Infra 714 / 12,386 Report Post Posted December 28, 2021 Hello, everyone! It has been quite a while since I've pushed an update. I apologize for the silence. We have been hard at work on some advanced features and eagerly awaited quality-of-life updates to better the experience we offer on our servers, and we are excited to finally announce our latest development milestone - v2.0! This thread aims to highlight and preview some of the major updates being rolled out for this version, along with a full list of change-logs near the end of the thread. While it may seem like a lot, there is plenty more to come in the very near future! WE certainly did not get here alone, and by "We" - I really don't mean just @Dini and myself. This update was made possible with the help of a team of about 12 people that played significant roles in assessing quality and guiding the direction of development in the update's early Alpha testing stages. To the testing team: I cannot emphasize enough how much I appreciate y'all for lending a hand. Thank you. If you would like to express interest in joining the testing team, then feel free to hit me up! With that: We thank each and every one of you reading this for all the support. We hope you enjoy the update! - @Infra The Advanced HUD System Introducing the Advanced HUD - a fully-customizable, high refresh rate HUD system with a variety of modules to choose from. Explore its many features using sm_hud or in the general sm_options menu. (Intended for 1920x1080 or mainstream standard resolutions.) Preview: The Sub-Tick Timing System The timer has received an overhaul, and will now function similar to Momentum Mod's timer! In simple terms, this means the timer is capable of measuring time in fractions of ticks rather than being limited to counting only at the tickrate (85.3), allowing us to measure times with far more precision than before. SurfTimer, being based on CK, is still sitting on a very old code-base; hence: this new system applies only to maps, bonuses, stages, and checkpoints, but nothing in practice mode, which will change very soon™️. The database has also received an overhaul to accommodate the new system, which will store values with much higher precision than before! Read more about the Momentum Mod fractional tick counting system here. Note: When this system is fully implemented, it will be published publicly to be reviewed and potentially merged with SurfTimer-Official! The New Rank Badges The ranks/skill-groups now have some very cool badges to go along with them! These will be visible on the in-game scoreboard in a special section. A huge thanks to @Clavers for these! Preview of the entire ranking system: Synced Replays Across Servers Map replays are now served by our database API server, which means all servers will have the fastest map replays available. We're debuting this feature with only map replays created after the replay system update (v1.2.3) while we test infrastructure for stability. A lot of work went into this system: it uses the JSON format instead of the usual REC formats, which allows us to more easily post-process on the web API end - overall, this gives us flexibility to implement some very exciting features in the future! The New PRInfo sm_pr (sm_prinfo) will now display more information, such as completion date, time in zone, and attempt counts! Preview: More Velocity Tracking Players can now have their velocities be compared to their PB and the WR when they touch checkpoints. This can be toggled on/off in the new Chat Options section in sm_options! Additionally, WRCP start speeds are now tracked and compared, similar to map and bonus start speeds. Preview: Discord: Infra#0001 | Steam: /id/infra- | GitHub: /1zc Executive Director & CS:GO Division Leader Server Manager of CS:GO KZ Share this post Link to post Share on other sites More sharing options...
Infra 714 / 12,386 Report Post Posted December 29, 2021 Minor Updates: Map/Bonus completions will now save a UNIX Timestamp for when they were set. Database tables have received optimizations that significantly reduce the size of data stored, which should result in much better performance. The timer will now display times involving milliseconds using the standard convention. (HH:MM:SS.ms) Added sm_ffw and sm_fastforward to quickly switch to the Fast-Forward style. Removed the sm_sm shortcut command for Slow-Motion. Checkpoint messages will now indicate the total number of checkpoints on the current map. Add sm_showtriggers as an alias for sm_triggers. The CS:GO HUD Round Timer will now match whatever mp_timelimit is set to, even if extended. The side-HUD spectator panel will now display bonus information if the watched player is on a bonus. Misc. Bug Fixes/Updates: Fixed a bug that could lead to prestrafe velocities not saving. Fixed a bug with sm_btop not showing the style picker if the map only had one bonus. Fixed a bug with style replay bots not showing the correct speed. Attempted a fix for a saveloc bug that leads to saved checkpoints being a bit delayed. Fixed a bug with saveloc not saving position data of spectated players/bots. Fixed a bug with !stage on linear maps resulting in an Array Index Out-Of-Bounds error. Fixed a bug with pause time not being accounted for when calculating whether the player missed their personal best or not. Fixed a bug with /mrank and /mtop sometimes responding with incorrect results if given ambiguous map names. Fixed a bug with the spectator list still showing even if the player had their side HUD disabled. Fixed a bug with crouching causing bouncing/stuttering. Fixed a bug with reset commands sometimes teleporting players to the wrong zone from a bonus when a custom start-pos is set. (This is not a full fix, that will come in the next mini-update.) Discord: Infra#0001 | Steam: /id/infra- | GitHub: /1zc Executive Director & CS:GO Division Leader Server Manager of CS:GO KZ Share this post Link to post Share on other sites More sharing options...