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vespene.gg — BW replays in browser - Page 3

Forum Index > BW General
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AttackZerg
Profile Blog Joined January 2003
United States7584 Posts
May 25 2026 08:47 GMT
#41
I love this thing and use it daily.

Awesome Job, thanks.
dethsc
Profile Joined May 2026
19 Posts
May 26 2026 22:16 GMT
#42
On May 24 2026 11:47 p4fn2w wrote:
Bug report on supply count with this replay: https://vespene.gg/?replay=bw:MM-FC39DC3C-5374-11F1-A3DD-FA167B5461B6

I am focusing on dlqwkdckdl's POV (Red protoss, bottom right)

Supply counter (top left panel) bugs:
- Inconsistent build order timings: when he builds his first Pylon, the supply counter on the top left shows 7/9, but it should be 8/9. I think it is not counting the probe currently being built? This off-by-N is consistent across a big portion of the replay, so it's difficult for me to record the exact supply when he constructs a building or a unit.
- Supply denominator not updating instantly: when the first pylon finishes around 1:11, the supply denominator doesn't increase from X/9 to X/17 immediately. It only does so after a while. Similarly, at 1:38, the Brown protoss shows 10/9 supply

Build Order Queue tab (top right panel) bugs:
- When I switch to "Queue", "Me", and have it show the build order, these supplies are not exact. For example, the gateway at 1:15 should be built during 10 supply, but this panel shows 11 Gateway. Similarly, the Dragoon at 2:39 should be built during 16 supply, but this panel shows 22 Dragoon.
- Duplicate entries: the Dragoons built at 23 (x2), 24, and 25 seem to be queues, but not actual unit production. Same goes for Pylon at 26 and 27 (x2)
- Low priority QoL request: instead of "Me" and "Opp", it would be nice to replace those text with the actual player names (dlqwkdckdl and NCS_Bestt) or, if its too long, maybe the player color (Red and Brown)

Audio is a nice QoL! Right now it only plays the Zealot confirm action audio though. I'm assuming it's still being worked out and should have all the different unit sounds eventually. I am a big fan of the background music in Starcraft, so would love the ability to play the background music too!

I notice a bit of lag when the canvas first finishes loading and renders the replay this time. My entire browser freezes and I can't switch tabs. This only happens on the first frame after loading when the browser draws the map tiles, and my browser freezes for like ~5-10 seconds. I think something changed to cause it to be more demanding. I didn't notice this lag before.


Thank you for such an amazing bug report and feature request post, this was incredibly helpful levels of detail.

I've fixed 90% of the issues with the supply count, should be accurate in most replays now.

Build order queue tab feedback was addressed and I've added actual player names too.

Audio wise, a pass has been done to improve it and I've added the music too.

Lag on first load is something im still tacking, will fix more today.
iCCup.Trent
Profile Joined May 2005
Argentina462 Posts
Last Edited: 2026-06-02 11:38:07
June 02 2026 10:02 GMT
#43
Hey deth, this is amazing work, thank you!

I'm interested in the underlying architecture if you'd be able to share more? I don't see a repo to look into. This technology would be useful outside of a "live replay" UI, since it can augment information that is not available by consuming the replays directly.

UPDATE: ran some research on this, tell me if I'm accurate here. Are you using OpenBW and running a downgrade_replay-like tool to be able to consume 1.18 replay files onto it? If so, I see the value in a CLI tool that simply "extracts" the augmented replay content, much like screp does for replays themselves, as a foundation for richer output use cases like this. I'd be keen to collaborate on this.
dethsc
Profile Joined May 2026
19 Posts
June 12 2026 23:08 GMT
#44
On June 02 2026 19:02 iCCup.Trent wrote:
Hey deth, this is amazing work, thank you!

I'm interested in the underlying architecture if you'd be able to share more? I don't see a repo to look into. This technology would be useful outside of a "live replay" UI, since it can augment information that is not available by consuming the replays directly.

UPDATE: ran some research on this, tell me if I'm accurate here. Are you using OpenBW and running a downgrade_replay-like tool to be able to consume 1.18 replay files onto it? If so, I see the value in a CLI tool that simply "extracts" the augmented replay content, much like screp does for replays themselves, as a foundation for richer output use cases like this. I'd be keen to collaborate on this.


I did use OpenBW to begin with, however there is no way to my knowledge to run a downgrade replay tool. SC:R is fundamentally different than 1.16.1 due to byte structure. The maps are also different as SC:R added doodads and map-making features that don't exist in 1.16.1. Other bugs fixed in the upgrade for SC:R like sprite-counts (valkyries etc can actually fire now!) are another impossible layer of complexity.

Instead, i set out to reverse engineer the SC:R binaries, one step at a time, one map at a time (sprite/unit index offsets are totally different per map). A few sleepless weeks later I emerged with a headless "OpenSCR" client. As far as how the site serves simulations to users and in the interest of reducing the time you wait to watch a game, I run 4 VM's at all times, 2 dedicated to simulating the pro replays that appear on site and 2 that run to simulate any user replays on request. This gets the unit position data frame-by-frame (or technically i sample each units' coords every 4th frame and interpolate between them to save time). That data then gets added to the mix along with other data i extract (screp and a bunch more python scripts for the stats, build order tracking etc) then compressed and served to the client for playback. There is so much more under the hood but I hope that helps

Brood War Update:

Been hard at work on improvements across the board to back-end architecture, feature design, bug fixes, UI overhauls, load-time improvements and bringing the brood-war overlay accuracy and layout up to the standard set by our SC2 replay viewer. You should notice a significant improvement in load times.

Getting the audio engine locked in is a high priority for me in the next week, as is fixing some of the bugs with spell animation and colours. Still some bugs with supply count and live updating which will be fixed in the next week but the build order right side-bar should be 100% accurate now.

[image loading]

[image loading]

[image loading]


- You can click on an item in the right side bar, that will scrub the timeline forward or back and resume the game from that timestamp.
- resources, supply count, workers etc can be clicked in the top bar to load up a graph view
- timeline scrubber now has little coloured dots which annotate key events in the game such as upgrades, expansion timings etc

[image loading]


- Production bars have been reimagined with rings showing progress of production. Where multiple of same unit or building in queue at once up to 3 progress rings will display

[image loading]


- You can choose what sc1 music track you'd like to listen to in the dropdown menu below timeline scrubber


[image loading]

[image loading]


- Layer of polish done on the note system and recording notes should be faster and more consistent now. You can opt-in to notes via the user Dashboard. You can hold right click anywhere on the map canvas to load a radial menu that allows you to choose a quick note label.
- Once you choose the note type you can quickly enter your text. A pill will remain on the map canvas that you can refer back to later. You can also import those notes easily into the obsidian-like note system.



SC2 Update:

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Been creating a build-order creation system that:

1. Allows you to create build orders on a map canvas rather than a linear text list
2. Adds in aggregate replay "heatmap" data so you can see throughout a timeline the common proxy locations, attack paths, expansion locations etc (all collated from pro replays, per map, per match up etc)
3. Full economy simulation to ensure what you place on the map you can actually afford
4. Allows for annotation and note taking on a build order
5. Users can 1-click from a replay to jump into a build order view, make adjustments or save a pro's game as their own build
6. Radial menus, conveyor-belt UI's, queue-based UI for 'smart fill' of unit production

And so... so.. much more. And yes, I am looking to roll out the same feature set for brood war in the coming weeks too

[image loading]

[image loading]


Pink dots at timestamp are the proxy locations (TvT) and red are the initial scout paths and reaper attack path etc

[image loading]


Right click a building on the map canvas to open the radial menu to control the queue'd units

[image loading]


Clicking the 'lanes' button at bottom of UI gives you the conveyor belt style view to see everything in parallel rather than a big linear list view

=======================================================

There are so many more features, functions and screens available in this system but I'll leave it there for now. Going to do some videos and tutorials on the system in the coming days for those interested and very excited to build the brood war version too. Again, there will be bugs and issues --- so please report them!
p4fn2w
Profile Blog Joined September 2007
397 Posts
June 14 2026 09:35 GMT
#45
Great update! Initial lag time has been significantly improved, and the browser no longer freezes. The new build order timeline is seriously cool, and the new audio engine makes viewing replays so much more enjoyable.

I love when you click on a unit they talk back to you. However, it is a bit hard to click on a unit. I think their hitbox may be misaligned with the visual sprite? For example, in this replay here: https://vespene.gg/?replay=bw:MM-40D8D988-6784-11F1-A3DD-FA167B5461B6&t=228 teal has a lone dragoon in the middle of the map. The lone dragoon has a circle (I think it represents its hitbox?) which is shifted top-left from the visual sprite. So if you click on the dragoon sprite itself, it won't register, you have to click on its top-left corner. All the units seem to work this way.

Small note: the top bar has very nice updates and seem to follow the game state more accurately now (worker count, supply, mineral, etc). However, the supply counter seems to count only the already built units, not the ones currently building (which does take up supply in-game, and also is used for build order timings). Is this intentional?

Overall a very great update! It's been a solid tool for me to learn new build orders, and now it's a more enjoyable experience. Almost feels like Starcraft-in-a-browser. Excited to see what else is in store!
Wintex
Profile Blog Joined July 2011
Norway16849 Posts
June 16 2026 14:37 GMT
#46
this is frickin beautiful work, i wish i could make something so cool.
The Bomber boy
p4fn2w
Profile Blog Joined September 2007
397 Posts
Last Edited: 2026-06-16 20:29:52
June 16 2026 20:29 GMT
#47
QoL request (low priority): I would like there to be some way to easily count the number of units. Sometimes I want to scan how many probes are mining in this expansion, or how many dragoons are moving out in the push. Is it possible to add a drag-box multiselect just like in the game? Or if that's too complicated, maybe a ctrl + click (which multiselects all of the same units in the screen, just like in the game)?

This is a super low priority (I can always just pause replay and manually count), so no worries if not
dethsc
Profile Joined May 2026
19 Posts
June 16 2026 23:36 GMT
#48
On June 14 2026 18:35 p4fn2w wrote:
....

I love when you click on a unit they talk back to you. However, it is a bit hard to click on a unit. I think their hitbox may be misaligned with the visual sprite? ..... So if you click on the dragoon sprite itself, it won't register, you have to click on its top-left corner. All the units seem to work this way.

Small note: the top bar has very nice updates and seem to follow the game state more accurately now (worker count, supply, mineral, etc). However, the supply counter seems to count only the already built units, not the ones currently building (which does take up supply in-game, and also is used for build order timings). Is this intentional?


Not intentional, still some bugs and kinks I'm working out. Sound and performance have been my priority but I'll be cleaning up supply counts and the hitboxes for selection by this weekend.


On June 16 2026 23:37 Wintex wrote:
this is frickin beautiful work, i wish i could make something so cool.


Thank you!

On June 17 2026 05:29 p4fn2w wrote:
QoL request (low priority): I would like there to be some way to easily count the number of units. Sometimes I want to scan how many probes are mining in this expansion, or how many dragoons are moving out in the push. Is it possible to add a drag-box multiselect just like in the game? Or if that's too complicated, maybe a ctrl + click (which multiselects all of the same units in the screen, just like in the game)?

This is a super low priority (I can always just pause replay and manually count), so no worries if not


This feature has been in for a while but I haven't yet got around to doing the replay viewer tutorial (coming this weekend). You can box select groups of units by holding shift and then left click drag to box select
dethsc
Profile Joined May 2026
19 Posts
June 19 2026 12:30 GMT
#49
Updates:

[image loading]


Added a guided tour to the brood war replay view on 1st open

[image loading]


Added AI coach to the replay viewer and gave it more brood war knowledge (a lot tbfh) and context of the game you're watching including timestamp context

[image loading]


And gave a huge glow-up to the homepage of the site, added tournaments, vod tracking, twitch stream viewing and more!
dethsc
Profile Joined May 2026
19 Posts
June 20 2026 03:02 GMT
#50
Update:

Have finally got around to adding ability to search/filter by build order, MMR, player, map, game-length & matchup simultaneously:

[image loading]


(pls let me know if you come across bugs)
p4fn2w
Profile Blog Joined September 2007
397 Posts
Last Edited: 2026-06-25 21:44:37
June 25 2026 21:33 GMT
#51
It's been great! Definitely feels more polished and helpful as a study tool.

Some small QoL suggestions:
1. From landing page -> Pro Brood War, can the page remember my search filters from last time? So I don't have to set the filters every time?
2. From landing page -> Pro Brood War, can each replay entry in the search results table show the date of the replay, and the Blizzard server (eu, korea, etc)? (and some way for the search to filter by date or server)
3. When a replay is opened, can there be a way to view the replay metadata details (date, MMR, map name, and possibly the Blizzard server)? Maybe an extra button in the Menu dropdown?
4. When a replay is opened, for the build order timeline (right side of screen), when I click on for e.g. a Pylon it jumps the replay to that point in time the player builds the Pylon. Can you make it so that when I double click on the Pylon, it also jumps the camera to the location of the Pylon being built?
dethsc
Profile Joined May 2026
19 Posts
June 26 2026 03:22 GMT
#52
On June 26 2026 06:33 p4fn2w wrote:
It's been great! Definitely feels more polished and helpful as a study tool.

Some small QoL suggestions:
1. From landing page -> Pro Brood War, can the page remember my search filters from last time? So I don't have to set the filters every time?
2. From landing page -> Pro Brood War, can each replay entry in the search results table show the date of the replay, and the Blizzard server (eu, korea, etc)? (and some way for the search to filter by date or server)
3. When a replay is opened, can there be a way to view the replay metadata details (date, MMR, map name, and possibly the Blizzard server)? Maybe an extra button in the Menu dropdown?
4. When a replay is opened, for the build order timeline (right side of screen), when I click on for e.g. a Pylon it jumps the replay to that point in time the player builds the Pylon. Can you make it so that when I double click on the Pylon, it also jumps the camera to the location of the Pylon being built?


Great feedback, great ideas. Have added all 4:

1. Filters will persist through sessions, only exception is when website redeploys occur might clear your saved filter results.
2. Done, you can filter by server, date
3. Added the replay details button under MENU button on the BW replay canvas
4. This was my fav suggestion and its added, tested and working. Very nice QoL change!
Tinashewolf - Warg
Profile Joined June 2026
2 Posts
June 26 2026 05:46 GMT
#53
--- Nuked ---
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