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[G] TheCore - Advanced Keyboard Layout - Page 273

Forum Index > StarCraft 2 Strategy
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Becuula
Profile Joined April 2011
Germany65 Posts
August 20 2013 17:53 GMT
#5441
I really appreciate your work for TheCore. I would love to help, but I can't do graphical things by myself. I just could tell what I think would look helpful. Sorry.
It is difficulties which give birth to miracles.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 20 2013 18:50 GMT
#5442
On August 21 2013 02:41 sil0r wrote:
Show nested quote +
How do you terran players out there feel about rapid fire mule?


Maybe add it as an alternative keybind? So you have a good keyscore for the earlygame and the ability to rapidfire in the lategame.


Flawless. gg wp sil0r.
Commentatorhttps://www.youtube.com/JaKaTaKtv
zergedtodeath
Profile Joined July 2013
Sweden4 Posts
August 20 2013 19:37 GMT
#5443
On August 21 2013 00:36 JaKaTaK wrote:
1.0 will come out when the last 3 videos and 2 spreadsheets are finished. We would like to have the visual aides updated as well as TheCore visualizer as well, but we won't wait to release 1.0 because of these 2 things. If there is anyone willing to take a crack at it, it would be immensely helpful.

CALL TO ACTION
Okay, so TheCore visualizer is out of date. I have no idea how to update it, but everything is on github:

https://github.com/cushman/thecorevisualizer

At minimum we need to be able to get everything up to date, but if any of you are super savy, perhaps you could help fix some bugs as well. I have tried for months to get in contact with adrian (the guy who created this) with no luck. How's about it, anyone up for the challenge?

TheCore visual aides are outdated, it should be a pretty simple process. Let me know if you're interested and need help starting.


I hope you got access to the ftp-server to upload new files for the visualizer?

Anyway I post this to hopefully help you guys out a bit, I don't have time to help out much further either.

As a software engineer I have dug a little into the code for two weeks ago while I was on vacation, trying to get nordic to work tho that will without doubt require a good amount of work. This is what I've found tho don't take it as 100% accurate, note that some are guesses or assumptions after I've checked the code.

If you look at the visualizer on github, in the folder visualizer -> "others" theres a standard .SC2hotkeys. Im not completly sure what these are for but i figure it gets used at the beginning or when choosing the chameleon.SC2hotkeys for USQuerty, Im not sure what "standard.SC2hotkeys" is (TRM/PRM or similar, i haven't read it either to be honest).

Anyway if you login on the ftp-server there should be in the folder Visualiser another folder called "hotkeys". Right under Hotkeys I believe you will find a similar folderstructure that is on github for TheCoreConverter. Those files (*.SC2Hotkeys) should simply be replace to update the existing visualizer. The folder USQuerty ect. should also be updated.

-- However notice this:
New commands that does not exist coded into hotkeys.Coffe (it's basicly the translator between the .SC2hotkeys and the printout on the visualizer when you press the key might get messed up or it might stop working until you press F5 in the browser, I'm not sure as I haven't dug into it further. You/anyone can find the file in src-folder which is in the root on github).

Do not forget: Backup everything before you do anything and good luck.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-08-21 00:35:45
August 20 2013 21:34 GMT
#5444
Thanks for the info zergedtodeath

People of TheCore
We've begun our campaign to contact every human being that plays Starcraft and talk to them about TheCore. We're especially trying to talk to high-level players (Masters/GM), Coaches, Pro-Teams, Pro-Players, Casters, and Personalities. The files we have now basically represent TheCore 1.0 (there may be some minuscule changes) and its time to rest our engineer hats and hit the streets (or streams as it were). Again, our goal is to talk to everyone about TheCore. We're not looking to go out and try to convert people like some overzealous religion. We want to see what other people have to say about TheCore, the things, they like and their criticisms. Some people will want to learn the layout, some people will say that they recommend people learn it, but couldn't go through the hell of learning it themselves, some people will say things like, "the best hotkeys are the ones you're already used to". There are hundreds of people who check this thread, over 1000 active users of the layout itself. Ever single person can make a strong impact, whether you're a mod on Nony's stream and can talk to him, or you're a bronze player and talk to someone in a ladder game about TheCore. We've put almost 1.5 years of work into this project, now it is time to show it to the world.

I'll be updating the OP with high level players, coaches, casters etc that use or recommend TheCore. We are also offering custom versions of TheCore for Pro-Players based on their specific hand size/shape and in game preferences. (tell them to contact me if they are interested).

So far:

LiquidTLO has agreed to talk about hotkeys with me, he has a very specific hotkey layout, so hopefully we'll be able to learn a lot from his experience/knowledge esp in regards to his wrist problems and ergonomics. I don't think he'll be interested in making the switch, but he may be willing to endorse TheCore.

QuanticLowko already recommends TheCore to the players he coaches! I got to speak briefly with him today and will be digging deeper into his thoughts about hotkeys in the future

EGIncontrol says, "no thanks!" (please don't harass people that aren't interested)

So get out there, start PMing people on TL, tweeting, posting on facebook walls, commenting on youtube. Give them my email: thejakatak@gmail.com if they want to talk to me, and post up results. 2 videos and 2 spreadsheets to go

EDIT:

TheCore visualizer is up to date thanks to ShadesofGraylin He taught me how to keep it up to date as well, so we don't have to be worried about the files being incorrect.

However, the full functionality that we wanted out of the visualizer is a bit trickier, Graylin is working on it now, but there's only so much time to work on it. The main point is that it is correct, the other stuff is icing on the cake.

TheCore 0.8.3 has been pushed out, small update to upgrade consistency, and alternate rapid fire for mules
Commentatorhttps://www.youtube.com/JaKaTaKtv
slowbacontron
Profile Joined October 2012
United States7722 Posts
August 21 2013 19:20 GMT
#5445
Sweet, I can't wait for more and more pro players to really take a good look at TheCore and give their thoughts!
jjakji fan
Beedebdoo
Profile Joined June 2013
130 Posts
August 21 2013 19:20 GMT
#5446
Research keys, by fastest to press or unit/ability
As I see it, there are 4 main points when discussing what philosophy would prove the most advantageous:
  • Consistency
  • Speed
  • Probability of mistakes
  • Intuitiveness

Consistency
    First of all I want to state the difference between upgrades and researches. Upgrades are, with the exception of Building Armor, all the +1s, +2s, and +3s, they affect every unit in a large category. Researches are the rest, they're unit specific, or limited the a small category of units. If you're not sure whether a specific command is an upgrade or research, you can always read it in the name. Note that Zerg uses evolve for everything, still, it's pretty easy to categorize their evolutions.

    Competing researches
    By aligning researches to their unit/ability, we cannot produce a fully consistent layout because of competing researches:
    + Show Spoiler +
    Stim and Concussive shells
    Both should be aligned to I/R.

    Durable Materials
    It affects two abilities: Auto-Turret and PPD. Both competes with respectively Caduceus Reactor and Cloaking Field.

    Pneumatized Glands & Ventral Sacs
    Both are passives which affects (and therefore should be assigned to) the Overlord.

    Metabolic Boost & Adrenal Glands
    Both are passives which affects (and therefore should be assigned to) the Zergling.

    Grooved Spines & Muscular Augments
    Both are passives which affects (and therefore should be assigned to) the Hydralisk.


    Non-specific researches
    Some researches does not affect a single unit, but a small category of units. What unit/ability they should assigned to thus becomes questionable:
    + Show Spoiler +
    Durable Materials
    Affects Auto-Turrets and PDDs.

    Hi-Sec Auto Tracking
    Affects Missile Turrets, PFs, Auto-Turrets and PDDs.

    Neosteel Frame
    Affects CCs, PFs, and Bunkers.

    Transformation Servos
    Unlocks Hellbat Mode, and Hellion Mode.

    Charge
    While it does not affect multiple units, it is both a passive and an active, leaving whether it should be assigned to the unit or ability a question.


    Upgrade's having a different philosophy?
    By aligning researches to their unit/ability, upgrades are still assigned to the best possible keys, isn't this a break on consistent use of one philosophy?


Speed
    Assigning by fastest key is obviously faster than by unit/ability. I don't think there's much to discuss, and I can't make much analysis on how much faster it would be, because of consistency issues that comes with assigning by unit/ability.


Probability of mistakes
    Since more buttons and fingers are in use when assigning upgrades by unit/ability, mistakes are less likely to happen. However, an inconsistent layout will likely lead to more mistakes during the learning phase, and assigning research by unit/ability can't make a fully consistent layout.


Intuitiveness
    Personally, I find assigning everything by the fastest possible key more intuitive, but from talking with JaK I understand that that might not be the case for every user, therefore I cannot say that one of the layouts would be more intuitive than the other. However, again inconsistency will likely make a layout less intuitive.


So in my opinion, assigning by fastest key is superior in 3 out of 4 points. Not every point is of equal importance, specifically, I want to stress the fact that speed is not anywhere near the main reason why I believe that assigning researches to the fastest key is superior. It's the consistency I believe kills the 'assign research to unit/ability' philosophy.
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2013-08-21 21:33:40
August 21 2013 21:33 GMT
#5447
On August 22 2013 04:20 Beedebdoo wrote:
Competing researches
By aligning researches to their unit/ability, we cannot produce a fully consistent layout because of competing researches:

Stim and Concussive shells
Both should be aligned to I/R.

Durable Materials
It affects two abilities: Auto-Turret and PPD. Both competes with respectively Caduceus Reactor and Cloaking Field.

Pneumatized Glands & Ventral Sacs
Both are passives which affects (and therefore should be assigned to) the Overlord.

Metabolic Boost & Adrenal Glands
Both are passives which affects (and therefore should be assigned to) the Zergling.

Grooved Spines & Muscular Augments
Both are passives which affects (and therefore should be assigned to) the Hydralisk.

Woo, none of these affect me!

For Stim/Conc, I would do Stim on same key as Marine and Conc as Marauder.
Oh, and for non-specific, Charge is pretty simple. Just assign it as Zealot.

Though if I am not mistaken, consistency is one of the lowest priorities for TheCore.
Beedebdoo
Profile Joined June 2013
130 Posts
August 22 2013 14:38 GMT
#5448
The way the 'Assign to unit/ability' philosophy works is that passives are assigned to the unit itself, while unlocks/passives that affect an ability is assigned to the ability it affects. Stim can't be on marine for that reason, it's an unlock, so its supposed to go to the spell itself. Furthermore, Marine is already occupied by Combat Shields.
Charge is both a passive and an unlock, so it should really go to both, and we can't just assume that everyone thinks of it as a passive or ability, therefore it can't just be assigned to the Zealot.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 22 2013 15:06 GMT
#5449
On August 22 2013 23:38 Beedebdoo wrote:
The way the 'Assign to unit/ability' philosophy works is that passives are assigned to the unit itself, while unlocks/passives that affect an ability is assigned to the ability it affects. Stim can't be on marine for that reason, it's an unlock, so its supposed to go to the spell itself. Furthermore, Marine is already occupied by Combat Shields.
Charge is both a passive and an unlock, so it should really go to both, and we can't just assume that everyone thinks of it as a passive or ability, therefore it can't just be assigned to the Zealot.


It can be assigned to the zealot, blink already takes the key that activates charge so the next best thing is the unit itself.
Commentatorhttps://www.youtube.com/JaKaTaKtv
yhzh
Profile Joined February 2013
United States7 Posts
August 22 2013 22:19 GMT
#5450
Some one may have mentioned this elsewhere, but why was one of the TRM camera hotkeys moved off 0 to -?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 22 2013 23:24 GMT
#5451
lower key score, less wrist movement needed
Commentatorhttps://www.youtube.com/JaKaTaKtv
Antylamon
Profile Joined March 2011
United States1981 Posts
August 22 2013 23:48 GMT
#5452
On August 23 2013 00:06 JaKaTaK wrote:
Show nested quote +
On August 22 2013 23:38 Beedebdoo wrote:
The way the 'Assign to unit/ability' philosophy works is that passives are assigned to the unit itself, while unlocks/passives that affect an ability is assigned to the ability it affects. Stim can't be on marine for that reason, it's an unlock, so its supposed to go to the spell itself. Furthermore, Marine is already occupied by Combat Shields.
Charge is both a passive and an unlock, so it should really go to both, and we can't just assume that everyone thinks of it as a passive or ability, therefore it can't just be assigned to the Zealot.


It can be assigned to the zealot, blink already takes the key that activates charge so the next best thing is the unit itself.

And nobody uses the Charge hotkey anyways. Except for a couple of obscure micro tricks.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-08-23 02:56:12
August 23 2013 02:55 GMT
#5453
Here's your guide to Rapid Fire:




Commentatorhttps://www.youtube.com/JaKaTaKtv
MoonFan
Profile Joined July 2013
Vietnam55 Posts
August 23 2013 14:38 GMT
#5454
nice hairstyle :D
Beedebdoo
Profile Joined June 2013
130 Posts
Last Edited: 2013-08-23 15:05:40
August 23 2013 15:04 GMT
#5455
I do agree, Charge should be on the Zealot, if we assign to unit/ability. I also think it is an almost perfect solution, which is exactly why I included it in my argument - it isn't completely perfect. I think my Charge inclusion have derived you from my main point, which I would appreciate feedback on

On August 23 2013 07:19 yhzh wrote:
Some one may have mentioned this elsewhere, but why was one of the TRM camera hotkeys moved off 0 to -?
Show nested quote +
On August 23 2013 08:24 JaKaTaK wrote:
lower key score, less wrist movement needed
I think you're mixing up the two camera changes, JaK
Camera 5 have been moved from 0 to - to split the camera locations equally between the index and middle finger to reduce potential finger repetition.

JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 23 2013 15:32 GMT
#5456
@Moon
thanks

@Bee
yeap, you're absolutely right on that one.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Becuula
Profile Joined April 2011
Germany65 Posts
August 23 2013 18:42 GMT
#5457
In PRM German I have problems with WarpPrism Transport Mode on RapidFire (Apostrophe). It interferes with warping in Zealots which is also on Apostrophe. I would suggest to put it pack on Minus where it was before.
It is difficulties which give birth to miracles.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 23 2013 20:26 GMT
#5458
@Becuula
Just messed with it in a unit tester. There are no conflicts. Can you be more specific about the scenario?
Commentatorhttps://www.youtube.com/JaKaTaKtv
Becuula
Profile Joined April 2011
Germany65 Posts
August 24 2013 09:55 GMT
#5459
I always alternate (spam) between P (Nexus) and O (Production) in a game to check everything. If I want to warp in, I hold on O, switch to the pylon camera and do the warpin. If it want to warp in at my warpprism, I had to double click it, because I have no camera on it. Then my Gateways aren't selected anymore, but my warpprism. So it switches to transport mode, if I try to spam Zealots.

My warpin routine at a proxy pylon:
# press O for gateways
# press shift+P for pylon camera
# hold Apostrophe for spamming Zealots

If I want try these routine to warpin at my warpprism, I mess up:
# press O for gateways
# doubleclick on my warpprism-Key to bring the camera there
# hold Apostrophe for spamming zealots
Instead of spamming zealots my warpprism goes into transport mode. If it would be on Minus my mistake not pressing O for selecting the gateways ist not that severe.

And I don't think Apostrophe has a better keyscore then Minus? And I don't think rapidfire ist needed for tranport mode?


It is difficulties which give birth to miracles.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 24 2013 15:24 GMT
#5460
Minus is a CG in US Qwerty. Are you talking about - on the german layout? What is that for US Qwerty?

If it's the thumb key, we cannot use it because that would remove the possibility of shift queuing for that ability.


This seems like human error to me, you should be selecting your warp gates after going to the camera and not before, that way you have a consistent warp-in key sequence every time.

# press O for gateways
# doubleclick on my warpprism-Key to bring the camera there
(you have to press O for gateways here regardless of what the key is for transport mode)
# hold Apostrophe for spamming zealots
Commentatorhttps://www.youtube.com/JaKaTaKtv
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