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Active: 685 users

How to Use the New GameHeart

Blogs > GameHeart
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GameHeart
Profile Blog Joined February 2012
286 Posts
Last Edited: 2014-01-12 05:43:08
November 26 2013 17:31 GMT
#1
[image loading]


How to Use the New GameHeart -


Hey everyone! The new GameHeart is now available on all regions! To help you get started I have created this quick guide.

Available maps:

Akilon Wastes
Alterzim Stronghold TE
Bel'Shir Vestige LE
Blitzkrieg
Cloud Kingdom LE
Derelict Watcher TE
Frost LE
Habitation Station
New Polaris Rhapsody
Polar Night LE
Star Station TE
Whirlwind LE
Yeonsu LE



Finding the maps:

To use a GameHeart Light map, launch starcraft and go to the “custom games” section.

[image loading]


Next type “GHLight” into the search box and then press search. The currently available maps GHLight maps will show up.

[image loading]



Setting up the game:

Next, pick the map you want to play on, and click the ‘create game’ button. NOT the ‘join game’ button. For this example I am going to choose “Habitation Station - GHLight”. You will get a screen that looks like this:

[image loading]


From here, you set it up just like a normal game with a couple of exceptions. First add the players and the observers you want. But before you click the ‘start game’ button let’s look at the ‘settings’ section on the left side of the screen. You will notice four new drop-down menus labeled as follows: “Strong Colors”, “League”, “Team 1”, and “Team 2”. I will cover each of these options now.


Strong colors:

Let’s start with “Strong Colors”. This option allows you to determine whether or not you want the game to use the Stronger Team Colors mod to display brighter colored textures for units in the game. This mod is particularly useful in ZvZ where units can be difficult to tell apart especially on low quality streams. There are three options.

The first option, and the default setting is “OFF”. With this setting the stronger team colors textures will not be used. It will look just like a normal game to both players and observers.

The next option is “ON (Observers)”. With this setting the stronger colored textures will be used, but only observers will see them. The game will still look exactly like a normal game to the players.

The last option is “ON (Everyone)”. With this setting the stronger colored textures will be used and everyone in the game, including both observers and players will be able to see them.


League:

The “League” setting determines which logo will appear in the middle of the map for the tournament or league that is running the match. If you select “IEM” from this dropdown the Intel Exteme Masters logo will appear on the map. If you select “Red Bull Battle Grounds” then their logo will appear on the map. Only the observers see these logos.

Here is in example with IEM selected:

[image loading]


If you leave it set to “(No League)” no logo will appear on the map for the tournament or league. It will just be blank.


Team 1 & 2:

These options correspond to the teams your players are on in the lobby. The “Team 1” option selects the logo which will appear for the player on “Team 1” in the lobby. And the “Team 2” option does the same thing for the player on “Team 2” in the lobby. Here is an image to show how they correspond.

[image loading]


So as you can see here, the “Karnage eSports” logo is selected for Team 1. That means for the red player you will see the “Karnage eSports” logo appear in both his mineral lines, and in some large open space near his natural. The “Team Liquid” logo will appear for our blue player who is on Team 2.

Here is are some screenshots of how these logos will look:

[image loading]

[image loading]

[image loading]

[image loading]


Just like the league logo players do not see the team logos. They also do not see the icons above buildings showing what they are producing.


Launch the game!

Now that we have all of our settings setup the way we want them we can just press ‘start game’. From this point on it is just like playing or spectating a normal game. You can use any interface file you wish to spectate.


Known issues and their solutions

There are a few problems people have encountered using these new GameHeart maps. Luckily all of them have solutions you can adjust in your game settings.

Problem: Logos do not always appear where you expect them.
Solution: Make sure to set your ‘effects’ setting in your graphics options to ‘high’ or better.

Problem: Logos appear as pink boxes, or pink areas appear where there are elevation changes. This may appear as pink rocks or something to that effect near or on the logos.
Solution: Adjust your shaders, indirect shadows and effects settings in graphics options.

Problem: Strong team colors is not showing up on most units.
Solution: Set your ‘Show Flyer Helper’ setting in gameplay options to ‘None’ or 'Selected'.

Be aware that none of these solutions will actually take effect until you create a new game.


If you need a logo or map added to GameHeart, you have a question, or are having trouble with it for any reason please do not hesitate to contact me via email at TeamGameHeart@gmail.com or more urgently via skype as ‘rtschutter’.

Thanks guys! There are more features coming soon so keep an eye on this project!

*****
Gameheart
cutler
Profile Joined March 2010
Germany609 Posts
November 26 2013 18:20 GMT
#2
Thank you a lot!
RayBeans
Profile Joined July 2011
Germany331 Posts
November 26 2013 18:33 GMT
#3
Nice stuff, really making it easier to use gameheart! keep up the great work
eSports with friends & HSV esports e.V. - Hamburg!
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
November 26 2013 19:07 GMT
#4
Awesome as always, the 'Show Flyer Helper’ setting seems like an odd reason to cause the STC bug!
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Vindexus
Profile Joined December 2010
Canada76 Posts
November 26 2013 19:13 GMT
#5
Thanks! Can't wait to use this in a production.
CEO - WellPlayed Productions
GameHeart
Profile Blog Joined February 2012
286 Posts
November 26 2013 19:22 GMT
#6
On November 27 2013 04:07 iHirO wrote:
Awesome as always, the 'Show Flyer Helper’ setting seems like an odd reason to cause the STC bug!


Haha it took awhile to figure it out but once you understand how the Gax3 actor phasing tech Renee added to the editor works it makes a lot more sense.
Gameheart
TotalBiscuit
Profile Blog Joined March 2010
United Kingdom5437 Posts
November 26 2013 19:27 GMT
#7
Will be using this in SHOUTcraft America as always. Gameheart is by far the best option for tournament broadcasters.
CommentatorHost of SHOUTcraft Clan Wars- http://www.mlg.tv/shoutcraft
Chemist
Profile Joined November 2011
Austria127 Posts
November 26 2013 19:34 GMT
#8
So i have ssen a lot of this on streams, never used it myself. I just etsted it, but if i do the stuff which is described here, i just get the standard observer view (no logos, team colors seem normal although strong colors are on,...)

Is there anything else i have to do?
GameHeart
Profile Blog Joined February 2012
286 Posts
Last Edited: 2013-11-26 19:50:39
November 26 2013 19:45 GMT
#9
Chemist do you have your perspective set to 'everyone'? If you are set to a player's vision logos will not show up. If you are still having trouble I would love to hop into a game with you to try to figure it out. What region are you on? Go ahead and add me on skype 'rtschutter' if you want.
Gameheart
Chemist
Profile Joined November 2011
Austria127 Posts
November 26 2013 20:14 GMT
#10
On November 27 2013 04:45 GameHeart wrote:
Chemist do you have your perspective set to 'everyone'? If you are set to a player's vision logos will not show up. If you are still having trouble I would love to hop into a game with you to try to figure it out. What region are you on? Go ahead and add me on skype 'rtschutter' if you want.


Wow, great offer but i just figured out myself, don't know what happened at first try, maybe i had some graphic setting wrong/too low, after just getting everything to highest it worked. =)

Great work!
GameHeart
Profile Blog Joined February 2012
286 Posts
November 26 2013 20:19 GMT
#11
Glad to hear it is working for you!
Gameheart
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
November 26 2013 20:19 GMT
#12
This is amazing, pro teams / sponsors will really appreciate the extra visibility that this gives them! Keep up the good work!
AKA: TelecoM[WHITE] Protoss fighting
Tufas
Profile Blog Joined April 2010
Austria2259 Posts
November 26 2013 22:43 GMT
#13
Liquid'Tufas playing at IEM, I can proof it, here is the replay

I love it
Where is my ACE flair
SidianTheBard
Profile Joined October 2010
United States2474 Posts
November 26 2013 22:53 GMT
#14
Looking great bud! I've told you this on Skype before and I'm going to say it again, but the things you do to help out sc2 is just amazing. Thank you!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
esReveR
Profile Joined February 2010
United States567 Posts
Last Edited: 2013-11-27 00:30:13
November 27 2013 00:29 GMT
#15
Great work! GameHeart is awesome.
Skill is relative.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2013-11-28 16:32:37
November 27 2013 00:38 GMT
#16
Here's my feedback from testing the GHLight maps, Sports Elongated custom interface and general observations from the Red Bull Battlegrounds tournament. Some of these suggestions are only implementable by Blizzard but have been added here for completeness.


GHLight Feedback:

                                                                                    + Show Spoiler +
  1. [image loading] The 'GHLight Derelict Watcher TE' map displays the custom text "you call this a minivan?" at the beginning of the game.

    [image loading]


  2. [image loading] The Team and Tournament Logo textures randomly fail to display or only partially display on some maps. Even when displayed they often only appear as a monochrome colour. The UI Tab appearance can also become corrupted. Different errors can occur on reloading the same replay.

    [image loading]


  3. [image loading] The screen angle and zoom level can be altered when watching replays on some GHLight maps.

    [image loading]


  4. [image loading] There's been some demand in the community regarding displaying the actual time in game instead of Blizzard Time ©. Would it be possible for GameHeart to override the clock?

  5. [image loading] Consider inserting the Map Name as a texture beneath the Tournament Logo.

  6. [image loading] Consider inserting a black outline around all numbers, text and icons used in the GameHeart interface to improve legibility against light coloured backgrounds.

  7. [image loading] Consider updating the hovering production icons to appear less intrusive. I like the idea of hovering icons (e.g. to determine what Zerg units will spawn from an egg) and the effect looks cool when the map is fully zoomed out. However their implementation obscures floating buildings and flying units above the icon and can make the screen look more cluttered.

    [image loading]


    Here are some possible suggestions to improve it:
    • Remove the player coloured icon border and set the background to translucent. The building colour displays to the audience which player the icon belongs to.

    • Hide the icon when it is obscured by another unit or building (e.g. a Colossus).

    • Redesign the upgrades to look like this and replace the unit icons with translucent 3D unit models. This would also allow animated effects to be added when progress is accelerated (Sign spins faster when chronoboosted) or paused (Sign stops rotating when the building is either contaminated, blocked, powered down or construction is halted).


  8. [image loading] Consider moving the building's progress bar to below the upgrade icon. This would make the UI look more intuitive and also allow two progress bars to be shown for buildings with a Reactor add on.

  9. [image loading] Consider applying the Stronger Colour Mod to morphing Archons to identify which player they belong to, as they currently look identical.

  10. [image loading] Consider adding a 'clock number' next to the Team Logo for each expansion taken (e.g. 9'o clock base). This would help the audience understand which base a caster is referring to.

  11. [image loading] Consider adding a ‘transparent’ effect (or possibly the changeling texture) to Creep Tumours and burrowed units when using the STC Mod. This would indicate to the audience that the units are cloaked from the opponent. The ‘transparent’ effect would be removed when a detector is nearby to indicate that unit is now visible.

  12. [image loading] Consider increasing the size of the Scanner Sweep effect to its actual size and remove the range triangles.

    [image loading]




[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] The 'Buildings Under Attack' notification cannot be seen on the Minimap for a red coloured player. This is due to the standard white effect being modified to red.

    [image loading]


  2. [image loading] Possible STC bug with the appearance of the Greater Spire.

    [image loading]




GameHeart 1.62 Interface Feedback:

                                                                                    + Show Spoiler +

  1. [image loading] The GameHeart pop up interface has a formatting error when displaying unit counts over 99.

    [image loading]


  2. [image loading] Consider updating the hotkey tabs in the GameHeart interface to be player coloured. The hotkeys integrate well with the interface but in a mirror match, it is difficult to determine which player is currently selected.



Sports Elongated Interface Feedback:


[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] The Minimap symbols (e.g. Sensor Tower circle) are indistinct on large maps like Frost, even on high quality Twitch streams. There needs to be a minimum symbol thickness.

    [image loading]


  2. [image loading] The Main Window interface overlaps into the Minimap Window and a green border is also visible.

    [image loading]


  3. [image loading] Consider removing the dead space from non square maps, to improve the interface's appearance.

    [image loading] [image loading]




[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] The Main Window displays incorrectly in 2v2 mode.

    [image loading]


  2. [image loading] Upgrades are displayed incorrectly when Neural Parasite is used. Zerg and Protoss players need a maximum of 5 slots, while Terran requires 4. A maximum of 14 slots would be needed if a Zerg player used Neural Parasite on a SCV and a Probe in a 2v2 game.

    [image loading]


  3. [image loading] Upgrades are indistinct when a light player colour is selected.

    [image loading]


  4. [image loading] Should the Hi-Sec Auto Tracking and Building Armor upgrades be displayed in the Main Window next to the attack and armour upgrades?

  5. [image loading] Consider inverting the icon ordering to be consistent with the rest of the interface.

    [image loading]


  6. [image loading] Consider adding a setting in the Lobby screen to switch the Main Window position from centred to flushed, to increase the available screen space. This would also affect the Unit Selection Window.

  7. [image loading] Consider adding an animated effect when an upgrade completes and is added to the Main Window, to make the audience aware.

  8. [image loading] Consider parsing the player names and removing their clan name. The Team Logo textures already display this information and the interface looks inconsistent when only one player is in a clan. This would also increase space on the Main Window to display upgrades.



[image loading]

                                                                                    + Show Spoiler +
  1. [image loading]Multiple incorrect items are added or missing from the Unit Selection Window. The current implementation simply displays the bottom row of the Unit Command card causing strange interface behaviour and important upgrades to not be displayed (e.g. A worker displays the bottom row of it's building options). A better implementation is needed to remove unnecessary icons (e.g. the Cancel icon).

    [image loading]


  2. [image loading] The Geyser and Mineral information is displayed incorrectly.

    [image loading]

    [image loading]


  3. [image loading] The Hive incorrectly displays a kill count.

    [image loading]


  4. [image loading] Reposition the Timer's progress bar to prevent it from overlapping with the name. This is generally only a problem with longer names.

    [image loading]


  5. [image loading] The Unit Selection Window occasionally fails to hide correctly.

    [image loading]


  6. [image loading] Consider adding player coloured borders to the unit icons in the Grouped Selection Window, to make it clearer to the audience which player the units belong to.

    [image loading]


  7. [image loading] Consider removing passive attributes from the Unit Selection Window to free up space in the interface. The audience is generally knowledgeable about what each unit can do (e.g. Colossus has the Cliff Walk ability) and these abilities are static, so there is no real reason to show the icon.

    [image loading]


  8. [image loading] The Tool Tips pop up dialogs have only been partially reformatted for GameHeart. The Upgrade, Grouped Selection name, Timer Progress and Unit Modifier tool tips still use the old font and overlap the interface.

    [image loading]


  9. [image loading] Consider improving the display of progress for buildings with a reactor add on, as it looks awry.

    [image loading]


  10. [image loading] Consider displaying researchable passive upgrades in the Unit Selection Window. A major flaw with the streamlined interface is that some important information is getting lost (e.g. The only way to determine if a marine has Combat Shields researched is to look in the Upgrades Tab). Although in some cases it is easy to see when an upgrade has been researched (e.g. The Zergling appearance changes when Metabolic Boost is researched) it is harder for other upgrades.

    [image loading]

    [image loading]

    [image loading]


  11. [image loading] Consider changing the Unit Selection Window background to improve its appearance.

    [image loading]


  12. [image loading] Consider adding an icon to the Unit Selection Window to show when production has been queued. This is useful for highlighting mistakes (e.g upgrades queued) and to show when a player's macro slipping.

    [image loading]


  13. [image loading] Consider updating the spell icons to display the number of available spells. This implementation is currently used for Creep Tumours and Nukes and is consistent with the rest of the interface.

    [image loading]


  14. [image loading] Consider hiding the Unit Selection Window automatically if an item hasn't been selected after a specific time. This would free up more screen space for the game.



[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] Consider removing the Resources Tab as the information is duplicated on the Main Window. A Structures Lost Tab would be much more useful.

    [image loading]


  2. [image loading] Consider only displaying gas information once mining has begun, to make the interface more minimalist. This would also affect the Income and Active Forces Tab.

    [image loading]




[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] Consider removing the worker count as this information is duplicated on the Main Window.

  2. [image loading] Consider separating the worker count into two categories, Active Workers and Idle Workers. The Idle Workers count is not displayed and would fit well here. The Active Workers count could be calculated by subtracting the idle workers from the total workers.

  3. [image loading] Consider adding a MULE icon counter for Terran players to provide spectators with extra information.




[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] Consider changing text order for the Spending Tab to be consistent with the rest of the interface. This would also affect the APM and EPM Tab.

    [image loading]




[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] The Units Tab has an incorrect maximum limit of 21, causing units to be removed from the tab.

    [image loading]


    The maximum number of displayed units for each race are:
    1. Protoss: 18 units (includes Interceptors).

    2. Terran: 17 units (includes MULEs and Nukes).

    3. Zerg: 23 units (15 units, 3 cocoons and 5 free units).
      • Zerg can have 33 units if Neural Parasite is used on a Probe.

      • Zerg can have 50 units if Neural Parasite is used on a SCV and a Probe in a 2v2 game.


  2. [image loading] Consider removing the worker icon from the Units Tab as this information is duplicated in the Main Window.

    [image loading]




[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] Consider merging the Terran add ons in the Structures Tab.

    The Tech Lab and Reactor icons are listed in the tab separately depending on what building they are connected to, and can fill up 8 slots (e.g. 2 x Unattached, Barracks, Factory and Starport) when they could fit into 2 slots. This would make the interface cleaner and solve other issues, although the ability to jump to a specific building add on would be lost (would have to cycle through all the add ons instead). If implemented, this will also affect the Production Tab.

    [image loading]


  2. [image loading] The Structures Tab overlaps the Unit Selection Window when it exceeds 19 icons. This overlap increases when the Unit Selection Window shows grouped units, as the window increases in size. This also affects the Production, Units, Units Lost and Upgrades Tab.

    [image loading]

  3. [image loading] The Point Defence Drone is not displayed in the Units or Structures Tab, however the Auto-Turret is displayed as a structure.

  4. [image loading] The Structures Tab has an incorrect maximum limit of 21 items, causing structures to be removed from the tab.

    [image loading]


    The maximum number of displayed structures for each race are:
    1. Protoss: 15 structures.

    2. Terran: 25 structures (17 structures, 6 categories for Tech Labs and Reactors, Point Defence Drone and Auto-Turret).

    3. Zerg: 18 structures (includes Nydus Worm).
      • Zerg can have 43 structures if Neural Parasite is used on a SCV.

      • Zerg can have 58 structures if Neural Parasite is used on a SCV and a Probe in a 2v2 game.


    Using fixed limits can cause undefined behaviour with possible future changes (e.g. Legacy of the Void). Making the interface dynamic or fail more visibly when an invalid size list is used will make the interface easier to maintain.

    Possible solutions to this problem:
    • Only display structures for the main race, with a maximum limit of 25.

    • Implement an animated effect (e.g. scrolling) to periodically display structures when the maximum limit is reached.

    • Display a second row when the maximum limit is reached.




[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] The Units Lost Tab only displays units that were destroyed by the enemy. Any units killed by friendly fire are not shown.

    [image loading]


  2. [image loading] Consider disabling clickable icons in this tab as they serve no purpose (the units have been removed).



[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] The Production Tab displays the incorrect icon for the Transformation Servos upgrade. This also affects the hovering icon.

    [image loading]


  2. [image loading] The progress bars in the Production Tab are thicker on the bottom row than the top for some maps.

    [image loading]


  3. [image loading] Creep tumours are occasionally randomly duplicated in the Production Tab. Also the screen occasionally fails to jump to location when a tumour icon is clicked.

    [image loading]


  4. [image loading] The Production Tab has an incorrect maximum limit of 21, causing items to be removed from the tab. The maximum limit for each race is the combined total of all upgrades, units and structures. A Zerg player with Neural Parasite in a 2v2 game could engineer a situation where almost every unit, structure and upgrade in the game is started at the same time.

  5. [image loading] Consider adding an effect when the production progress is accelerated or paused. The progress bar is currently removed when a building is contaminated, de-powered, construction halted, supply blocked or egress is blocked.

    [image loading]


  6. [image loading] Consider hiding numbers for single items in the Production Tab to improve the interface appearance (especially for unique upgrades). This would also affect the Units, Structures, Units Lost and Upgrades Tab.

    [image loading]




[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] The Zerg upgrades are incorrectly displayed in the Upgrades Tab instead of the Main Window.

    [image loading]


  2. [image loading] Consider updating the Upgrade icons to have transparent backgrounds to be consistent with other icons.

    [image loading]


  3. [image loading] The Stronger Colour Mod icon is incorrectly displayed in the Upgrades Tab on some maps.

    [image loading]


  4. [image loading] The Upgrades Tab has an incorrect maximum limit of 10 items, causing upgrades to be removed from the tab.

    [image loading]


    The maximum number of displayed upgrades for each race are:
    1. Protoss: 8 upgrades.

    2. Terran: 16 upgrades.

    3. Zerg: 14 upgrades.
      • Zerg can have 30 upgrades if Neural Parasite is used on a SCV.

      • Zerg can have 38 upgrades if Neural Parasite is used on a SCV and a Probe in a 2v2 game.




[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] The Actual Supply is incorrectly shown instead of the Maximum Supply. The default Blizzard interface only displays up to a maximum of 200 supply instead of the actual value (e.g. 250). The Actual Supply does provide the audience with extra information however (e.g. is the player in danger of getting supply blocked if the overlord is sniped).

  2. [image loading] Consider removing the supply count as it is duplicated in the Main Window.

    [image loading]




[image loading]

[image loading]

                                                                                    + Show Spoiler +
  1. [image loading] The APM Tab and EPM Tab display identical data, this needs to be fixed.

    [image loading]


  2. [image loading] Consider centring the APM Tab and EPM Tab text to ensure that the interface looks consistent. This would also affect the Spending Tab.

    [image loading]




Replays:
    Zerg vs Protoss with Neural Parasite
    Zerg vs Terran with Neural Parasite
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Kambing
Profile Joined May 2010
United States1176 Posts
November 27 2013 02:14 GMT
#17
On November 27 2013 02:31 GameHeart wrote:
Here is in example with IEM selected:

[image loading]



Wow. I'm proud of my marine placement in that screenshot. Didn't even know which IEM logo I was posing over or where it was positioned exactly. ^_^
GameHeart
Profile Blog Joined February 2012
286 Posts
Last Edited: 2013-11-27 02:47:50
November 27 2013 02:23 GMT
#18
Whew that is a lot of feedback. First for anyone looking at iHirO's post and wondering "do I want to use these maps?" please don't be put off. 95% of what he is talking about here has nothing to do with the GHLight custom maps this blog is about.



iHirO - Thanks for taking the time I appreciate it. However you have it sectioned off but then you put a lot of interface file stuff into the GHLight section which is kind of confusing. I would also say that the Elongated interface is called "Sports Elongated" and not "GHLight Elongated" which is adding to the confusion. Also in the future I would appreciate it if you numbered or lettered your comments/suggestions so when we discuss them we can both be on the same page more easily.


GHLight Feedback -

+ Show Spoiler +
Bugs

1. The minivan text was a message I placed while testing the maps in order to know which module version it was running since battle.net gives you no other way of knowing. But it was removed last week before RBBG so did you take this screenshot then?

2. The logo display issue is because your graphics settings are ridiculously low. Your effects setting needs to be set to high or better (as I mentioned in this blog).

3. The screen angle and zoom level can be adjusted? I don't understand how that is a bug?

4. The units lost display has nothing to do with GHLight. But be sure to post that in the GameHeart thread or in the interfaces thread when we finally make one (which will be soon).


Suggestions

5. This maybe could be done through an interface file. But the game clock is not something GHLight has control over.

6. I won't be adding the map name as a texture below the tournament logo. I don't really care for the idea. Hopefully we will be able to bring map intros back someday so the map name is more prevalent in GameHeart broadcasts though. Most interfaces already include the map name so this seems rather pointless to me anyways.

7. This is again an interface issue and has nothing to do with GHLight. And since all of the GameHeart interfaces put dark backgrounds behind their text and numbers I am not sure what the point of this is anyways.

8. I have no control over the production icons appearing above or below flying units. Removing the border would not improve anything. The border isn't there to emphasize the players color (though that is a positive side effect) it is there because without it the icons become very difficult to see against the building. While I think it is good that Blizzard is finally adding team decal support I don't really want to go the direction of floating 3D stuff the way they have.

9. Progress bars and the icons are not interconnected. There is no way to keep them in a position relative to each other that I have found. And when we have tried in the past it just became confusing what unit the progress bar or the icon was for depending on which one we moved. It doesn't work that well in practical application.

10. I will have to talk to Pzea about team colors on morphing archons.

11. What hotkey tabs? What are we talking about? GHLight is not an interface file, it is a custom map.

12. I don't think this is something we need for SC2 spectating. Once people understand the positions relative to the clock it is not very difficult to connect each base with it's position. Maybe if interface designers ever remove the minimap from their interfaces regularly this might be a decent idea.

13. It may not be a bad idea to make creep tumors transparent, I will look into it.

14. The effect would be too obnoxiously large I think.

15. I currently cannot do this in GHLight because I cannot detect what an observer has selected. Observers cannot send information to the custom map to trigger events in the code.



RBBG Feedback -

+ Show Spoiler +
1. This is related to the observer having a default observed ID. There is actually another issue with this where you cannot see the harvester count in a refinery unless you switch to the player's vision. I have been looking for a solution but I haven't found one yet.

2. Some units in the game appear to be bugged where sometimes when you tell them to reset themselves to their default texture they become colored strangely. The spire/greater spire is one of those units, the missile turret is another. In any case the spire had been receiving a texture reset message it shouldn't have and I fixed that immediately after RBBG.



Sports Elongated Feedback -

+ Show Spoiler +
Minimap:

1. Not sure there is anything we can do about this other than make the minimap larger.

2. The green border is part of the minimap for Starcraft 2 by default. It is always their for terran or neutral player interfaces. For zerg it is orange, and for protoss it is blue.

3. We cannot change this on a map specific basis and I certainly would not want to stretch the map so that the ratio of heigh to width is inaccurate.


Main Window:

4. Very few interfaces work correctly for more than 2 players and we certainly do not plan to make this one available for more than two players.

5. The percentage of games where players have neuraled an opponents builder and then actually got to the point where they are researching upgrades for the other race are very slim. There is no fix for this and I am not concerned with it. And again 2v2 IS NOT supported for any of our interface files at this time. Any interface for more than 2 players needs to pretty much be designed for that purpose.

6. We are already going to be toning down those colors because of other feedback we have received.

7. This is not possible.

8. How does that make it more consistent with the rest of the interface? Where else do icons appear in a different order? In any case I don't see any reason to change it, I like it this way.

9. I don't know what you mean. The lobby does not control interface files at all. You would need a different version of the interface file to do this.

10. This is not possible.

11. While I do hate the clan tags I only feel that way because they didn't exist for so long that most players already have clan tags in their names. So when displayed in an interface they will have double clan tags. This is stupid. But the interface files we design are supposed to function outside of the gameheart maps as well so I don't want to make decisions based on the custom maps.


Unit Selection:

1, This is not possible to my knowledge but I am not an expert on the interface files.

2. What resolution are you running with the interface file?

3. Thanks.

4. Thanks.

5. Strange we will look into it.

6. Interesting idea. Not sure if it is possible would have to ask Ahli.

7. Not possible.

8. Thanks.

9. I like it like this. Though the hp label could be raised up a bit.

10. Most upgrades have diegetic elements demonstrating whether or not the player has them. The observer can always open the upgrades window as well.

11. Change it how?

12. Not sure if possible will have to ask Ahli.

13. Not sure if possible will have to ask Ahli.


Resources:

14. I don't see any reason to remove it. A structures lost tab could be cool though.

15. Ehh I don't like this idea. It will make the interface feel weird I think.


Income:

16. I don't see any reason to remove it.

17. Interesting idea we will consider it.

18. Interesting idea we will consider it.


Spending:

19. I am not even sure what it is by default anymore, but whatever it is I designed it to be in that order for a reason.


Units:

20. You CANNOT design these interfaces worrying about neural parasite or they will all look like shit. It's just the reality of the situation. We need to make them look good in 99.9% of games. Not the .1% that has someone building a second race worth of units with neural.

21. Not possible.


Structures:

22. Not possible.

23. Not concerned.

24. Nothing to do with us.

25. Will need to talk to Ahli


Units Lost:

26. I don't think we have control over this.

27. Good idea.


Production:

28. I don't think this has anything to do with us. But I would have to ask Ahli. Maybe it is just a bug in starcraft? How does it look in other interfaces?

29. They are probably the same size but the color makes them appear different to your eye.

30. Strange but I don't think it has anything to do with our interface file.

31. Again will need to talk to Ahli about it, and again the reason these interfaces have 1v1 in the name is because they are designed for 1v1 and not 2v2.

32. Not possible.

33. Not sure if possible will have to look into it.


Upgrades:

34. I do not understand what you are trying to show me.

35. I do not believe we can override these icons.

36. Fixed last week.

37. That sounds bad will need to tell Ahli.


Forces:

38. Will tell Ahli.

39. Ehhhh maybe.


APM/EPM:

40. Thanks.

41. An oversight.




Thanks iHirO for all of your time, you always do an awesome job!


Gameheart
Forever Descent
Profile Joined May 2013
Australia20 Posts
November 27 2013 03:43 GMT
#19
This looks amazing. You've done a great job with this Ryan! Keep up the great work!
GoldforGolden
Profile Joined September 2012
China102 Posts
November 27 2013 04:05 GMT
#20
I really want every tournament to use this
We think too much, feel too little
Tminus____
Profile Joined September 2011
249 Posts
November 27 2013 04:52 GMT
#21
Blizzard guys like this on your team when? Honest answer was a long time ago or at least should have been.

I for one enjoy the work you have done to make this game more enjoyable to watch. Many thanks, a thousand thanks, many times over ... just imagine a thanks for every time you had to make a tough decision on making good on a better spectating experience for the general public.

A vast majority of sc2 fans wont ever say a word and that really sucks because you have made sc2 a better esport. On the other side of the coin you have the vocal minority who find any angle to shit on whatever =/ Still you should know although most wont have a second thought about the work and affect you had it is still truly most impressive. The fact that more is yet to come soon™ is pretty crazy.

I'm not kidding hope to see you in at a Barcraft or some other place where I might be able to pick up your tab. Thanks once again incredible job!!
cmon gimme a break im to old for this shit
JiYan
Profile Blog Joined February 2009
United States3668 Posts
November 27 2013 05:55 GMT
#22
really great man!
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2013-11-28 16:25:42
November 27 2013 07:15 GMT
#23
Thanks for your quick response, I've updated my post to use ordered lists and the correct titles.


GHLight Feedback -

Bugs

1. The minivan text was a message I placed while testing the maps in order to know which module version it was running since battle.net gives you no other way of knowing. But it was removed last week before RBBG so did you take this screenshot then?

It was probably some time last week, I've not seen it recently.

2. The logo display issue is because your graphics settings are ridiculously low. Your effects setting needs to be set to high or better (as I mentioned in this blog).

I'll try it on higher and see if the bug gets removed. Whats weird is that it is random, a lot of the time it works perfectly on low graphics.

3. The screen angle and zoom level can be adjusted? I don't understand how that is a bug?

I meant to say that it was inverted and zoomed out by default on loading the replay. It only happened twice and I can't recreate the issue.

7. This is again an interface issue and has nothing to do with GHLight. And since all of the GameHeart interfaces put dark backgrounds behind their text and numbers I am not sure what the point of this is anyways.

For a couple of upgrade icons, the white numbers merge with the graphic and become hard to see. It's pretty minor but if there was a 'shadow' effect this wouldn't happen. It was also a point about the upgrade pips but that is no longer a problem.

11. What hotkey tabs? What are we talking about? GHLight is not an interface file, it is a custom map.

Sorry, wrong location. I was watching a tournament stream with probably the GameHeart 1.62 interface. Basically he had it configured to show the Player's hotkeys but I couldn't work out which player.

14. The effect would be too obnoxiously large I think.

A large scan would probably block too much of the game. It just looks badly designed currently. maybe if it was more transparent it wouldn't look too bad.




Sports Elongated Feedback -

Main Window:

4. Very few interfaces work correctly for more than 2 players and we certainly do not plan to make this one available for more than two players.

I really like using this interface as my default, however its slightly annoying to have to kep changing interfaces whenever I watch 2v2s with my friends. This could possibly reduce its use amongst the player base. In an ideal world the interface would specify what game modes it supports and the game would default to the standard blizzard interface if unsupported. I don't know if this is feasible though.

5. The percentage of games where players have neuraled an opponents builder and then actually got to the point where they are researching upgrades for the other race are very slim. There is no fix for this and I am not concerned with it. And again 2v2 IS NOT supported for any of our interface files at this time. Any interface for more than 2 players needs to pretty much be designed for that purpose.

I think it should attempt to fail gracefully (like only displaying a maximum of five upgrades with pips in the Main Window to prevent it over writing the Resources information). There have been a number of High level games in WoL where zerg players have started building protoss tech. Another thing to consider are the larger maps in the pool and the ease of chain abducting a probe with Vipers may make neural situations more common.

8. How does that make it more consistent with the rest of the interface? Where else do icons appear in a different order? In any case I don't see any reason to change it, I like it this way.

Pretty minor issue, was just mentioning that the interface doesn't follow a consistent style (e.g. can be ICON: DATA or the reverse).

9. I don't know what you mean. The lobby does not control interface files at all. You would need a different version of the interface file to do this.

I was wondering if the height position of the interface could be configurable, so that people could switch it to have the Main Window positioned at the bottom of the screen. Probably more effort than its worth though.

Unit Selection:

1, This is not possible to my knowledge but I am not an expert on the interface files.

I think this issue is pretty important and needs to be looked at (e.g. why does the lair display the option to transform into a hive but a command centre doesn't display the orbital or planetary fortress option. It took me a few hours to realise all the odd things being displayed or the things missing was just the same bug.

2. What resolution are you running with the interface file?

1280 x 800.

5. Strange we will look into it.

Only happened once, not sure how to recreate it. However I included the replay at the bottom if you want to try yourself.

10. Most upgrades have diegetic elements demonstrating whether or not the player has them. The observer can always open the upgrades window as well.

Thats true (well maybe apart from the starting energy upgrades) but it can be hard to see on screen (e.g. I have to wait for a Colossus to fire before I know it has the Thermal Lance upgrade).

11. Change it how?

I was just experimenting with how the window would look if the background border completely enclosed it instead of being chopped off.



Units:

20. You CANNOT design these interfaces worrying about neural parasite or they will all look like shit. It's just the reality of the situation. We need to make them look good in 99.9% of games. Not the .1% that has someone building a second race worth of units with neural.

The Units Tab limit needs to be raised to 23 at the minimum or it won't be able to display just the zerg units. Is there any way to detect the race type and then just don't display units that are not the main race?


Structures:

24. Nothing to do with us.

I'll probably write a bug report and submit it to Blizzard.


Units Lost:

26. I don't think we have control over this.

This is definitely a GameHeart issue, the default Blizzard interface correctly counts unit deaths.



Production:

28. I don't think this has anything to do with us. But I would have to ask Ahli. Maybe it is just a bug in starcraft? How does it look in other interfaces?

Hmm, the new icon only got added in July and I found a bug report, so its probably a Blizzard bug.

30. Strange but I don't think it has anything to do with our interface file.

It happened in the ZvT replay enclosed at the bottom if you want to attempt to recreate.


Upgrades:

34. I do not understand what you are trying to show me.

When I ran the replay, I think (will need to recheck) that the Terran attack and armour upgrades didn't appear in the Units Tab, and were extracted into the Main Window but the zerg ones (as shown) did appear in the tab.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Arkanthiel
Profile Joined March 2011
Philippines100 Posts
November 27 2013 13:32 GMT
#24
Oh my god this is totally awesome! Thank you! I can't wait til the extensions get implemented and we can use this anywhere!
Los! Los Cabadrin!
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2013-11-28 18:42:36
November 28 2013 16:57 GMT
#25
There's a bug with the DreamHack interface, as the Terran Vehicle Attack (Level 1, 2 and 3) upgrades are not displayed next to the Infantry upgrades.

[image loading]
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
AFSpeeDy
Profile Joined June 2011
126 Posts
November 28 2013 20:16 GMT
#26
Hey great work so far!

One Question: I saw while testing the interface, that amateur or community teams are also availabe as teams in the GHLight interface . How do i make it, that my own team is also in this mod? Or does this someone else?

Thx and best regards.
GameHeart
Profile Blog Joined February 2012
286 Posts
November 29 2013 01:26 GMT
#27
iHiroic - Dreamhack is using the old version of GameHeart. I am out of town and by the time I get back the event will be pretty much over. After Dreamhack I am retiring the old version of GameHeart to focus entirely on the new one.

ArkanTos - Send your team logo to teamgameheart@gmail.com as a png or psd with a transparent background. Include the name of your team in the email and make sure you say it is for a team.
Gameheart
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
November 29 2013 21:38 GMT
#28
I wish tournaments would give more credit to GameHeart. I would really love to see a small banner saying "Powered by GameHeart," or something. No credit at all given to the amazing work you've done!
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Filanthil
Profile Joined March 2012
Italy9 Posts
November 30 2013 11:38 GMT
#29
I don' know if this is the appropriate topic to post this, but I don' know how to reach out to you.

I was watching Patience - sOs at Dreamhack and I was confused by the swap in place between the production tab on the top left and the bar on the bottom with the players' names, resources workers etc.

Basically, on the bottom bar you had Patience on the top and sOs on the bottom, while on the production tab was sOs on the top and Patience on the bottom. It's really a nuisance, but it took me a few seconds everytime to figure out who was producing what becuase my brain was expecting to have the production tab listing the players in the same order. This might be something to look into, in my humble opinion.

Other than that, I really want to thank you for all the amazing job you're doing for tournament spectatorship in sc2.
JonIrenicus
Profile Blog Joined July 2012
Italy602 Posts
Last Edited: 2013-11-30 23:21:08
November 30 2013 18:23 GMT
#30
--- Nuked ---
Ahli
Profile Joined May 2012
Germany355 Posts
December 08 2013 21:22 GMT
#31
+ Show Spoiler +

On November 27 2013 09:38 iHirO wrote:
GameHeart 1.62 Interface Feedback:

  1. [image loading] The GameHeart pop up interface has a formatting error when displaying unit counts over 99.

You are not using version 1.62. You are using 1.60, I assume. 1.62 has dots at the upgrades and 1.61 fixed the label positions to better support 3-digit unit death counts.

On November 27 2013 09:38 iHirO wrote:
[*] [image loading] Consider updating the hotkey tabs in the GameHeart interface to be player coloured. The hotkeys integrate well with the interface but in a mirror match, it is difficult to determine which player is currently selected.


This is not possible, as far as I know. There is no player ID for "current selected player".


On November 27 2013 09:38 iHirO wrote:
Sports Elongated Interface Feedback:


  1. [image loading] The Minimap symbols (e.g. Sensor Tower circle) are indistinct on large maps like Frost, even on high quality Twitch streams. There needs to be a minimum symbol thickness.

    [image loading]


  2. [image loading] The Main Window interface overlaps into the Minimap Window and a green border is also visible.

    [image loading]


  3. [image loading] Consider removing the dead space from non square maps, to improve the interface's appearance.

    [image loading] [image loading]



Impossible. I can only tell the game which size the minimap has. I can't make it fill out the whole space. It always displays the correct dimensions.

On November 27 2013 09:38 iHirO wrote:
[image loading] The Main Window displays incorrectly in 2v2 mode.

2+ players don't use "Left" and "Right" player identifications. Therefore I would require to code everything for all slots (1,2,3,4,...) and pray that the players are indeed using these slots.

On November 27 2013 09:38 iHirO wrote:
[image loading] Upgrades are displayed incorrectly when Neural Parasite is used. Zerg and Protoss players need a maximum of 5 slots, while Terran requires 4. A maximum of 14 slots would be needed if a Zerg player used Neural Parasite on a SCV and a Probe in a 2v2 game.

14 slots would take up a huge portion of the screen... That's a lot of screen space wasted in most games played.

On November 27 2013 09:38 iHirO wrote:
[image loading] Should the Hi-Sec Auto Tracking and Building Armor upgrades be displayed in the Main Window next to the attack and armour upgrades?
Not possible. The trick used to show the weapon and armor upgrades only works because these upgrades have a label.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider adding a setting in the Lobby screen to switch the Main Window position from centred to flushed, to increase the available screen space. This would also affect the Unit Selection Window.

The Lobby shouldn't be able to alter the UI. Else you are nearly hardcoding the UI into the game which is not the purpose of gameheart light. It adds features to the game that the interface can use, in case it is within the scope of an interface.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider adding an animated effect when an upgrade completes and is added to the Main Window, to make the audience aware.

Not possible in interfaces.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider parsing the player names and removing their clan name. The Team Logo textures already display this information and the interface looks inconsistent when only one player is in a clan. This would also increase space on the Main Window to display upgrades.

This should already be included. Try pressing "ctrl + shift + c" like Clan to toggle the clan tag usage.


On November 27 2013 09:38 iHirO wrote:
[image loading]Multiple incorrect items are added or missing from the Unit Selection Window. The current implementation simply displays the bottom row of the Unit Command card causing strange interface behaviour and important upgrades to not be displayed (e.g. A worker displays the bottom row of it's building options). A better implementation is needed to remove unnecessary icons (e.g. the Cancel icon).

It's displaying what Blizzard considered to be part of the simple command card. Other elements are not displayed. It might be possible to edit these settings for the observers in the game mod, though.


On November 27 2013 09:38 iHirO wrote:
[image loading] The Geyser and Mineral information is displayed incorrectly.

[image loading]

[image loading]


All textual information about the unit is actually a single label. I can't format the displayed text. I've used a trick to make it appear properly with a resolution of 1920x1080 and an enUS localization. Different ones can cause these problems.
I'm not able to alter the texts, so the locale wouldn't matter anymore, but the game doesn't read the values I want to use. Testing in the editor lets me edit these texts, but when the interface is really used on battle.net, the texts are not applied to the game.


On November 27 2013 09:38 iHirO wrote:
[image loading] The Hive incorrectly displays a kill count.

[image loading]


You should ask Blizzard about it. Interfaces can't alter game data and this is caused by game data.

On November 27 2013 09:38 iHirO wrote:
[image loading] The Unit Selection Window occasionally fails to hide correctly.

[image loading]


I've noticed that myself today. It's a SC2 bug. There is no unit selected, but it didn't clear the command card data. I think this happens when you switch the observed player, but I'm not sure.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider adding player coloured borders to the unit icons in the Grouped Selection Window, to make it clearer to the audience which player the units belong to.

I wish I could...

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider removing passive attributes from the Unit Selection Window to free up space in the interface. The audience is generally knowledgeable about what each unit can do (e.g. Colossus has the Cliff Walk ability) and these abilities are static, so there is no real reason to show the icon.

Out of reach of the interface. Requires game data changes and the gameheart mod shouldn't tinker too much with that as it limits other interfaces.

On November 27 2013 09:38 iHirO wrote:
[image loading] The Tool Tips pop up dialogs have only been partially reformatted for GameHeart. The Upgrade, Grouped Selection name, Timer Progress and Unit Modifier tool tips still use the old font and overlap the interface.

They use the new font, but the old tooltips. It works fine in testing in the editor, but on battle.net the game doesn't fully use the data for the tooltips for some reason. I assume it is a "bug" in sc2 as it works fine in editor tests and it should read the same background image information as all other tooltips.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider improving the display of progress for buildings with a reactor add on, as it looks awry.

Do you have a suggestion?
Btw, I can't reverse the progress bar as it's not possible to rotate them.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider displaying researchable passive upgrades in the Unit Selection Window. A major flaw with the streamlined interface is that some important information is getting lost (e.g. The only way to determine if a marine has Combat Shields researched is to look in the Upgrades Tab). Although in some cases it is easy to see when an upgrade has been researched (e.g. The Zergling appearance changes when Metabolic Boost is researched) it is harder for other upgrades.

[image loading]

[image loading]

[image loading]


That's not possible with gameheart light and interfaces as the spectator is a real spectator and its selection cannot be used as input, as far as I know.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider changing the Unit Selection Window background to improve its appearance.

Actually, that space is kind of required for some units to look nice and I can't alter the UI based on the unit selected.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider adding an icon to the Unit Selection Window to show when production has been queued. This is useful for highlighting mistakes (e.g upgrades queued) and to show when a player's macro slipping.

This might even be possible...

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider updating the spell icons to display the number of available spells. This implementation is currently used for Creep Tumours and Nukes and is consistent with the rest of the interface.

Same reason as "researchable passive upgrades in the Unit Selection Window". Spectators are no players, therefore their input cannot cause the game to run triggers/etc. Logic based on spectators is kind of impossible, as far as I know, unless the logic is always there like showing/hiding a frame showing some information.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider hiding the Unit Selection Window automatically if an item hasn't been selected after a specific time. This would free up more screen space for the game.

Same as before.

On November 27 2013 09:38 iHirO wrote:
    [image loading] Consider removing the Resources Tab as the information is duplicated on the Main Window. A Structures Lost Tab would be much more useful.

It would still use the same hotkey, but it is possible. I can alter the pulldown's entry name and show whatever I want in the leaderpanel.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider only displaying gas information once mining has begun, to make the interface more minimalist. This would also affect the Income and Active Forces Tab.

That requires logic. Interfaces have no logic. The mod can add logic, but it shouldn't tinker with existing UI elements as they are different for each used UI.



On November 27 2013 09:38 iHirO wrote:
[image loading] The Units Tab has an incorrect maximum limit of 21, causing units to be removed from the tab.

UI will look terrible in normal games, if I would make it support extreme situations. You would criticize overlapping then and unreadability, because images might be stretched across the screen or just appear as thin lines...



On November 27 2013 09:38 iHirO wrote:
[image loading] Consider merging the Terran add ons in the Structures Tab.

The Tech Lab and Reactor icons are listed in the tab separately depending on what building they are connected to, and can fill up 8 slots (e.g. 2 x Unattached, Barracks, Factory and Starport) when they could fit into 2 slots. This would make the interface cleaner and solve other issues, although the ability to jump to a specific building add on would be lost (would have to cycle through all the add ons instead). If implemented, this will also affect the Production Tab.

Blizzard's job. Also, creep tumors build by the queen and creep tumors that spread (They are different and both appear in production tab).

On November 27 2013 09:38 iHirO wrote:
[image loading] The Point Defence Drone is not displayed in the Units or Structures Tab, however the Auto-Turret is displayed as a structure.

Suggest this to Blizzard, but I don't think they would change that as the defence drone is more temporary than the auto-turret, if I'm not mistaken.

On November 27 2013 09:38 iHirO wrote:
[image loading] The Structures Tab has an incorrect maximum limit of 21 items, causing structures to be removed from the tab.

Possible solutions to this problem:
  • Only display structures for the main race, with a maximum limit of 25.

  • Implement an animated effect (e.g. scrolling) to periodically display structures when the maximum limit is reached.

  • Display a second row when the maximum limit is reached.


You want to see all, but no overlap and good looking in low numbers? In most cases you can't realize that.
I can't filter stuff. I can show a second row, since every slot can be repositioned.


On November 27 2013 09:38 iHirO wrote:
[image loading] The Units Lost Tab only displays units that were destroyed by the enemy. Any units killed by friendly fire are not shown.

SC2 bug, go and report.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider disabling clickable icons in this tab as they serve no purpose (the units have been removed).

Then you can't highlight them neither as it wouldn't react to the mouse anymore. But you could suggest Blizzard to remove the logic of the button clicks for lists of lost units.

On November 27 2013 09:38 iHirO wrote:
[image loading] The Production Tab displays the incorrect icon for the Transformation Servos upgrade. This also affects the hovering icon.

Tell Blizzard, not me.

On November 27 2013 09:38 iHirO wrote:
[image loading] The progress bars in the Production Tab are thicker on the bottom row than the top for some maps.

The Player color might be the reason. I can't really do anything about that.

On November 27 2013 09:38 iHirO wrote:
[image loading] Creep tumours are occasionally randomly duplicated in the Production Tab. Also the screen occasionally fails to jump to location when a tumour icon is clicked.

Queen's creep tumor is different than the other creep tumors while it is constructed. Ask Blizzard to merge those in the leaderpanel.

On November 27 2013 09:38 iHirO wrote:
[image loading] The Production Tab has an incorrect maximum limit of 21, causing items to be removed from the tab. The maximum limit for each race is the combined total of all upgrades, units and structures. A Zerg player with Neural Parasite in a 2v2 game could engineer a situation where almost every unit, structure and upgrade in the game is started at the same time.

This interface does not support 2vs2 and I think I will hate making 2+ player interfaces in future if people nitpick this. Then there will only be default UI + small modifications where all the data goes acress all of the screen, so you can see all of it.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider adding an effect when the production progress is accelerated or paused. The progress bar is currently removed when a building is contaminated, de-powered, construction halted, supply blocked or egress is blocked.

Not interface related and pretty much not really possible.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider hiding numbers for single items in the Production Tab to improve the interface appearance (especially for unique upgrades). This would also affect the Units, Structures, Units Lost and Upgrades Tab.

Consider suggesting it to Blizzard as that would make a lot of sense. This is not possible in interfaces as I can't use a font without a "1" as it would cause problems when someone produced 10 zerglings.

On November 27 2013 09:38 iHirO wrote:
[image loading] Consider updating the Upgrade icons to have transparent backgrounds to be consistent with other icons.

I can't alter images for game data stuff, I believe. It just doesn't read the images, even if I override the position. A mod might be able to apply these for everyone except for the players.


On November 27 2013 09:38 iHirO wrote:
[image loading] The Stronger Colour Mod icon is incorrectly displayed in the Upgrades Tab on some maps.

Gameheart light bug/problem. But I forgot what was necessary to hide upgrades from the leaderpanel.



On November 27 2013 09:38 iHirO wrote:
[image loading] The Upgrades Tab has an incorrect maximum limit of 10 items, causing upgrades to be removed from the tab.

Will fix that.



On November 27 2013 09:38 iHirO wrote:
    [image loading] The Actual Supply is incorrectly shown instead of the Maximum Supply. The default Blizzard interface only displays up to a maximum of 200 supply instead of the actual value (e.g. 250). The Actual Supply does provide the audience with extra information however (e.g. is the player in danger of getting supply blocked if the overlord is sniped).

  1. [image loading] Consider removing the supply count as it is duplicated in the Main Window.


Uhm... interesting. I will check if there is another score value that displays the correct information for max supply, in case the supply value won't be removed.


On November 27 2013 09:38 iHirO wrote:
[list=ordered]
[*] [image loading] The APM Tab and EPM Tab display identical data, this needs to be fixed.

[*] [image loading] Consider centring the APM Tab and EPM Tab text to ensure that the interface looks consistent. This would also affect the Spending Tab.

[image loading]



I need to check that out. Might be a problem of failing to change entries after copy pasting stuff. :D


Huge thanks for the great and detailed feedback!

Also, there seems to be a problem that "ctrl + shift + S" (player match scores) does not work properly ingame (it neglects that you are holding shift).
It seems to be an odd bug of SC2. Alt+tabbing out of and back into the game fixed it for me. The guys at ASUS ROG at NorthCon told me about this problem and I experienced it today, too.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
sparkyle
Profile Joined February 2014
China3 Posts
Last Edited: 2014-02-12 05:11:50
February 12 2014 04:04 GMT
#32
Hello Ryan
Iam a chinese sc2 player,i found GHLight map dont support in ZhCN client!when i watched uesd GHLight maps played replays 2.1.028667ver, inside the game display has problem,Production unit and MIT technology display param/value/lib bug,i used default observer ui also doesn't work, can u fix it?
thank you so much


you can see Image here:
http://bbs.islga.org/data/attachment/forum/201402/12/115608izv2n2s0y17h57a1.jpg

http://bbs.islga.org/data/attachment/forum/201402/12/115623g2afhjs5pjpp97qj.jpg

http://bbs.islga.org/data/attachment/forum/201402/12/115634vaktzsa4un4m6mr4.jpg

http://bbs.islga.org/data/attachment/forum/201402/12/115634vaktzsa4un4m6mr4.jpg
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