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[G] TheCore Lite - Advanced Keyboard Layout - Page 39

Forum Index > StarCraft 2 Strategy
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bobo38
Profile Joined February 2016
France220 Posts
December 05 2016 19:27 GMT
#761
I created a branch called "testQW"
https://github.com/bobo38/TheCoreLite/tree/testQW

You can pick the layout you want
Check out TheCore Lite last release:
https://github.com/bobo38/TheCoreLite/releases
MilExo
Profile Joined September 2011
South Africa139 Posts
December 08 2016 18:16 GMT
#762
The QW definitely works better for me, though the inconsistencies in terms of upgrades are still a bit confusing. I would expect them to either be in the sequence or match with the units (ie Zealot charge matches with Zealot, Carrier Interceptors match with Carriers, etc.). This makes it harder for me to learn since I can't logically determine what a key should be and have to look it up every time.
Googlrr
Profile Joined February 2011
United States3 Posts
December 11 2016 04:05 GMT
#763
Thanks for keeping The Core Lite updated for LotV! I just came back to SC after a while and have been using the layout and I quite like it. I do have a few questions about it as a user of a bit of an unconventional keyboard. I use Colemak, and colemak users have backspace on capslock. This seems to mess with the layout since even the colemak layout still has this mapped to caps instead of backspace. I feel like the majority of Colemak users (there must be dozens of us!) probably have a similar setup. Just a thought, it's really no hassle to rebind the keys but I figured I'd mention it.
bobo38
Profile Joined February 2016
France220 Posts
Last Edited: 2016-12-11 22:16:23
December 11 2016 22:08 GMT
#764
@Googlrr, hi and thanks for your feedback. I'm also a user of ergonomic keyboard layout (so sort of dvorak french: BÉPO)

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.
Check out TheCore Lite last release:
https://github.com/bobo38/TheCoreLite/releases
MilExo
Profile Joined September 2011
South Africa139 Posts
December 12 2016 04:21 GMT
#765
@bobo38, if you go to the TheCore Lite sheet (one tab back from where you linked me), then Colossus is C and Extended Thermal Lance is also C (which makes sense to me). In the latest layout however, Extended Thermal Lance is on D (which is also where Disruptor is mapped to).

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
Profile Joined February 2016
France220 Posts
December 12 2016 17:08 GMT
#766
@MilExo: Nice point! I was not aware of this aspect while I focused on key conflict solving (and rapid fire warp-in for robo and stargate as well). I will fix it and try to integrate some checks (I do know that Techlab is a mess as well…). Thanks for your feedback.
Check out TheCore Lite last release:
https://github.com/bobo38/TheCoreLite/releases
bobo38
Profile Joined February 2016
France220 Posts
December 12 2016 19:42 GMT
#767
@Googlrr: I add a line to take care to replace CapsLock with Backspace at generation

@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.
Check out TheCore Lite last release:
https://github.com/bobo38/TheCoreLite/releases
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 14 2016 17:47 GMT
#768
Generally speaking, TheCore Lite should be leaning towards efficient, but fast to learn. The question is: Which is faster to learn (or more intuitive)?

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?
Commentatorhttps://www.youtube.com/JaKaTaKtv
bobo38
Profile Joined February 2016
France220 Posts
December 14 2016 22:46 GMT
#769
MilExo was right pointing at those regressions. I didn't notice that the upgrades were linked to unit production key for protoss and terran (I was more focused on D attack, C speed, Space armor). MilExo gave me good reason to move back to QW macro keys, and to fix the upgrade keys' consistency.

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?

Check out TheCore Lite last release:
https://github.com/bobo38/TheCoreLite/releases
MilExo
Profile Joined September 2011
South Africa139 Posts
December 15 2016 03:38 GMT
#770
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
Profile Blog Joined March 2011
United States2787 Posts
December 15 2016 16:28 GMT
#771
There is a balance, we also want it to be efficient. If we were to go soley for easy to learn we'd end up at either grid or standard. TheCore Lite is inbetween TheCore and Blizzard layouts.
Commentatorhttps://www.youtube.com/JaKaTaKtv
MilExo
Profile Joined September 2011
South Africa139 Posts
December 18 2016 14:41 GMT
#772
Do you think it would be less efficient to at least sequence the "create unit" hotkeys in the order they appear on the command card? Feels like that would make learning easier and would be less meta dependent as to which unit is first when trying to learn the setup.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2016-12-18 16:47:01
December 18 2016 16:46 GMT
#773
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.
Commentatorhttps://www.youtube.com/JaKaTaKtv
thenanox
Profile Joined June 2010
Spain73 Posts
December 18 2016 18:52 GMT
#774
Until now, i've been using one hotkey layout from WOL times, previously to thecore. I cant remember the name right now but it was its predecessor. (Q for attack, W for stop, FED for abilities, Space for Hatches)

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
Profile Joined February 2016
France220 Posts
Last Edited: 2016-12-19 18:06:35
December 18 2016 19:44 GMT
#775
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
Check out TheCore Lite last release:
https://github.com/bobo38/TheCoreLite/releases
MilExo
Profile Joined September 2011
South Africa139 Posts
Last Edited: 2016-12-19 04:13:32
December 19 2016 04:12 GMT
#776
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
Profile Joined June 2010
Spain73 Posts
December 19 2016 21:12 GMT
#777
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
Profile Joined February 2016
France220 Posts
Last Edited: 2016-12-20 22:00:55
December 19 2016 22:25 GMT
#778
@Milexo:

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
Check out TheCore Lite last release:
https://github.com/bobo38/TheCoreLite/releases
bobo38
Profile Joined February 2016
France220 Posts
Last Edited: 2016-12-19 22:47:27
December 19 2016 22:47 GMT
#779
@MilExo: I've just commited this change on the github page
Check out TheCore Lite last release:
https://github.com/bobo38/TheCoreLite/releases
nekryy
Profile Joined December 2016
2 Posts
Last Edited: 2016-12-26 14:17:29
December 26 2016 13:58 GMT
#780
hello!
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?
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