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Old 04-23-2012, 10:00 AM   #11
LeSwordfish
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Yeah, it does.

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Old 04-23-2012, 10:01 AM   #12
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I was thinking, maybe there should be a character minimum on the fb, like, "needs to be at least 5 characters" or something.


... so we don't get !gf bad or !gf rock

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Old 04-23-2012, 10:56 AM   #13
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Quote:
Originally Posted by Fr0Z3n View Post
I was thinking, maybe there should be a character minimum on the fb, like, "needs to be at least 5 characters" or something.


... so we don't get !gf bad or !gf rock
I see possibly 2 issues with that. "!gf rock10chars" and lets say X user decides he wants to leave feedback and types in the issue(lesss than limit) gives him an error saying he is under limit. So instead of reporting again, annoyed he just moves on.

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Old 04-23-2012, 11:51 AM   #14
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I'd also like to not have the problem where you can't post a feedback because there's already one at that point. Gets annoying when you type a big thing and it turns out there's already a !fb clip nearby

Also, i dont want a minimum character limit. We want to incentivise people to try and leave feedback during gameplay, surely?

Which reminds me. Is it possible to get something to show when people are typing feedback in-game? so you dont get killed mid-feedback.

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Old 04-23-2012, 12:46 PM   #15
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Quote:
Originally Posted by LeSwordfish View Post
I'd also like to not have the problem where you can't post a feedback because there's already one at that point. Gets annoying when you type a big thing and it turns out there's already a !fb clip nearby

Also, i dont want a minimum character limit. We want to incentivise people to try and leave feedback during gameplay, surely?

Which reminds me. Is it possible to get something to show when people are typing feedback in-game? so you dont get killed mid-feedback.
The original intent behind the distance check on annotations was to prevent them from overlapping when viewed in-game with !toggleannotations, but as that functionality has been horribly broken by Valve, I may as well remove it entirely.

As for the difference between !fb and !gf is going to be narrowed, in that they'll both have locations logged, but they will still both exist as distinct commands with slightly differing functionalities in some respects.

And finally, no it isn't, the client doesn't even notify the server that it has opened the chat dialog and typing is taking place, and the content is only sent the moment you press enter. However, if I'm going to be asking Valve to implement anything, I'll remember to stick it in as a footnote for the billionth time.
 
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Old 04-23-2012, 01:03 PM   #16
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Thanks for clarification! I'll politely recommend the removal of viewing annotations- i've seen that used, ooh, twice? And if you can link the locations of annotations to the heatmaps, it becomes unnecessary, since you can either check the heatmaps or download the .vmf.

(That last function is bloody brilliant by the way. Havent built a map version without it.)

Okay, a new suggestion, since i'm already asking the world. !df. posts feedback at the location you were looking at when you last died.

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Old 04-23-2012, 01:17 PM   #17
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Takeaways: you've got your shit locked down tight, and yyler's a NERD

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Old 04-24-2012, 02:59 AM   #18
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Quote:
Originally Posted by Geitiegg View Post
And finally, no it isn't, the client doesn't even notify the server that it has opened the chat dialog and typing is taking place, and the content is only sent the moment you press enter. However, if I'm going to be asking Valve to implement anything, I'll remember to stick it in as a footnote for the billionth time.
Would it then be possible to have it show something above your head if you for ex. stop moving and double tapped reload and remove the icon after you move again or send feedback?

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Old 04-24-2012, 06:23 AM   #19
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I feel i should remind you that sometimes it's unrealistic to ask or expect not to be killed when submitting a feedback as many pieces of feedback with the exception of signs or broken doors are left in highly contested areas such as choke points. It's unreasonable to ask the game to be paused for 30 seconds whilst one person writes an annotation.

But there is however nothing stopping them from revisiting or visiting the map prior to test sessions to avoid that dilemma.

As for the non-regulars who probably don't have that level of patience i should remind people that Geit did add in the functionality to view and leave annotations whilst in spectator. So instead of trying to unsuccessfully leave feedback during combat there's nothing stopping you from jumping into spectator the next time you die and flying around for a bit to assess and leave the relavent feedback.

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Old 04-24-2012, 07:21 AM   #20
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Quote:
Originally Posted by Tom Hoen View Post
Would it then be possible to have it show something above your head if you for ex. stop moving and double tapped reload and remove the icon after you move again or send feedback?
That'd be possible yes - but it's the type of thing that I'd consider a power user feature, that is, something that isn't particularly easy to use or remains undocumented. - I'd much rather see if Valve would be kind enough to finally add some events to signify that the player has started typing and display icons based on that. - I'll keep your solution in mind as a fallback though!

***

Also, on the note of "Objectives" for TF2, this is the information that I think is suitable to track, I'd be grateful if people could just check over it and contribute any other information they might think is useful. I also have to decide which events related to these entities to track, but that will come at a later time.
  • tf_objective_resource
    • Needs research
  • team_control_point
    • m_iszPrintName - The name of the CP to Print on the HUD
    • m_iCPGroup - The group that the Capture point is in
    • m_iDefaultOwner - The default team of the CP.
    • m_iPointIndex - The CP's unique index.
  • team_control_point_master
    • m_iszCapLayoutInHUD - HUD Layout, space delimited CP IDs, using comma for a new line.
    • m_iInvalidCapWinner - Team that is not allowed to win
  • team_control_point_round
    • m_iszCPNames - Space delimited list of Capture Points in the map
    • m_nPriority - The priority of the round, higher is selected first.
    • m_iInvalidCapWinner - Team that is not allowed to win
    • m_iszPrintName - The name of the round.
  • tf_gamerules
    • m_nHudType - The type of HUD to display
    • m_bOvertimeAllowedForCTF - Is overtime allowed when playing CTF?
  • tf_logic_arena
    • m_flTimeToEnableCapPoint - Time till the CP becomes active.
  • tf_logic_hybrid_ctf_cp
  • tf_logic_koth
    • m_nTimerInitialLength - How long the point has to be held for.
    • m_nTimeToUnlockPoint - Time till the CP becomes active
  • team_train_watcher
  • item_teamflag
    • m_nGameType
    • m_nReturnTime
    • m_nNeutralType
    • m_nScoringType

Also, you can find a list of all of the exact properties on these entities here.
 
Last edited by Geitiegg; 04-24-2012 at 07:28 AM.
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