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Changes in Version 4

Frank Weinberg edited this page Oct 2, 2023 · 6 revisions

This page refers to Version 4.0. The changes from 4.0 to 4.1 have not been added into this page. Most of the info should still apply, however.


The biggest change in CRG 4 is that CRG now collects all the data needed for a WFTDA statsbook. This necessitated a few changes to existing workflows and added a bunch of new interfaces. This page will give an overview of these changes and link to additional resources, where necessary.

There is a set of training videos that can help you get started with this version.

Screen organization

  • All tabs of the operator screen are also available as standalone screens. You can find them in the "Utilities & Settings" section of the main page.
  • The old "Interactive" overlay is now the only video overlay bundled with CRG. It can now be used as a static overlay with its default settings.
  • You can add additional screens (including overlays) from third parties via the Up/Download screen/tab and open them via the "Custom Screens" link on the main page.

Game preparation

  • In the Teams Editor you can bulk-enter new skaters by pasting the roster part from a statsbook or an equivalently formatted table into the "Number" field.
  • You can mark skaters as "Not Skating" in the "Flags" column of the Teams Editor in order to remove them from the selectors/displays for the current game without deleting them from the charter.
  • "Start New Game" is now the only supported way to initialize a new game.

In Game Procedures

Scoreboard Operator

SBO_new

Clock Controls

  • The Start Jam, Stop Jam, and Timeout buttons now have dynamic labels that indicate what they will start/stop if pressed right now. (The label will read "---" when a button is not currently active.
  • The Undo buttons have been merged into a single button that also has a dynamic label.
    • If the "Enable Replace on Undo" option a the top of the tab is enabled, pressing Undo will allow you to replace the undone button press with a different button press. The scoreboard will then set the clocks as if that button had been pressed a the time of the replaced button press. This can be useful if a Jam start is turned into a timeout call or if the game went right into a timeout after a jam and the SBO didn't realize until after the button was pressed. Replace
      • This option also allows you to cancel an Undo by selecting the same button as originally pressed as replacement. The undo button turns into "No action" in the replace selection, allowing you to perform a traditional undo.
  • If you initially mark a timeout as Team TO or OR for a team and later change the type, the timeout will be readded to the number available for that team. If there are multiple timeouts/ORs back to back, press "New Timeout" at the point where the first timeout ends and the next starts and then set the type of the second timeout separately.
  • In order to correctly track the duration of timeouts and ORs, the "End Timeout" button should be pressed when the rolling whistle is blown to end the timeout. Which clock is shown in the time until the next Jam starts (lineup or timeout) can be controlled by an option in the "Settings" tab/screen.
  • If you click on the number of available timeouts of some type or on the number at the timeout clock, you wil get to a popup where you can add, remove, or edit past timeouts. If you make any changes here, the number of available timeouts will be updated accordingly.
  • Similarly clicking on the number at the Period or Jam clock will open a popup that allows you to add/remove periods or Jams. Use these options, if the Period/Jam number are off. (It's no longer possible to simply change the number as the software wouldn't know where to add/remove the extra jam in the collected game data.)
  • Towards the end of a period, when there won't be another jam without a Team stopping the clock, the headers of the running clocks will turn red.
    • On the main scoreboard display the lineup clock will also have a red background in this situation.

Score

  • The scoreboard now tracks scoring trips. The scoring trip is automatically advanced when you mark "Lead" or a few seconds after you entered points while the jam was still running. If a Jammer completes their initial trip without being lead or completes a scoring trip with 0 points, you have to press "Trip +" yourself. If you or the software advanced the trip in error, you can correct this with the "Trip -" button.
  • The speed score buttons now set the points for the current trip directly. If you hit the wrong one or the JR changes the score before the trip has advanced, you can simply press the button corresponding to the new trip score.

Lead et al

  • The previous buttons for Lead/Lost/No Lead are now replaced by a set of five buttons representing the tick marks on the SK sheets. These are marked automatically in many cases:
    • Lost is marked automatically if a penalty, box trip, or star pass is entered for a Jammer who is lead or eligible for lead.
    • If a Jam ends with time left on the Jam clock, Calloff is marked for the team that had lead (if any).
    • If an injury calloff is marked for one team, it is automatically transferred to the other team and any calloff mark for the jam is cleared.
    • Unmarking the NI button will advance to the first scoring trip. Marking it during the first scoring trip will remove that trip. Marking it during any later trip will be ignored.

Skater Selection and Star Pass

  • The Jammer and Pivot selection dropdowns have been replaced by lists of buttons for which you can assign keys.
    • Key bindings are stored for the combination of Skater, Position, Side(left or right team). So if for example Toaster Town plays three games in a tournament and is on the left side of the screen for games 1 and 2 and on the right side of the screen for game 3, key bindings from game 1 will carry over to game 2 but not to game 3.
  • The Values in these controls can also be set by the (P)LT, if that functionality is used. Note that if both (P)LT and SBO toggle a box or SP flag, it will be toggled twice. It is recommended that box trips are entered by the (P)LT and SPs are entered by the SBO. Jammers and Pivots can be entered by both (P)LT and SBO in parallel without adverse effects.
  • The "No Pivot" button indicates when the (P)LT entered 4 blockers and no Pivot for the Jam and thus the "Star Pass" button is blocked. While the SBO can toggle this button, this should not normally be done.

SK Sheets

At the bottom of the operator screen you will find the score sheets for either team with rows reversed, once the first jam has started. You can use these to correct the entered data:

  • Clicking a Jammer number field opens a popup in which you can change the skater. (In an SP row this will edit the original Pivot.)

  • Clicking on the Lead/Lost/Call/Inj-boxes allows you to mark/unmark them. This will not influence other marks (except for the Inj-boxes on both teams being linked), allowing you to correctly enter unusual events like simultaneous Jammer and Injury calloffs.

  • Clicking the scoring trip or NI boxes allows you to edit the corresponding trip (NI corresponds to the initial trip or first trip of an overtime jam):

    SK_popup

    • In order to change the points for a scoring trip, click on the trip, change the points and close the window. Note that you can enter an arbitrarily large number of points. (This may be useful if you want to set a specific score.)
    • In order to remove a trip, click on it and click remove.
    • in order to insert a trip at the end, click at the corresponding empty box, enter points and close the window.
    • In order to insert a trip in the middle or at the beginning (e.g. if you forgot to mark the end of the initial trip at the time), click at the place where the new trip should be, click "Insert Before" and close the window. (Note that the popup will not switch to the new trip. In order to enter points for the new trip, you have to close it and edit the new trip separately.)
    • In order to add a Star Pass or move it to an earlier scoring trip, click the box for the trip and mark "SP in this or prior trip".
    • In order to move a Star Pass to a later trip, click the box for the trip prior to the SP and unmark "SP in this or prior trip".

Penalty Tracker

PT

  • You can now add a penalty by tapping on the skater's number as well as by tapping on an empty cell.
  • The numbers of the skaters in the current lineup are highlighted in green, with different shades of green indicating Jammer, Pivot, and Blockers.
  • Penalties that have not yet been served are highlighted in bright blue, Penalties for which the Skater is in the box right now are highlighted in green.
  • When entering a Penalty that has already been fully served, you can mark it as such in the enter/edit popup. PT_popup
    • When you are not tracking lineups and box trips, you can automatically mark all penalties as served by setting the "Track Penalty Serving"/"Assume Penalties Served" option on the Settings screen/tab accordingly.

Lineup Tracker

LT2

  • When opening the screen you will be presented with a popup that lets you choose which team to track. You can later reopen this popup (and then change the team tracked) by tapping on the team name in the header.
  • To place a Skater in the current lineup, simply tap on the J, P, or B field in their row, depending on their position. To remove them, tap on the "Bench" field.
  • When you place a second Jammer or Pivot, the software will automatically move the previous Jammer or Pivot to the Bench. When adding a fourth Blocker (fifth if no Pivot), the first Blocker you entered will be moved back to the Bench.
  • When a Blocker sits down in the Box tap the Box field in their row to mark them accordingly. Tap the field again to mark them as released.
    • The Box field will be highlighted in Red when a Skter is currently marked in the box. It is highlighted in bright blue when the Skater has an unserved Penalty pending.
    • Skaters that are in the box or have a penalty pending will not be moved to the bench automatically
  • At the end of the jam the column to the right of the box buttons will turn into a large orange button that allows you to advance to the next jam. Any inputs (fieldings, box entry/leave) made before pressing that button will be recorded as having happened during the jam.
    • Once you press the button, all Skaters not in the box or with an unserved penalty will be moved back to their bench and you can start entering the lineup for the next Jam.
  • When not displaying the "Go To Next Jam" button and the corresponding Skater is currently fielded, these fields will open a popup in which annotations can be entered.
    • For Skaters currently in the box, the popup also contains a dropdown that allows you to mark a substitution and some buttons for preset annotations for things like removed penalties or self-reports.

LT Sheets

At the bottom of the LT screen the lineup sheet for the team will be filled in reverse order of rows. As with the SK sheet, tapping on the various cells allows you to edit the sheet:

  • Tapping the No Pivot box will mark/unmark it.
  • Tapping on a Skater number or the corresponding box trips will open a popup in which you can edit that fielding: LT_popup
    • You can switch out the recorded Skater, mark if th team didn't field a Skater in that position and mark if the Skater has to sit out the next three jams.
    • You can also edit the annotation for the fielding.
    • You can add/remove box trips and move the beginning and end of box trips.

Penalty Lineup Tracker

PLT1 The PLT screen combines the elements of the LT screen and of the respective team's part of the PT screen. See the descriptions of those screens for details.

Other screens/tabs

  • The ruleset editor now allows you to change the ruleset for the current game.

Post Game

  • On the "Game Data" subtab of the Up/Download tab/screen you can download the game data for all games recorded on this instance of CRG (and not deleted subsequently).
    • Files ending in P1.json contain data from the first period only, files ending in P2 contain both (or the first two) periods. Accordingly for higher numbers, if you had games with more periods.
    • The json files can be converted into a WFTDA statsbook using Adam Smasher's CRG to Statsbook tool.
    • Be aware that the final period's file will by updated with changes to game data up until the next Start New Game.
  • Alternatively, CRG provides a "Copy to Statsbook" screen, which contains just those parts of each sheet that have to be entered into the statsbook.
    • Note that the Statsbook contains a lot of formulas and is very fragile when pasting data in the wrong way. Use this screen at your own risk.