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[G] TheCore - Advanced Keyboard Layout - Page 75

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 73 74 75 76 77 432 Next
mcht
Profile Joined December 2009
Germany201 Posts
September 24 2012 17:47 GMT
#1481
so is 0.5 coming today ?
RonRacer
Profile Joined January 2012
Netherlands5 Posts
September 24 2012 17:59 GMT
#1482
Oke thanks for the answers.
Hopefully the remaining layouts will be updated soon I will see if I can update 0.4 to 0.5 myself if not guess I just have to wait a few more days.

right? :crossesfingers:
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 24 2012 18:33 GMT
#1483
On September 25 2012 02:47 mcht wrote:
so is 0.5 coming today ?


0.5 is coming as soon as I can get a hold of Spoof, who is doing the program to create the layout files. Other than that, the work is done.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Sickan
Profile Joined May 2012
Sweden19 Posts
September 24 2012 19:08 GMT
#1484
WE NEED TO FIND SPOOF.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 24 2012 19:41 GMT
#1485
Started working on making the document more user-friendly. As well as starting to combine the Data and Development documents.

Please comment and contribute any ideas you might have that will make this document better!

https://docs.google.com/spreadsheet/ccc?key=0AtFSjIb2ibJTdFQ4LVlIcllUUWtGUVY4cWxyLXd6QUE

Thanks :D

and yes... we need to find spoof.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Scion
Profile Joined May 2012
United States12 Posts
September 24 2012 20:35 GMT
#1486
Is there any consideration/ideas into having the main keys be "kop[" instead of "jiop"? Sometimes having my hands spread from ctrl and shift to jiop gets a bit uncomfortable, especially after multiple games.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 24 2012 20:42 GMT
#1487
On September 25 2012 05:35 Scion wrote:
Is there any consideration/ideas into having the main keys be "kop[" instead of "jiop"? Sometimes having my hands spread from ctrl and shift to jiop gets a bit uncomfortable, especially after multiple games.


There will be a small version that will be based on KOP[ for people with hands fit better on KOP[
There will also be a large version.

:D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Scion
Profile Joined May 2012
United States12 Posts
September 24 2012 22:43 GMT
#1488
On September 24 2012 05:02 JaKaTaK wrote:
Show nested quote +
On September 24 2012 02:23 maLaK1 wrote:
On September 24 2012 01:23 JaKaTaK wrote:
On September 24 2012 00:33 maLaK1 wrote:
On September 22 2012 01:20 JaKaTaK wrote:
On September 21 2012 23:30 mcht wrote:
so new zrm inject cams are L ; 9 0 ? why did u switch it from ; L K J ? thought that was pretty neat since theyre in one row next to each other, in my own 0.5 i can go shift->P O ; L K J, seems better than shift->P O ; L 0 9, just wondering why u made that change


In order to make the entire modifier switch the way we did, we had to have shift be the modifier for recalling a camera. The issue is, if we didn't change where the cameras were layered, whenever you tried to shift queue building an ability order, you would instead jump to a camera location! (not satisfactory)


why does shift have to be the modifier for recalling a camera?
wouldnt the old way for recalling with shift+ctrl work?

can't it be done this way for zerg players? we don't shift build buildings anyway

I just switched set control group to shift and add to control group to ctrl on my 0.4 version and it seems to be working fine


Ctrl to add to CG and Ctrl+Shift to Create CG is the most efficient combination. It looks like we'll be able to layer over stop. Any other ability/abilities anyone can think of that there is no reason to shift queue?



is that really worth it giving up the JKL; camera keys for zerg players?
they are perfect for injecting

also with SHIFT as set ctrl group you can remove units from groups and reset them with one key


We should be able to have ;LK for injects. Since most of the time zerg players are injecting 3 locations I feel that this is absolutely worth it.


What about injecting 4 locations, which as you had said in the original inject guide was the optimum number late game. It feels significantly more easy to me to have all the injects in a row instead of switching to a different row which is what it sounds like will happen on 4 queen.
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
September 24 2012 23:40 GMT
#1489
where is Spoof?!!? damn I want 0.5 so bad
FlashDave.999 aka Star
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 25 2012 01:23 GMT
#1490
On September 25 2012 07:43 Scion wrote:
Show nested quote +
On September 24 2012 05:02 JaKaTaK wrote:
On September 24 2012 02:23 maLaK1 wrote:
On September 24 2012 01:23 JaKaTaK wrote:
On September 24 2012 00:33 maLaK1 wrote:
On September 22 2012 01:20 JaKaTaK wrote:
On September 21 2012 23:30 mcht wrote:
so new zrm inject cams are L ; 9 0 ? why did u switch it from ; L K J ? thought that was pretty neat since theyre in one row next to each other, in my own 0.5 i can go shift->P O ; L K J, seems better than shift->P O ; L 0 9, just wondering why u made that change


In order to make the entire modifier switch the way we did, we had to have shift be the modifier for recalling a camera. The issue is, if we didn't change where the cameras were layered, whenever you tried to shift queue building an ability order, you would instead jump to a camera location! (not satisfactory)


why does shift have to be the modifier for recalling a camera?
wouldnt the old way for recalling with shift+ctrl work?

can't it be done this way for zerg players? we don't shift build buildings anyway

I just switched set control group to shift and add to control group to ctrl on my 0.4 version and it seems to be working fine


Ctrl to add to CG and Ctrl+Shift to Create CG is the most efficient combination. It looks like we'll be able to layer over stop. Any other ability/abilities anyone can think of that there is no reason to shift queue?



is that really worth it giving up the JKL; camera keys for zerg players?
they are perfect for injecting

also with SHIFT as set ctrl group you can remove units from groups and reset them with one key


We should be able to have ;LK for injects. Since most of the time zerg players are injecting 3 locations I feel that this is absolutely worth it.


What about injecting 4 locations, which as you had said in the original inject guide was the optimum number late game. It feels significantly more easy to me to have all the injects in a row instead of switching to a different row which is what it sounds like will happen on 4 queen.



Optimum is 3. Maximum is 4. Most of the time it'll be 3 though.
Commentatorhttps://www.youtube.com/JaKaTaKtv
JDub
Profile Joined December 2010
United States976 Posts
September 25 2012 01:56 GMT
#1491
On September 25 2012 10:23 JaKaTaK wrote:
Show nested quote +
On September 25 2012 07:43 Scion wrote:
On September 24 2012 05:02 JaKaTaK wrote:
On September 24 2012 02:23 maLaK1 wrote:
On September 24 2012 01:23 JaKaTaK wrote:
On September 24 2012 00:33 maLaK1 wrote:
On September 22 2012 01:20 JaKaTaK wrote:
On September 21 2012 23:30 mcht wrote:
so new zrm inject cams are L ; 9 0 ? why did u switch it from ; L K J ? thought that was pretty neat since theyre in one row next to each other, in my own 0.5 i can go shift->P O ; L K J, seems better than shift->P O ; L 0 9, just wondering why u made that change


In order to make the entire modifier switch the way we did, we had to have shift be the modifier for recalling a camera. The issue is, if we didn't change where the cameras were layered, whenever you tried to shift queue building an ability order, you would instead jump to a camera location! (not satisfactory)


why does shift have to be the modifier for recalling a camera?
wouldnt the old way for recalling with shift+ctrl work?

can't it be done this way for zerg players? we don't shift build buildings anyway

I just switched set control group to shift and add to control group to ctrl on my 0.4 version and it seems to be working fine


Ctrl to add to CG and Ctrl+Shift to Create CG is the most efficient combination. It looks like we'll be able to layer over stop. Any other ability/abilities anyone can think of that there is no reason to shift queue?



is that really worth it giving up the JKL; camera keys for zerg players?
they are perfect for injecting

also with SHIFT as set ctrl group you can remove units from groups and reset them with one key


We should be able to have ;LK for injects. Since most of the time zerg players are injecting 3 locations I feel that this is absolutely worth it.


What about injecting 4 locations, which as you had said in the original inject guide was the optimum number late game. It feels significantly more easy to me to have all the injects in a row instead of switching to a different row which is what it sounds like will happen on 4 queen.



Optimum is 3. Maximum is 4. Most of the time it'll be 3 though.

I'm not sure if you can simplify it like that. If you are going ling-heavy ZvT for example, and you are trading armies constantly, you could be injecting 5+ hatches easily and using the larvae
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 25 2012 01:59 GMT
#1492
On September 25 2012 10:56 JDub wrote:
Show nested quote +
On September 25 2012 10:23 JaKaTaK wrote:
On September 25 2012 07:43 Scion wrote:
On September 24 2012 05:02 JaKaTaK wrote:
On September 24 2012 02:23 maLaK1 wrote:
On September 24 2012 01:23 JaKaTaK wrote:
On September 24 2012 00:33 maLaK1 wrote:
On September 22 2012 01:20 JaKaTaK wrote:
On September 21 2012 23:30 mcht wrote:
so new zrm inject cams are L ; 9 0 ? why did u switch it from ; L K J ? thought that was pretty neat since theyre in one row next to each other, in my own 0.5 i can go shift->P O ; L K J, seems better than shift->P O ; L 0 9, just wondering why u made that change


In order to make the entire modifier switch the way we did, we had to have shift be the modifier for recalling a camera. The issue is, if we didn't change where the cameras were layered, whenever you tried to shift queue building an ability order, you would instead jump to a camera location! (not satisfactory)


why does shift have to be the modifier for recalling a camera?
wouldnt the old way for recalling with shift+ctrl work?

can't it be done this way for zerg players? we don't shift build buildings anyway

I just switched set control group to shift and add to control group to ctrl on my 0.4 version and it seems to be working fine


Ctrl to add to CG and Ctrl+Shift to Create CG is the most efficient combination. It looks like we'll be able to layer over stop. Any other ability/abilities anyone can think of that there is no reason to shift queue?



is that really worth it giving up the JKL; camera keys for zerg players?
they are perfect for injecting

also with SHIFT as set ctrl group you can remove units from groups and reset them with one key


We should be able to have ;LK for injects. Since most of the time zerg players are injecting 3 locations I feel that this is absolutely worth it.


What about injecting 4 locations, which as you had said in the original inject guide was the optimum number late game. It feels significantly more easy to me to have all the injects in a row instead of switching to a different row which is what it sounds like will happen on 4 queen.



Optimum is 3. Maximum is 4. Most of the time it'll be 3 though.

I'm not sure if you can simplify it like that. If you are going ling-heavy ZvT for example, and you are trading armies constantly, you could be injecting 5+ hatches easily and using the larvae


But you would be cutting into your late game APM as well as your late game max army. Instead you could just have more hatcheries and accomplish the same thing with a bigger maxed army and more actions for late game army control.
Commentatorhttps://www.youtube.com/JaKaTaKtv
JDub
Profile Joined December 2010
United States976 Posts
Last Edited: 2012-09-25 06:34:49
September 25 2012 05:08 GMT
#1493
Quick question about RLM 0.5 -- Is it a mistake that build assimilator and refinery are both on F, while build extractor is on R? Or is that intentional?

I have a basic program set up for converting left to right, but not yet being able to convert to the mouse configurations. I was trying out my generated RRM and noticed the discrepancy.

Edit: One more question -- in the "More Maps" tab, I'm confused about a couple things. To verify I know how to read the spreadsheet, which row do I look in to find the mappings for the following commands:

TerranBuild/SCV
EngineeringBay/SCV
TerranInfantryArmorLevel1/EngineeringBay
ReturnCargo
Stim

My thoughts would be:
SCV
Build Basic
Engineering Bay
Units
Units

Is that correct?

Edit #2: Last question: How do you get 48 different versions? I count 4 layouts (LM, LMM, RM, RMM) for each of the 4 races (P,T,Z,R), which makes 16.
Hancho
Profile Joined July 2012
Germany89 Posts
Last Edited: 2012-09-25 09:56:16
September 25 2012 09:51 GMT
#1494
On September 25 2012 14:08 JDub wrote:
Edit #2: Last question: How do you get 48 different versions? I count 4 layouts (LM, LMM, RM, RMM) for each of the 4 races (P,T,Z,R), which makes 16.


On June 03 2012 06:50 JaKaTaK wrote:
Selecting your layout
Because TheCore strives to be an optimal experience, there will be a layout for each race option, different hand sizes, left and right handed players, as well as for players who do or do not use 4th and 5th mouse buttons.


4 races
2 left and Right
2 mousebuttons
3 hand sizes
=> 48
JDub
Profile Joined December 2010
United States976 Posts
September 25 2012 12:39 GMT
#1495
On September 25 2012 18:51 Hancho wrote:
Show nested quote +
On September 25 2012 14:08 JDub wrote:
Edit #2: Last question: How do you get 48 different versions? I count 4 layouts (LM, LMM, RM, RMM) for each of the 4 races (P,T,Z,R), which makes 16.


Show nested quote +
On June 03 2012 06:50 JaKaTaK wrote:
Selecting your layout
Because TheCore strives to be an optimal experience, there will be a layout for each race option, different hand sizes, left and right handed players, as well as for players who do or do not use 4th and 5th mouse buttons.


4 races
2 left and Right
2 mousebuttons
3 hand sizes
=> 48

Have you figured out the mappings for the different hand sizes? I dont see them in the data doc
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-09-25 15:54:38
September 25 2012 15:53 GMT
#1496
On September 25 2012 14:08 JDub wrote:
Quick question about RLM 0.5 -- Is it a mistake that build assimilator and refinery are both on F, while build extractor is on R? Or is that intentional?

I have a basic program set up for converting left to right, but not yet being able to convert to the mouse configurations. I was trying out my generated RRM and noticed the discrepancy.

Edit: One more question -- in the "More Maps" tab, I'm confused about a couple things. To verify I know how to read the spreadsheet, which row do I look in to find the mappings for the following commands:

TerranBuild/SCV
EngineeringBay/SCV
TerranInfantryArmorLevel1/EngineeringBay
ReturnCargo
Stim

My thoughts would be:
SCV
Build Basic
Engineering Bay
Units
Units

Is that correct?


all gas buildings should be the same, Nice catch, thanks :D


SCV
Build Basic
Engineering Bay
SCV
MMM

3/5 ain't bad

Have you figured out the mappings for the different hand sizes? I dont see them in the data doc


everything is moved horizontally one key to the left or right
Commentatorhttps://www.youtube.com/JaKaTaKtv
maLaK1
Profile Joined May 2012
Germany124 Posts
Last Edited: 2012-09-25 22:19:47
September 25 2012 22:19 GMT
#1497
any update on 0.5 release date(zrm)?

i want to get accustomed to the new layout
Antylamon
Profile Joined March 2011
United States1981 Posts
September 26 2012 00:21 GMT
#1498
On September 26 2012 07:19 maLaK1 wrote:
any update on 0.5 release date(zrm)?

i want to get accustomed to the new layout

On September 25 2012 03:33 JaKaTaK wrote:
Show nested quote +
On September 25 2012 02:47 mcht wrote:
so is 0.5 coming today ?


0.5 is coming as soon as I can get a hold of Spoof, who is doing the program to create the layout files. Other than that, the work is done.

JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 26 2012 01:05 GMT
#1499
<3 Antylamon <3
Commentatorhttps://www.youtube.com/JaKaTaKtv
xHadoken
Profile Blog Joined March 2012
United States171 Posts
September 26 2012 01:52 GMT
#1500
interesting, I have tried to do many other hotkeys and I usually go back the the main. But I will try this out thanks!
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