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On June 18 2007 03:57 tec27 wrote:Show nested quote +On June 18 2007 01:10 water-hand wrote: are you going to release the source code of your plugins? Eventually, yes. Just need to clean up my code a bit first, its very messy atm 
good! maybe someone looking the examples of working plugins may start to code some new feature
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Germany1302 Posts
In which way are APM calculated, I mean based on what timeframe (in BWCharts its very flat, flat, dynamic, very dynamic or something like that) ?
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Doesn't work for me. I have it on and all, set to alarm at 150 or lower, but even when I do almost nothing, it doesn't go off. DXWND works though :O
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United States24600 Posts
On June 18 2007 06:18 Chosi wrote: In which way are APM calculated, I mean based on what timeframe (in BWCharts its very flat, flat, dynamic, very dynamic or something like that) ?
I have the same question more or less. How does bwl calculate instantaneous apm? I realize you aren't the one who implemented this but perhaps you know?
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Is alt-tabbing still necessary even though Starcraft runs in windowed mode?
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Germany2896 Posts
I have the same question more or less. How does bwl calculate instantaneous apm? I realize you aren't the one who implemented this but perhaps you know? There are several possible ways to calculate this. 1. Based on the Timeinterval of the last n Actions (ie n about 50 to 100) 2. Based on the Number of Actions in the last n Seconds 3. Update the APM every 10 secs and show the number of actions since the last update (normed to APM o/c) 4. Older Actions lose weight exponentially over time
I would use 4. But I don't know what tec used. Probably some variant of 2 or 3.
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it work fine .. I love you for this
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Mmm, it works when I use your alert.wav, but when I use my Red Alert Alarm.wav, it doesn't.
Red Alert Alarm.wav was recorded using audacity, and exported as a wav weighing 721 kbs and is 8 seconds in length.
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On June 18 2007 06:18 Chosi wrote: In which way are APM calculated, I mean based on what timeframe (in BWCharts its very flat, flat, dynamic, very dynamic or something like that) ? What I do is have a set of 20 or so measurements (the last 20 seconds). I add those together and then average them out to get the actual APM. So every second, it figures out how many actions you performed, and puts them in the next availible timeframe slot.
On June 18 2007 15:18 BWMN)Mayhem( wrote: Mmm, it works when I use your alert.wav, but when I use my Red Alert Alarm.wav, it doesn't.
Red Alert Alarm.wav was recorded using audacity, and exported as a wav weighing 721 kbs and is 8 seconds in length. If it starts slow, you may not have time to hear it, because the sound its played every second. Also, it may be spaces in the filename causing problems (if thats it, I'll work on a fix for that, but look into the first thing first).
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the DxWnd Plugin doesn't work for me, i don't get any errors, just starting normal in fullscreen mode
//EDIT
just forget what i said, works fine
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I got it working. There were a second or two of silence at the beginning. I edited it down to less than as second at it works fine.
[url blocked] For anyone who wants the sound I used. It's sort of like an EVACUATE IMMEDIATELY sound you might here in video games or INTRUDER DETECTED or a burglar alarm thing.
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I've set my apm minimum at 120 and set the sounds properly, I hear the power up and power down but I've yet to here the alert once in the 10 games I've used this and BWChart disagrees that I've never gone below 120...
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United States42093 Posts
Doesn't this just encourage spam? I play on 80 apm happily enough and while I can go above it (on the P multitasking UMS I played at 160) I don't really see the need.
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On June 19 2007 10:55 Kwark wrote: Doesn't this just encourage spam? I play on 80 apm happily enough and while I can go above it (on the P multitasking UMS I played at 160) I don't really see the need. Well, I find that after harassment in my game, my macro and such drops a lot for a minute or two, and then picks back up. During those times, my APM drops as low as 60, so this helps me to know when I'm not macroing enough, so that I can correct it (and it really has helped my game, imo).
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Is this working on Vista? Anybody tried it?
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playing in window feels so weird to do keke
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On June 19 2007 09:58 ChoboCop wrote:I\'ve set my apm minimum at 120 and set the sounds properly, I hear the power up and power down but I\'ve yet to here the alert once in the 10 games I\'ve used this and BWChart disagrees that I\'ve never gone below 120...  I\'m gonna try to tweak it a bit, maybe decrease the amount of seconds it keeps data. Looking through my replays, I notice I am dipping below the APM level more than its alerting me. So, look out for an update soon.
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What a retarded program. Why would you need to be warned when your APM drops below a certain amount?
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Because a lot of players when they reach mid game run out of attention span, and the constant beeping helps to give incentive to start playing hard again? As much as this could be used to help get higher apm (and probably higher redundancy as well), it's more likely going to be used to keep up intensity when one would other wise have entered a monotonous phase of the game.
He made the program for himself, and then posted it in case other people wanted to use it too. What the fuck is your problem with that? If you don't like it, don't download it. Obviously some people do.
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Germany2896 Posts
I am currently also working on a similar functionality. My goal is to reproduce all features of the old BWCoach. Probably i'll soon add a warning when your resources mount too high. But I have not succided yet to add a supplylow warning in 1.15. @Tec we could work a bit together, as we are both Delphi developers.
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