|
On June 29 2012 05:58 Quaterno wrote: The problem with the generate creep thing is just that if you have a group of overlords where some are generating and some are not and you press the key it will stop them all. I just think that it's better to have seperate keys since if I want to quickly box some overlords and generate creep I don't want to do it quickly, then look back later and realise that one of them already was and all I did was just stop that one.
Overall I just think it's more likely to select some overlords where some are generating and some are not than it is to need to stop generating creep often enough that it warrents having it on the key that it's on as opposed to B (can't remember which it's on, but the point is that B is harder to hit, but that negative is outweighed by the need to use it)
Why would you need press the stop generating creep button? Won't a right click move just cancel generating creep? what about a stop command?
If you can either right click move or use Stop to stop generating creep, i say you leave generate creep where it is and just bind stop generating creep to the otherside of the keyboard.
|
@DubC cool, not sure if I'll be including it in 0.3, but its definitely something I'm considering.
@Quaterno We'll be getting rid of the load hotkey in 0.3 so that will move everything up by 1, making room for separate buttons. Should work out pretty well :D
EDIT: Generating creep is a toggle ability. If you move an over lord that is spreading creep, it will stop for the time being, but as soon as it stops moving, it will generate creep again. So pressing stop in that situation would actually make the overlord start spreading creep (weird).
At this point we will be sacrificing nothing to give "stop generating creep" its own button. We have the room for the ability key on the overlord. "Stop Creep" is the lowest priority by far, so it will not be making any other command more difficult to press.
|
On June 29 2012 06:06 wc4482 wrote:Show nested quote +On June 29 2012 05:58 Quaterno wrote: The problem with the generate creep thing is just that if you have a group of overlords where some are generating and some are not and you press the key it will stop them all. I just think that it's better to have seperate keys since if I want to quickly box some overlords and generate creep I don't want to do it quickly, then look back later and realise that one of them already was and all I did was just stop that one.
Overall I just think it's more likely to select some overlords where some are generating and some are not than it is to need to stop generating creep often enough that it warrents having it on the key that it's on as opposed to B (can't remember which it's on, but the point is that B is harder to hit, but that negative is outweighed by the need to use it)
Why would you need press the stop generating creep button? Won't a right click move just cancel generating creep? what about a stop command? If you can either right click move or use Stop to stop generating creep, i say you leave generate creep where it is and just bind stop generating creep to the otherside of the keyboard. Moving (and iirc stopping) doesn't effect generating creep, they can't creep on the move but they will continue when they stop again. I don't often have occasion to stop creep but like I said turning on/off a creep highway in ZvZ is in an interesting application, to the point where there should be an accessible button for stopping creep
EDIT: Oh yeah, I didn't realise that the two things I mentioned tied together nicely, sick work man! I shall look forward to it. I guess I'll just put my stop generating creep over on the load key then.
|
@Quaterno Stop generating creep is almost never used! M (the key used in right handed 0.2 versions for load) is much better suited for Generate Creep. B (the key used in right handed 0.2 versions for Stop Generating Creep) is best suited to remain the same.
Gotta keep things in priority order to ensure the most efficient layout, just swapping out seldom works.
|
Do you mean N? Not M? M is stop on my version, N is load and 8 is generate creep. I was thinking 8 for generate and then N for stop.
EDIT: Deleted a stupid comment xD
|
That's why its best to let me know what version you are using. There are 16, guessing doesn't work too well. In any case, I think we understand eachother :D
|
Oh, sorry, I'm using TheCore ZRM 0.2
|
On June 29 2012 07:17 Quaterno wrote: Oh, sorry, I'm using TheCore ZRM 0.2
Gotcha, N should be generate creep for all zerg specific layouts. and 8 should be stop generating creep :D
|
Why would anyone want to stop generating creep with overlords in a competitive 1v1 game!?
|
|
On June 28 2012 17:50 Phatency wrote:Show nested quote +On June 28 2012 13:11 JacobShock wrote: Anyone know if the swedish/finish keyboard setup is suitable with a danish keyboard? Might be a dumb question. I have no way of trying it out, but if you could do it and report back with your findings, it would be greatly appreciated. Also looking for a norwegian user to test that layout. Edit: In other news, SC2 Hotkey Remapper 0.9 released: + Show Spoiler +This program converts .SC2Hotkey files to use with other keyboard layouts. Currently it supports the Finnish/Swedish layout, German layout and French AZERTY out of the box. That is not all, by writing a simple layout conversion file, user can convert hotkey files for virtually any keyboard layout. Please submit the conversion file if you write one! (It'll probably be about 10 lines tops, it won't take long.) Get it here: https://dl.dropbox.com/u/14548792/SC2HotkeyRemapper0.9.zipChangelog for 0.9: - Added smart AltGr functionality - Removed AltGr layouts, everything is "smart" now - Added file naming pattern - Added the ability to select many layouts at once. ( Voltir42: I think this is exactly what you need.) - Fixed a bug where regardless of AltGr setting, it was always on. This means left-handed layouts didn't have a functioning Alt key. Because of a bug in the last version, the hotkey layouts maintained by me for left-handed users were wrong. Sorry lefties. Here are the updated files. Right-handed users aren't affected: https://dl.dropbox.com/u/14548792/TheCore02German.ziphttps://dl.dropbox.com/u/14548792/TheCore02FrenchAZERTY.ziphttps://dl.dropbox.com/u/14548792/TheCore02FinSwe.zip
So far the only thing I've noticed is that hatchery worker rally is on Q, which is miles away and I think that this must be a mistake. Granted I'm really new at this. Other than that, I think the swedish/Finnish version works for the danish keyboard. I'm using Zerg RMM.
|
When was the last time anyone pressed 'worker rally' after they learned that right-clicking on minerals or gas with the hatchery selected does the same thing ?
|
Well I do it a lot if I ever play monobattles since, if you have a gas unit/bad unit, you might want workers with your army so you can rally them to your rally point instead of the minerals Other than that, yeah there's no use as far as I can see.
@Mahtasooma
On June 29 2012 06:14 Quaterno wrote: I don't often have occasion to stop creep but like I said turning on/off a creep highway in ZvZ is in an interesting application, to the point where there should be an accessible button for stopping creep
|
On June 30 2012 07:18 JacobShock wrote:Show nested quote +On June 28 2012 17:50 Phatency wrote:+ Show Spoiler +On June 28 2012 13:11 JacobShock wrote: Anyone know if the swedish/finish keyboard setup is suitable with a danish keyboard? Might be a dumb question. I have no way of trying it out, but if you could do it and report back with your findings, it would be greatly appreciated. Also looking for a norwegian user to test that layout. Edit: In other news, SC2 Hotkey Remapper 0.9 released: + Show Spoiler +This program converts .SC2Hotkey files to use with other keyboard layouts. Currently it supports the Finnish/Swedish layout, German layout and French AZERTY out of the box. That is not all, by writing a simple layout conversion file, user can convert hotkey files for virtually any keyboard layout. Please submit the conversion file if you write one! (It'll probably be about 10 lines tops, it won't take long.) Get it here: https://dl.dropbox.com/u/14548792/SC2HotkeyRemapper0.9.zipChangelog for 0.9: - Added smart AltGr functionality - Removed AltGr layouts, everything is "smart" now - Added file naming pattern - Added the ability to select many layouts at once. ( Voltir42: I think this is exactly what you need.) - Fixed a bug where regardless of AltGr setting, it was always on. This means left-handed layouts didn't have a functioning Alt key. Because of a bug in the last version, the hotkey layouts maintained by me for left-handed users were wrong. Sorry lefties. Here are the updated files. Right-handed users aren't affected: https://dl.dropbox.com/u/14548792/TheCore02German.ziphttps://dl.dropbox.com/u/14548792/TheCore02FrenchAZERTY.ziphttps://dl.dropbox.com/u/14548792/TheCore02FinSwe.zip So far the only thing I've noticed is that hatchery worker rally is on Q, which is miles away and I think that this must be a mistake. Granted I'm really new at this. Other than that, I think the swedish/Finnish version works for the danish keyboard. I'm using Zerg RMM. That's good to hear. Thanks for the feedback. I will rename the layout "Nordic" when The Core 0.3 gets released. Hopefully some Norwegian person has tried it out by then. Did you try if all of the control groups work? (not all of them are in order, so don't worry about that)
|
On June 30 2012 07:39 Kaitlin wrote: When was the last time anyone pressed 'worker rally' after they learned that right-clicking on minerals or gas with the hatchery selected does the same thing ?
I do it all the time. Mostly because I tend to spam right click and I don't want to accidently rally my hatchery units to some mineral field. So yeah, I press G when I rally my hatcheries. Bad habbit probably.
As for all the control groups, I don't have a problem with those. I have more trouble with the cameras and the only ones I can get to work is O, P, Æ. and J. Could be that I'm just doing it wrong, since I'm new to it. I used to use the back space method.
|
On June 30 2012 08:29 JacobShock wrote:Show nested quote +On June 30 2012 07:39 Kaitlin wrote: When was the last time anyone pressed 'worker rally' after they learned that right-clicking on minerals or gas with the hatchery selected does the same thing ? I do it all the time. Mostly because I tend to spam right click and I don't want to accidently rally my hatchery units to some mineral field. So yeah, I press G when I rally my hatcheries. Bad habbit probably. As for all the control groups, I don't have a problem with those. I have more trouble with the cameras and the only ones I can get to work is O, P, Æ. and J. Could be that I'm just doing it wrong, since I'm new to it. I used to use the back space method. (for possible american readers: Æ = semicolon in your layout) Wait, the "I" camera key doesn't work? Or did you just forget about it? The cameras you just listed are base cameras, they have a different usage from the 3 free cams, which are set by pressing shift+key and recalled simply by pressing the key.
|
Are the spine and spore crawler supposed to have different uproot and burrow keys? To me this seems confusing but perhaps there is a reason for it (In the zerg specific 0.2 the spine root/uproot is on 'O' whereas the spore root/uproot is on 'I')
EDIT: Also, does the infested terran spell have to be on 2 different keys depending on whether the infestor is burrowed or unburrowed? I know you don't want to design at all based on semantics but this one just seems like it should be the same for both, even if the key that fungal is on is a better key and is unused while burrowed.
|
On June 30 2012 09:07 Quaterno wrote: Are the spine and spore crawler supposed to have different uproot and burrow keys? To me this seems confusing but perhaps there is a reason for it (In the zerg specific 0.2 the spine root/uproot is on 'O' whereas the spore root/uproot is on 'I')
EDIT: Also, does the infested terran spell have to be on 2 different keys depending on whether the infestor is burrowed or unburrowed? I know you don't want to design at all based on semantics but this one just seems like it should be the same for both, even if the key that fungal is on is a better key and is unused while burrowed.
Those are mistakes! I will fix it now!!
EDIT: I will fix it tomorrow morning
|
On June 30 2012 11:26 JaKaTaK wrote:Show nested quote +On June 30 2012 09:07 Quaterno wrote: Are the spine and spore crawler supposed to have different uproot and burrow keys? To me this seems confusing but perhaps there is a reason for it (In the zerg specific 0.2 the spine root/uproot is on 'O' whereas the spore root/uproot is on 'I')
EDIT: Also, does the infested terran spell have to be on 2 different keys depending on whether the infestor is burrowed or unburrowed? I know you don't want to design at all based on semantics but this one just seems like it should be the same for both, even if the key that fungal is on is a better key and is unused while burrowed. Those are mistakes! I will fix it now!! EDIT: I will fix it tomorrow morning 
Awesome! This is fun :D Perfect hotkeys here we come!
|
Indeed! Many cleanings of the house to be done today, so I'm not exactly sure how much I'll be able to get done today. I'll edit when I'm streaming :D
|
|
|
|