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Ok my english sucks but i will try my best to explain my thoughts about ALT+Q ( adding to W group and it could be a cam hotkey) and SHIFT+Q ( same as Q but it could be a jump to location hotkey). I speak as a new terran player.
So we have alt+keyname( same for group keys) for making cam hotkeys and shift+keyname( same for group keys) for jumping to location hotkeys. But while alt+w or s make a location cam and shift+w or s make you jump to location, alt+q and shift+q are different. Is it good?No. Is it bad? No, BUT there should be a reason to have this difference, so lets find the one.
So alt+q combination is for adding and steal units to group 6(w group - group for your main and upgrade buildings). Does it make a difference for player?No, you can also do the same thing with control+w or almost the same thing with control+alt+w. LIke yoou will do it for q group or a group: control+q or control+a etc.
Now about shift+q combination, if shift+w or shift+a make you jump to location w or a, shift+q do nothing, you just choose you control group q because you pressed q key.And again is it good?No. Is it bad? No,BUT there should be a reason to have this difference, so lets find the one. And now we have one in guide:TheCore Lite inject . Yes its good but its only for zerg players and also zerg players could do injects other ways. Also in guide i see second reason to have this difference: army production + rally point (optional warp-in pylon). But there i disagree. Why? Because there is no difference for a player,he can( if keys are changed for alt+q for cam and shift+q for jump to location):
Q: select production facilities Shift+Q: jump to rally point (declared with Alt+Q) inspect rallied army optional redeclaration of the rally point (RightClick, in case of new integrated facility) browse subgroup and launch production select rallied army and add to control groups
and its even better for player because his army production buildings on q and his rally point on shift+q so q for army production and army management.
Also i can suggest to change groups to contrl1 - 1 group|contrl2 - 2 group|contrl3- 3 group and contrl` - 10(0) group. Not a big difference but looks better. I would like to see a response from Bobo and users. And thanks again for thecore light
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Hi Gubert ! Welcome to Starcraft 2! Happy to know that this piece of work is used by somebody :D Let's try to answer the questions
Alt+Tab: It's a Windows standard keybinding to go back to desktop. Not sure whether you can change it in Windows, or whether you are willing to turn of the Alt+Tab bindkeys from SC2 settings. If you cannot/don't want to use it, use one of the alternates; overtime I found that I was using mainly Alt+CapsLock (always the same key)
Alt+Q and Shift+Q: You found the reason! The thinking behind that is that Shift+Q+W+Space is helpful for zergs, it can also be used for Terran and Protoss for this rally point story. When I played Protoss, or training TheStairCase with Terran, I realized that I was not going to rally point spontaneously and this mechanism helped my to look at rally point while filling the production queue… Pressing Shift+Q+W if a kind of simultaneous 3 key stroke that makes everything in 1 single action with a comfortable finger position using rest keys, where a Q+Shift+Q is more complex to execute
From a pure design perspective, there are 10 groups and 8 cams, so they cannot match Let's say that you use 8 group keys, why would you exclude "Grave" and "1"? Camera numbers are pointless, they are only identifiers as there is no visual helper, and they do not have to match with control groups.
3 cams (1/2/3) have alternates for control cams, for those who would like to test (Control key location is a big issue for this TheCore feature). I focus my ergonomics effort on this aspect those days. I need to find a way to swap Control and Alt keys, but it comes with some other inconsistencies (yesterday I realized that a foot switch pedal to press Control or Shift could be really helpful)
One problem with the current approach (will to get uniform bindkeys and habbits over races) is that W will be used for 1st base in Zerg while A will be used for Terran and Protoss: this introduces a small shift in habbits (at the same time, considering that Z tends to have +1 base compared to T and P)
Control group numbering: For control groups there is a visual helper in the game UI. I arbitrarily chose to separate the 8 groups in 2 separated by the Q and W macros keys. The first 4 groups are fitting with the groups that are on the number row over Q and W, the 4 last are below. Sure key 1 does not match to group 1, but still there is a logic behind
Most useful groups are Q, W, A and S. If I wanted to rework this aspect I would still separated with Q and W in the middle, but I would probably swap ASZX with Grave123 position so that: – A and S are clearly separated from Q and W (by less used Z and X) – 2 and 3 are clearly separated from Q and W (by less used Grave and 1)
As you mentioned it is a minor aesthetic aspect, I'm not looking at those group button
Hackability: You can start from standard TheCoreLite and adjust things with respect to your preference. So far you pointed out only the [Hotkeys] section. It's easy to maintain your own copy of TheCoreLite just erasing the standard [Hotkeys] section and copying yours. It is also possible to keep synced with git repository with your own fork and branch, if you know how to do it.
I personally patch my local copy with some regular expression substitution, as I need to convert CapsLock to some other key to get it repeatable under archlinux+wine, and some other minor tricks under test or to be tested (I still have big progress to achieve and do not play that much)
Other ressources that could interest you:
You can have a look at TheStairCase thread. There are also useful ressources on Youtube (Tutorial Central or JaKaTaK). It is a macro heavy oriented play style: – starting from mineral only base view allowed – going to micro oriented steps when you have to look the least possible to your base – introducing some gaz usage mainly for upgrades (reactor/techlab/planetary fortress for terran) – then for 1-2 additional units beside mineral only
It's a good experience to start up, to see that you can defeat Elite AI just with brute force in few days only, that you can let your army unwatched in some circumstances, you can experiment the benefits of basic micro, see the added value of army upgrades, get an impression about what is viable – and get used to new bindkeys focusing on macro intensive repetitive task !
There are some valuable streamers on Twitch, I follow Neuro (zerg) on a regular base (discovered him from his Youtube channel). Some guys are providing really good tips: PiG (random) also have some really excellent videos on Youtube
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@MingoDynasty:
SC2 guys working around TheCore project seem to have been going to some other hobbies. When I started updating with TheCoreLite, only JaKaTaK, Beedebdoo and someone taking care of the python script in TheCore git repository were a bit active. At the moment the Skype discussion group is really quiet.
– Noone is taking care of maintaining TheCore visualizer as far as I know. The version you found with TheCore Lite is not having LoTV units; for that purpose you can use LoTV unit tester "arcade" mode – JaK's skydrive is not updated at each TheCoreLite release: I found the way to handled releases directly from github's infrastructure
Edit: rereading your post, you're maybe suggesting that the data from the original article are outdated, and I should start another thread that would have current infrastructure description. Is it what you are thinking about?
About TheCorevisualizer: Looking into github thecorevisualizer forks, I found this one https://github.com/Igonato/thecorevisualizer This fork seems to have gotten some updates lately and seem to point dynamically at JaKaTaK/TheCoreConverter project to be automatically updated. Unfortunately, this version does not support TheCoreLite and does not seem to be available from the web, it seems that one has to get the code, run some http server on local machine and access from localhost.
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1. I was just thinking from a new user's perspective (where I was at last week). If I know nothing about TheCoreLite, but i want to start using it, where do I download it and how do I set it up? I had to scour the Google webs for your Github which contained recent releases. And then a bit more scouring to figure out what to do with all of those files.
2. I'll look into LoTV unit tester, thanks. Although I think I would prefer a web version like TheCoreVisualizer because then I can practice hotkeys without needing to launch SC2.
3. Creating a new thread would be a good idea to solve #1, if you can't coordinate with JaKaTaK to modify his post. Other idea would be to just make the Github repo the single source of truth and flesh out all documentation into the markdown readme.
4. I just looked into https://igonato.github.io/thecorevisualizer/visualizer/ and it seems like it is "mostly" up to date, but certain things are off like I think yours doesn't have "Q" key for camera hotkeys. And also build Cannon is on spacebar instead of "F". etc. things like that.
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@MingoDynasty: thanks for your detailed feedback
It seems to be pretty hard to update old threads on TeamLiquid, there are kind of locked, and it is sort of tolerated to append new comments like we are doing (as far as I understood). The best thing would be to start a new thread with minimum set of updated infos and relevant links to github home. I will add that to my todo list
The current web visualizer you point at does not have LoTV units (disruptor, adept, ravager, lurker) and zerg speed key is not E: it indicates that hotkeys are related to latest content, probably last JaKaTaK release before I started adaptating it with LoTV. I could try to get in touch with igonato, and kindly ask whether it could be possible to update TheCoreLite content (ideally to use the live master branch automatically – hopefully it works in this way)
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I'm trying to use the latest from github (dehaka coop patch) I download the source and run the "TheCoreRemapper.py" and take the output from USQuerty (which seems to be timestamped as updated) and import it into my hotkeys.
Then when I try to run a coop game as the Dehaka coop commander, none of the build keys seem to work.
I really tried to look through the readme but not much of the install method is listed there.
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I'm trying to use the latest from github (dehaka coop patch) I download the source and run the "TheCoreRemapper.py" and take the output from USQuerty (which seems to be timestamped as updated) and import it into my hotkeys.
Then when I try to run a coop game as the Dehaka coop commander, none of the build keys seem to work.
I really tried to look through the readme but not much of the install method is listed there. There is no need run a script, you should be able to just download the file from here and place it in you hotkeys folder.
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On October 04 2017 01:08 MilExo wrote:Show nested quote +I'm trying to use the latest from github (dehaka coop patch) I download the source and run the "TheCoreRemapper.py" and take the output from USQuerty (which seems to be timestamped as updated) and import it into my hotkeys.
Then when I try to run a coop game as the Dehaka coop commander, none of the build keys seem to work.
I really tried to look through the readme but not much of the install method is listed there. There is no need run a script, you should be able to just download the file from here and place it in you hotkeys folder.
wow I feel stupid now, thank you! I do have a question though, I've done that and I have close to 200 unbound keys. I run a test campaign game and I can't even click on things.
Think all my screwing around might have perma-screwed my hotkeys or something.
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Coop is clean only on master branch at the moment. You should try and copy the file relevant to your keyboard layout from there: https://github.com/bobo38/TheCoreLite
The python script in the repository is used to perform some conflict/consistency checks before translating a common seed into different supported keyboard layouts
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I'm doing something very wrong. If I download the 2.2.5a release and use the file from that it's exactly what I expect (except of course coop Dehaka is all messed up, as one would expect) and there's only one key unbound (chat). If I download the file from the master branch (or even the version where dehaka was added a month ago) then I have over 200 unbound keys and all the keys in the preview seem to reflect standard default keys (S for larvae, etc).
I'm just coping "The Core Lite.SC2Hotkeys" from the relevant folder (USQwerty) - is that enough? What do you mean by "clean"?
I have 3 files in my hotkey folder right now, the 2.2.5a release (works great mostly), the commit from 18 days ago (that MilExo linked) and the version from the Dehaka hotkey add (about a month ago).
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I used "clean" to mean "no unbounds"
Coop is clean only on master branch at the moment.
Copying "The Core Lite.SC2Hotkeys" from the relevant folder (USQwerty) in master branch should be enough. Obviously you are reporting some issue with 200 unbounds, even after trying the file from different commits (kind of regression test)
My best guess is that Coop changed again and broke at last patch being uncaught. I would expect that as long as you use latest master hotkey file in Multiplayer only, there is no unbound. Once you load Coop, some conflicts make SC2 revert some hotkeys to standard, and it could introduce 200 unbounds in kind of a chain reaction (even if it is a pretty high number). last patch content: it seems that Dehaka's drone has an entry now
I'm on vacation at the moment, I sorry that I would be able to look into that only from next Sunday and probably next week
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thanks, I appreciate responding to me on vacation, it's very helpful to know I'm not completely screwing this thing up.
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sorry internet went down at home during the vacation problem is not solved, but is still on my todolist
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Internet back at home \o/ !!! TheCore Lite master was updated to support Dehaka's drone basic building
Unbound clean check: – multiplayer – coop – testing
@MrFatalistic I cannot reproduce your massive unbound issue… could you please check again with latest files? Thanks
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He is probably just can't copy text from the file... Maybe I'm wrong but some people are just dumb.
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Some guys have issues to get the file from GitHub in their web browser. I've just added a picture for that in the repository: https://github.com/bobo38/TheCoreLite/raw/master/Images/getTheCoreLite.jpg
Basical steps: – A: browse the target file on GitHub – B: click raw to get GitHub output a raw txt file – C: Save page
@MrFatalistic: another possibility is that you downloaded some outdated version from JaKaTaK's skydrive or so
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Currently testing further Forge/Evo/EngBay basic building on 4: I felt comfortable with it for the initial tries, now it is available on master branch
Some thoughts: – as E becomes on of the central keys 4 is not that far away – 4 is a precision key (not a RapidFire one) which allows a precision building placement to set quickly a wall (really useful as zerg, not sure about the other races) – 4 is not a RapidFire key, you don't mess up with the repeat behavior of CapsLock (on my config, pressing CapsLock may the building built at the current pointer position)
TheCoreLite version 2.3 should come shortly after with the big patch planned by Blizzard in November
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Some more changes under investigation: – Use CapsLock to finally get an accessible Cancel key like TheCore: massive changes to workaround previous CapsLock usage (I already have a preliminary version) – Worker: advanced building remapped to E, Return Cargo remapped to F, associated modification to advanced buildings keys
I will probably push a version 2.3 without this change to get a synced fallback solution if some users want to get last updates without this huge change. The goal would be to build on top on it to stabilize around an accessible Cancel key the way up to version 2.4
Any feedback is welcome
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