.
Notice display is more transparent and fades faster.
Transparency of lock sprites drawn on top of CPs does not change.
Option for smaller round timer: no background sprite and smaller text.
Option for smaller team and class select menus. Can only select options with the number keys.
Useful messages are displayed during ready-up: how to ready-up, round settings e.g. ADCP stopwatch, Arena rounds to win.
Added an extra sound for the last tick on the round start countdown.
All menus are displayed higher up on the screen.
Popout window for Haxxy rewards is larger.
Customizable colors for your own Haxxy weapons and accessories, not visible to other players.
Fixed coloring mistakes on shotgun and medigun Haxxy sprites.
Removed the delay on being able to fire a weapon after spawning.
ADCP
--Timer starts at 2 minutes
--Maximum time that can be reached is 4 minutes.
--Stopwatch: displays what team you were on during ready-up and on the round end display.
--Stopwatch: Fixed a bug that would stop the mode from working properly.
--Stopwatch: Sync if stopwatch mode is on with clients.
CP
--2CP: Increased cap time to 45 seconds, from 31.5 seconds.
--5CP: Increased cap time for 1st/5th CP to 10.5 seconds, from 7 seconds.
--5CP: Decreased cap time for 3rd CP to 20 seconds, from 21 seconds.
--5CP: Increased cap time for 2nd/4th CP to 16 seconds, from 14 seconds.
TDM
--5 seconds grace period when spawning.
--Uses the CTF HUD (without the intel status parts).
Arena
--Nicer looking MVP HUD, shows assists instead of healing, and shows 5 players instead of 3.
--No map time limit, each round now has a 3 minute timer,
--Reduced time before CP unlocks to 45 seconds, from 60 seconds.
--Still displays the number of players still alive when you are dead.
--Number of rounds each team has won is displayed on the HUD.
--Fixed some issues with ready-up conflicting with Arena.
--Fixed a bug that would make the first round not count.
DKOTH
--Reduced cap time to 6 seconds, from 10 seconds.
--When a CP is captured both points are locked for 10 seconds.
----This is to make the mode less prone to stalemates and stalling, as a capture guarrentees some time on the clock, and gives both teams more of a chance to move between attacking and defending.
Pyro Airblast
--Increased strength/push-back.
--Running against an airblast is less effective at cancelling it's effect out.
--Reduced the amount of air control airblasted players have.
--Reduced the amount of deceleration on airblasted players.
Soldier
--Made rocket lifetime static, with a consistent value of 75 frames (2.5 seconds), which is what the normal value is in vanilla.
----To explain this change: the original system was based on distance, not time. This distance was based on the rocket owner's current position/distance from the rocket, meaning that if they moved towards the rocket, it would last longer.
----An image I made to demonstrate this:
(click to show/hide)
Demoman
--Capped the horizontal speed that can be reached from rocket jumping to 9 units/frame, from ~11-12 units/frame that would normally be reached.
Medic
--Reduced max ammo to 30, from 40.
--Increased reload time to 60 frames, from 55 frames.
Engineer
--Increased damage per bullet to 8, from 7.
--Reduced spread to +/- 3 degrees, from +/- 5.5 degrees.
--Reduced randomness of speed to 0.5, from 1.5.
--Reduced max ammo to 4, from 6.
--Reduced delay from firing a shot to when reloading begins to 13 frames, from 20 frames.
--Increased reload time for each shot to 18 frames, from 15 frames.
--Reduced firing time between each shot to 19 frames, from 20 frames.
----New stats: Damage per shot to 40.
----Damage per clip to 160, from 210 [scout: 288].
----DPS to 63, from 52.5 [scout: 72].
----Full clip reload time to 85 frames, from 110 (6 shots), 80 (4 shots) [scout: same as original stats].
Spy
--Takes longer to cloak after a stab, as you cannot move until fully cloaked stabbing is now more punishable.
Sniper
--When ubered: reduced reload time by 10 frames
----Unscoped: to 30 frames, from 40.
----Scoped: to 50 frames, from 60 frames.
Q/C
--Ammo number displayed on HUD.
--Blades damage is no longer directly proportional to ammo, instead there are 3 separate tiers for damage, using static values.
----Max tier damage: to 25, from 17. When ammo is above 91%, from above 66%.
----Middle tier damage: to 12, from damage being proportional to ammo. When ammo is between 91% and 33%, from between 66% and 33%.
----Minimum tier damage: Unchanged (8).
--Blades always use a minimum of 10 ammo, from 5.
--Reduced bubble firing rate to 3 frames (10 per second), from 4 (7.5 per second).
« Last Edit: January 24, 2016, 11:29:44 am by Derpduck [LORD] »
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ZaSpai

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Re: E-Sports Mod | V1
« Reply #69 on: January 24, 2016, 03:56:12 pm »

The rocket life relative to distance from solly never made sense to me glad that changed
Engie revamped to reward accuracy with potent burst fire I'm guessing which is handy
Medic I forget if his regen was 5HP/sec here or 4 (I think it was 5 but I'm too lazy to recheck)
Remind me if blade ammo was 90 (120?) max

overall exciting balance changes
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Derpduck

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Re: E-Sports Mod | V1
« Reply #70 on: January 24, 2016, 04:10:52 pm »

Medic I forget if his regen was 5HP/sec here or 4 (I think it was 5 but I'm too lazy to recheck)
Remind me if blade ammo was 90 (120?) max
Medic was always 5.
Blade ammo is 90 but the amount of ammo a blade uses is variable.

curly

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Re: E-Sports Mod | V1
« Reply #71 on: February 22, 2016, 07:20:10 pm »

FATAL ERROR in
action number 1
of Create Event
for object GameServer:

Error: Invalid rotation: doesn't contain any valid maps. Exiting.


:Y sorry
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Phantom Brave

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Re: E-Sports Mod | V1
« Reply #72 on: February 22, 2016, 07:28:17 pm »

try adding maps to your rotation
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curly

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Re: E-Sports Mod | V1
« Reply #73 on: February 23, 2016, 05:04:31 am »

try adding maps to your rotation

sorry same error it looks cool but same error :Y  :curly: :z7:
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Phantom Brave

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Re: E-Sports Mod | V1
« Reply #74 on: February 23, 2016, 05:37:12 am »

Did you check the rotation filename and the rotation file reference in this mod's .ini file
Did you make sure the map exists
« Last Edit: February 23, 2016, 05:37:24 am by Phantom Brave »
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