https://github.com/bobo38/TheCoreLite/tree/testQW
You can pick the layout you want
Forum Index > StarCraft 2 Strategy |
bobo38
France220 Posts
https://github.com/bobo38/TheCoreLite/tree/testQW You can pick the layout you want | ||
MilExo
South Africa139 Posts
| ||
Googlrr
United States3 Posts
| ||
bobo38
France220 Posts
![]() There is a keyboard init file related to keyboard layout correspondance with respect to USQwerty. You can find the section related to USColemak. I think it's possible to map CapsLock on Backspace; I will try to fix it. In case you noticed other inconsistencies, feel free to report them (I suspect that it was not fixed because right side of the keyboard is used by players using TheCore with left hand :D) @MilExo, In TheCore Archive TheCoreLite spreadsheet, you can find some logic in the upgrades: – speed = C – attack = D – defense = Space The units abilities are mapped on Space (smart key) for single ability units. C and E keys are used as precision keys, with rapidfire alternate (https://github.com/bobo38/TheCoreLite#rapid-fire-and-precision-keys) so that it's impossible to make upgrade keys match abilities as a general rule, as TheCore team tries to support not only multiplayer, but campaigns and coop modes as well. | ||
MilExo
South Africa139 Posts
Another example: Phoenix is D and Anion-Pulse Crystals is D (makes sense). Carrier on G, Tempest on Space yet Graviton Catapult is on Space and not on G. I'm not saying the upgrade should match the key used to cast them, but won't it be better to have the upgrade key at least match the build of the unit? It seems like TheCore Lite tab had this though the new layout doesn't, so I was wondering what the reasoning behind it is since it makes learning a lot harder and I can't seem to understand the logic behind it. | ||
bobo38
France220 Posts
| ||
bobo38
France220 Posts
@MilExo: I updated the Command section to get back the consistency between upgrades and key to produce units, it may not be perfect. I saved previous status as branch "2.0", and branch "master" now uses Q and W, like legacy TheCore Lite, as the rest keys argument makes sense and Shift+Q+W is not that difficult to type. | ||
JaKaTaKSc2
United States2787 Posts
Upgrades that have attachments to their respective unit or ability. (Bridge Method) or Upgrades with fast keys that are consistent with a category. (Box Method) The terminology comes from the idea of a bridge connecting the upgrade to the ability or unit or putting the upgrades in boxes. In the past I've been leaning toward Bridge, but I'm open to arguments for Box or a 3rd method. Thoughts? | ||
bobo38
France220 Posts
As said previously the goal is not to change TheCore Lite, but to make it: – better with new features in the [hotkeys] section – cover all modes: multiplayer + coop + campaign – for all supported keyboard layout Is it OK from your perspective? | ||
MilExo
South Africa139 Posts
Generally speaking, TheCore Lite should be leaning towards efficient, but fast to learn. The question is: Which is faster to learn (or more intuitive)? I think if you want to go for fast to learn, I would go for a more grid-like approach to unit production rahter than have some units on Caps Lock and Space and just have them on RTY, DFGH, VBN (so that we can still make all the protoss units rapid-fire). | ||
JaKaTaKSc2
United States2787 Posts
| ||
MilExo
South Africa139 Posts
| ||
JaKaTaKSc2
United States2787 Posts
So the user learns 2 things before the system is fully intuitive: 1. The order of keys: ert4dfg etc 2. The order of the units: marine reaper marauder etc The problem I see with this system is that it doesn't give the fastest keys to the most important units. In the current system the user also learns 2 things before the system is fully intuitive: 1. The order of keys 2. The cost of each unit This doesn't lead to complete efficiency, but it is more efficient than the proposed change. | ||
thenanox
Spain72 Posts
The problem is that layout is too old and im having a lot of troubles to adapt smart fire keys, campaigns keys, coop keys, etc. And i'm done with all this. I knew thecore layout because i have two friends using it, but right now im on a laptop, and i'm used to left keyboard. Also thecorelite is something similar to my old hotkey layout. Im trying to use the last core lite from bobo38 right now, but i have a problem with Caps Lock. It only works when key is being activated from NoCaps->Caps, not the opposite way, so it just works once each two taps. I dont know if its because im in a MacOS right now, or because i didn't select the proper file from repository...do you know what the problem is? Thank you beforehand for all the awesome work done by Jakatak and bobo38 ![]() | ||
bobo38
France220 Posts
To start with TheCore Lite, I recommend: – the github README.md: https://github.com/bobo38/TheCoreLite/blob/master/README.md – the .pdf I created: https://github.com/bobo38/TheCoreLite/raw/master/Images/TheCore_Lite.pdf About your CapsLock issue: I'm running SC2 on Linux and faced this problem as well. Within X11 graphic server, CapsLock doesn't get repeated. My own workaround is documented on the SC2 page of Archlinux wiki. I guess that you could be able to reproduce it on MacOS using a terminal emulator such as xterm, and installing the right packages. I could have a look at X11 keyboard options for CapsLock, and see whether there is more straight forward solution. Edit – the option to replace Caps_Lock with BackSpace does not grant this key the autorepeat. xmodmap usage seems to be requested. More info there: http://askubuntu.com/questions/74904/how-can-i-swap-capslock-for-backspace Edit2 – the CapsLock problem on Linux is different: the CapsLock works in the 2 ways, but the repeat behavior sucks | ||
MilExo
South Africa139 Posts
Interesting. So the user learns 2 things before the system is fully intuitive: 1. The order of keys: ert4dfg etc 2. The order of the units: marine reaper marauder etc The problem I see with this system is that it doesn't give the fastest keys to the most important units. In the current system the user also learns 2 things before the system is fully intuitive: 1. The order of keys 2. The cost of each unit This doesn't lead to complete efficiency, but it is more efficient than the proposed change. Not trying to argue the point, but I do want to understand in more detail as I find that understanding makes learning (at least for me) a lot easier. If I understand the logic behind why a key is in a certain position, then I can us that logic to determine which key I should press instead of blindly trying to memorize it. One thing about the cost of each unit is that you need to hover over the unit to find the cost where you can see the order by just looking down at the command card. Granted, you can also see the hotkey as part of a counter argument, but determining the position instead of the key feels a bit faster. However, lets agree that the worth of the unit is more in line with its cost and it should be sequenced like that. Now my confusion comes in with the following (assuming overall cost): Gateway: D - Zealot (100 minerals) V - Adept (100 minerals, 25 gas) Caps Lock - Sentry (50 minerals, 100 gas) R - Stalker (125 minerals, 50 gas) Space - High Templar (50 minerals, 150 gas) F - Dark Templar (125 minerals, 125 gas) Robo: Space - Observer (25 minerals, 75 gas) F - Warp Prism (200 minerals) R - Immortal (250 Minerals, 100 gas) D - Colossus (300 minerals, 200 gas) V - Disruptor (150 minerals, 150 gas) Stargate: D - Phoenix (150 minerals, 100 gas) R - Oracle (150 minerals, 150 gas) V - Void Ray (250 mienrals, 150 gas) Space - Tempest (300 mienrals, 200 gas) G - Carrier (350 minerals, 250 gas) If I follow the Gateway sequence, should this not mean that the keys for Robo and Stargate should instead be: Robo: D - Observer (25 minerals, 75 gas) V - Warp Prism (200 minerals) Caps Lock - Immortal (250 Minerals, 100 gas) R - Colossus (300 minerals, 200 gas) Space - Disruptor (150 minerals, 150 gas) Stargate: D - Phoenix (150 minerals, 100 gas) V - Oracle (150 minerals, 150 gas) Caps Lock - Void Ray (250 mienrals, 150 gas) R - Tempest (300 mienrals, 200 gas) Space - Carrier (350 minerals, 250 gas) Or is there something else that I am missing when it comes to the cost? Edit: formatting. | ||
thenanox
Spain72 Posts
On December 19 2016 04:44 bobo38 wrote: Welcome thenanox! I see what you mean, it requires a lot of effort: I spent some hours today to find a solution that does not break with the Stukov coop infested terran mess… To start with TheCore Lite, I recommend: – the github README.md: https://github.com/bobo38/TheCoreLite/blob/master/README.md – the .pdf I created: https://github.com/bobo38/TheCoreLite/raw/master/Images/TheCore_Lite.pdf About your CapsLock issue: I'm running SC2 on Linux and faced this problem as well. Within X11 graphic server, CapsLock doesn't get repeated. My own workaround is documented on the SC2 page of Archlinux wiki. I guess that you could be able to reproduce it on MacOS using a terminal emulator such as xterm, and installing the right packages. I could have a look at X11 keyboard options for CapsLock, and see whether there is more straight forward solution. Edit – the option to replace Caps_Lock with BackSpace does not grant this key the autorepeat. xmodmap usage seems to be requested. More info there: http://askubuntu.com/questions/74904/how-can-i-swap-capslock-for-backspace Edit2 – the CapsLock problem on Linux is different: the CapsLock works in the 2 ways, but the repeat behavior sucks After trying to install xmodmap in mac, i wasn't able to do so. Ive been investigating about this and karabiner looks like the closest to xmodmap in mac os x, but is not working on sierra, so i wasn't able to test it.. When this is available i would try this. Also i don't care about autorepeat on building stuff, just to work properly This christmas i will be on my PC and i might try with windows, so i guess this problem wont exist ![]() | ||
bobo38
France220 Posts
I've been pushing lots of changes in TheCore Lite command card due to the patch 3.9. I implemented the bridge between building and key to produce unit. So far, I've only slightly modified unit production keys. A unit key harmonization could be thought about. Things to be taken into account per race: – terran: 4 keys are needed Reactor (R), Techlab (CapsLock), Lift-off (F), Select Worker (T) – protoss: rapid-fire warp-in, 1 key for morphing the building to warp version (E) – zerg: 11 units could be produced out of larva For protoss, here would be my proposal D zealot, immortal, phoenix (basic) R stalker, -, void ray* (support) F dark templar*, warp prism, oracle (sneak) V adept, colossus*, tempest (advanced robo/stargate) G sentry*, disruptor, carrier* (advanced robo/stargate) Space High templar* observer (spell caster) * fits with building key all unit specific upgrade have same key as production key @thenanox: I'm sorry for you… this CapsLock behavior sounds like a pain in the ass, good luck with your tests | ||
bobo38
France220 Posts
| ||
nekryy
2 Posts
for some reason when i download the hotkeys from new bobo github many things are not bound. like camera keys, drag selection and so on. any ideas why? | ||
| ||
![]() StarCraft 2 StarCraft: Brood War Dota 2 Counter-Strike Other Games Organizations
StarCraft 2 • Berry_CruncH259 StarCraft: Brood War• Hupsaiya ![]() • davetesta49 • practicex ![]() • v1n1z1o ![]() • IndyKCrew ![]() • sooper7s • AfreecaTV YouTube • intothetv ![]() • Kozan • LaughNgamezSOOP • Laughngamez YouTube • Migwel ![]() League of Legends Other Games |
Sparkling Tuna Cup
WardiTV Invitational
Spirit vs SHIN
Clem vs SKillous
herO vs TBD
TBD vs GuMiho
AI Arena 2025 Tournament
Replay Cast
Clem vs Zoun
Wardi Open
Monday Night Weeklies
PiGosaur Monday
Replay Cast
SOOP
SKillous vs Spirit
Tenacious Turtle Tussle
[ Show More ] The PondCast
Replay Cast
Korean StarCraft League
[BSL 2025] Weekly
|
|