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Releases: WGH-/SpectatorUI

SpectatorUI v2.5

13 Jun 19:54
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New version has been released on the 13th of April, 2014.

  • This mutator greatly improves spectator's experience by providing many convenient features.
  • Spectate button available in mid game menu
  • Nickname beacons displayed above players
  • When viewing from the first person, nickname of the POV is displayed in the corner.
  • Convenient player selection menu available using the mouse scroll
  • Adjustable camera speed and FOV
  • Up to ten savable bookmarks per map, editable directly in-game. An example set of bookmarks for WAR-Downtown is included in the archive.
  • Notifications of powerups, superweapons and flags being taken, with an option to jump to the player
  • Timer for powerups, armor pickups and super weapons (Kismet-activated pickup factories are also supported)
  • Quake Live-like follow powerup and follow killer modes.

The mutator correctly works in network games. Server-side demos are also fully supported.

Overview of some features:
overview

The player selection menu:
player_selection

Spectate button:
spectate

Changelog:

  • Follow killer mode now changes players only if killer kills POV.
    It used to change it every time someone kills anyone on the server.
  • Follow powerup mode now ignores armor and health pickups.
  • Added "now viewing X" text when spectating from 1st person camera.
  • Added "ghost" console command to make free camera ignore world geometry,
    passing right through it.
  • Follow killer and powerup modes, and other settings are now saved into config,
    and thus persist across map changes and game restarts.
  • Added unattended mode (can be enabled with console command). When in this mode,
    it's ensured that camera always watches someone. By default, camera tends to
    become free-roaming after map changes and when POV disconnects.
  • Warfare orb events (picked up, dropped, etc.) are now reported as well,
    with option to jump to the event's instigator.
  • Accidentally, flag pickup messages are no longer customizable (due to their complexity).
  • Fixed maps without default Kismet sequence (again).
    This time, pickup timers weren't updated after first event fired.