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[24H] mmr bot on USWest - Page 7

Forum Index > BW General
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MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2023-04-09 05:27:01
April 09 2023 05:20 GMT
#121
On April 09 2023 08:20 SolaR- wrote:
Sadly, I feel like not enough people liked it. This is because too many people like to feel powerful with lopsided stacks. Playing on a balanced game offered a quick dose of reality for a lot of folks and they do not like it. I wish we continued to have an objective measure of skill that the bot offered.

I know it’s not perfect but it was a much better alternative for solo players than just random hosted games that are often stacked


Quite the difference in culture EU vs WE, in WE many players seem to think playing the game in x2 speed is better. Way too many games with x2 and upwards which kinda indicates the skill level of the player base which is newbie.

Also its very hard to find a game with TR16 or higher that doesnt lag. Without proper micro no game is fun when you become more skillful. This is the reason TR16 is set (no DTR) on EU bots and why EU bot games becomes fun, because skillful players can utilize micro to their advantage to improve their rating even further.

Going from TR16/Low to TR12/Xhigh is an insane jump in game quality, and TR16/Xhigh is still microable (like TR12/Low).

What the bot owner needs to do is copy pasta the EU bot, at least in terms of the lobby creation and mechanics (messages and so on) to make it as similar to EU bot as possible as it has had success and im sure because reasons. If this wouldnt be the case then its the WE player base fault that just doesnt approve a bot. Maybe because of lag (too many in Murica with poor con?) or just the diversity of players like i said, many games are x2 speed and thats just not playable from a skillful players point of view.

This comes from a EU player that tries at times to play WE games but its seemingly impossible.
-.-
LlunTo
Profile Joined October 2022
7 Posts
June 01 2023 02:03 GMT
#122
Any news to reopen the Bot in West to be able to play 3vs3 BGH
MineraIs
Profile Joined September 2020
United States846 Posts
June 05 2023 17:12 GMT
#123
Would you be interested in hosting these maps with your bot?
They are more balanced compared to BGH and Hunters.

[image loading]

[image loading]
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
beWaterMyFriend78
Profile Joined October 2021
111 Posts
June 05 2023 21:09 GMT
#124
the bot is not active, so no, it doesn't matter whether the maps are balanced as bgh we want 2 play bgh
LlunTo
Profile Joined October 2022
7 Posts
June 08 2023 02:46 GMT
#125
Those maps seem good to me to be able to several strategies on new maps that are not BGH, but that the BOT be enabled at once in WEst
Naab
Profile Joined March 2025
2 Posts
Last Edited: 2025-04-04 19:36:49
April 04 2025 19:29 GMT
#126
ban request La______

the game Naab, La____, OneDark vs OoC_DarkKot, logosun, Dancho1 on 04.04.2025 21:20

La___ brings his drones at the beginning of the game and attacks allied nexus. It is the second time he backstabbes.
BBSC
Profile Joined December 2024
2 Posts
April 17 2025 21:11 GMT
#127
Hi PurE)Rabbit-SF

I hope to get some help from you in obtaining the player ID information from the game lobby, and, if possible, further access to the player IDs and other resource information in the upper-right corner area in OB (Observer) mode.

I’m a StarCraft: Remastered (SC:R) commentator and streamer, primarily broadcasting BGH (Big Game Hunters) matches. I’ve created a live overlay that displays player names, resource counts, APM, and other details. Currently, this information is captured using OCR (Optical Character Recognition), but the accuracy is quite low, which has been a major frustration for me.

I’ve built a database that maps player IDs to their in-game nicknames. The idea is to recognize the player IDs from the upper-right corner of the spectator interface and then match them against the database to display the correct nicknames on my overlay. However, the OCR process has been a huge headache. Even with a custom-trained recognition model, the results are still far from ideal.

The biggest issue is that when a player’s ID is short, the OCR detection area extends beyond the ID region and picks up text from the chat box, leading to severe recognition errors (often returning gibberish). I’ve tried adjusting various recognition thresholds, but nothing has fully resolved this problem.

Since your bot program seems to accurately retrieve this information, I’d really appreciate your help and guidance on how to achieve this. I sincerely hope to learn from you. Thank you so much!
beWaterMyFriend78
Profile Joined October 2021
111 Posts
April 18 2025 05:21 GMT
#128
Hi, nice of both of you to post here, but the bot on the US:West server hasn't been active for two years. Perhaps you mean the EU bot. But then you're in the wrong thread.

ted.
Profile Joined October 2008
United States81 Posts
April 27 2025 14:08 GMT
#129
Lets get this bot back up
The best way to predict your future is to create it
wimpwimpwimp
Profile Joined May 2012
167 Posts
Last Edited: 2025-04-27 16:23:09
April 27 2025 16:22 GMT
#130
I think it would be great if the ShieldBattery guys tried to capture this user base. Good for bgh, good for ShieldBattery.
tec27
Profile Blog Joined June 2004
United States3696 Posts
April 27 2025 20:31 GMT
#131
On April 18 2025 06:11 BBSC wrote:
Hi PurE)Rabbit-SF

I hope to get some help from you in obtaining the player ID information from the game lobby, and, if possible, further access to the player IDs and other resource information in the upper-right corner area in OB (Observer) mode.

I’m a StarCraft: Remastered (SC:R) commentator and streamer, primarily broadcasting BGH (Big Game Hunters) matches. I’ve created a live overlay that displays player names, resource counts, APM, and other details. Currently, this information is captured using OCR (Optical Character Recognition), but the accuracy is quite low, which has been a major frustration for me.

I’ve built a database that maps player IDs to their in-game nicknames. The idea is to recognize the player IDs from the upper-right corner of the spectator interface and then match them against the database to display the correct nicknames on my overlay. However, the OCR process has been a huge headache. Even with a custom-trained recognition model, the results are still far from ideal.

The biggest issue is that when a player’s ID is short, the OCR detection area extends beyond the ID region and picks up text from the chat box, leading to severe recognition errors (often returning gibberish). I’ve tried adjusting various recognition thresholds, but nothing has fully resolved this problem.

Since your bot program seems to accurately retrieve this information, I’d really appreciate your help and guidance on how to achieve this. I sincerely hope to learn from you. Thank you so much!

Just FYI, any UIs that are rendered via CEF (which includes all the bnet UIs and the observer UIs) get their data from a webserver the game runs, so you can connect to it and get that data as well. The port for the server is randomized each launch, a command for getting the current port is in this repo: https://github.com/evanandrewrose/bw-web-api?tab=readme-ov-file#starcraft-port

If you download CascView you can open the game files and check out the webui folder to see the various HTML files that connect/read this data to figure out what you need to do.

On April 28 2025 01:22 wimpwimpwimp wrote:
I think it would be great if the ShieldBattery guys tried to capture this user base. Good for bgh, good for ShieldBattery.

It's in the works
Can you jam with the console cowboys in cyberspace?
Global Paperwork
Profile Joined March 2025
1 Post
Last Edited: 2025-04-30 10:58:48
April 30 2025 10:58 GMT
#132
Bot edit.

User was banned for this post.
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