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Active: 1454 users

Sc2gears 14.3.3: Replay version 2.1 support - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 170 Next
Yellow-Snow
Profile Joined April 2010
United States55 Posts
July 14 2010 17:50 GMT
#221
http://www.tempfiles.net/download/201007/111585/Blistering-Sands.html
http://www.tempfiles.net/download/201007/111586/Lost-Temple-(6).html
DtE
Profile Joined May 2010
France36 Posts
July 14 2010 17:57 GMT
#222
How many do you need ? I could probably email you a pack of my (worthless) replays if you need. Custom games (normal maps though, custom maps like TD are broken ATM) and ladder games, mainly 1v1 and 2v2.

Considering that they might change it once again for the release, I hope Blizzard's not wasting your time
Bring back Bnet 1.0.
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
July 14 2010 18:12 GMT
#223
even if they change it again for release, and i doubt they would change it just for release there would need to be some other reason, many of the chages made in .2xx would migrate to the new version.

If you need/want any help with the code I would be happy to work on it, looks like a cool project
When you play the game of drones you win or you die.
Dakota_Fanning *
Profile Joined January 2008
Hungary2359 Posts
July 14 2010 20:35 GMT
#224
On July 15 2010 02:57 DtE wrote:
How many do you need ? I could probably email you a pack of my (worthless) replays if you need. Custom games (normal maps though, custom maps like TD are broken ATM) and ladder games, mainly 1v1 and 2v2.

Considering that they might change it once again for the release, I hope Blizzard's not wasting your time

The more the better. It doesn't matter whether it was a gg or not. Any replay is good for sample.
https://repmastered.icza.net
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
July 15 2010 07:46 GMT
#225
Awesome tool, thanks!

On July 08 2010 02:05 korona wrote:
Suggestion: Race-specific match-up statistics for random players. Random players have to master 9 different match-ups. They often have weaknesses in some of the match-ups. For example I did not correctly recognize what my weak match-ups were before manually checking my MU statistics.

Yea, I'd really like something like that too. Some way for random players to sort the distinct matchups, not only RvX but the three for each.
Jang Yoon Chul hwaiting!
nanii
Profile Joined July 2010
France30 Posts
July 20 2010 11:46 GMT
#226
Hi Dakota, thank you for the great job you've already done.

I have one question: Have u planed to release sc2gears 1.40 before the game release?
Dakota_Fanning *
Profile Joined January 2008
Hungary2359 Posts
Last Edited: 2010-07-20 13:35:43
July 20 2010 13:34 GMT
#227
On July 20 2010 20:46 nanii wrote:
Hi Dakota, thank you for the great job you've already done.

I have one question: Have u planed to release sc2gears 1.40 before the game release?


Yes I do. But there is one last part I haven't figured out in the new replay format: how the coordinates are coded in the move screen actions. Once I got it I release the new version.

If anyone else knows how to get the x-y coordinates of the move screen actions, tell me so I can release it sooner.
https://repmastered.icza.net
nanii
Profile Joined July 2010
France30 Posts
July 20 2010 13:57 GMT
#228
Thank you for your quick response, sorry I can't help resolving your last issue.
Ascylon
Profile Joined June 2010
Finland12 Posts
July 20 2010 16:12 GMT
#229
Here's the code I use, but since the parser is just for data and camera movements are not important to me, I haven't researched what the x-coordinates or y-coordinates exactly mean. They seem to increment/decrement pretty logically in any case. I've also included a test replay event file I used for figuring this out so you can see for yourself:

http://pastebin.com/1duwCDxf

Hopefully it helps.
Dakota_Fanning *
Profile Joined January 2008
Hungary2359 Posts
July 20 2010 19:30 GMT
#230
On July 21 2010 01:12 Ascylon wrote:
Here's the code I use, but since the parser is just for data and camera movements are not important to me, I haven't researched what the x-coordinates or y-coordinates exactly mean. They seem to increment/decrement pretty logically in any case. I've also included a test replay event file I used for figuring this out so you can see for yourself:

http://pastebin.com/1duwCDxf

Hopefully it helps.

Thanks, that helps a lot.
1 question, maybe you already know the answer. What are the top right coordinates on different maps?
I mean on Blistering Sands they are x: aa00 y: 6c00 which has a size of 176x152 (playable size: 138x110). I can probably figure it out, but if you already know the answer, that can save me some time.
https://repmastered.icza.net
Ascylon
Profile Joined June 2010
Finland12 Posts
July 21 2010 19:30 GMT
#231
Sorry, like I said I haven't spent much time trying to figure camera movement out and didn't have the presence of mind to make similar replays of other maps.
Dakota_Fanning *
Profile Joined January 2008
Hungary2359 Posts
July 23 2010 12:36 GMT
#232
I still couldn't figure out the format of the coordinates in the move screen actions.
I can translate them into decimal map coordinates. But sometimes the decoded value requires a +128 shift (requires to add 128) and I can't tell when based on the coded format. But it's coded in it somehow.

If anyone feels like giving it a try, please do.


In the spoiler below I copied the coded coordinates of the x axis.
The first one is x=244 and are decreasing as I moved the screen from right to left. The last coordinate is x=12.
So the x coordinates in this example are in the range of 244..12.
+ Show Spoiler +
6800 // x=244
646a // x=242
60ba
5e11
5a7b
57b7
53fb
5144
4da1
4aeb
4721
4477
40e2
3d3f
3a7b
36be
3408
3065
2dae
29f2
272e
238b
20ba
1d25
1a61
1697
13ee
1058
0cb5
09d7
0642
038b
ffe9
fd25
f968
f6a4
f30f
f04b
ec9b
e9e5
e642
e371
dfe9
dc46
d98f
d6cc
d329
cf93
ccd0
c92d
c64f
c2ba
c003
bc39
b98f
b5fa
b257
afa1
abf1
a93a
a58a
a2d4
9f17
9c6d
98be
9607
9257
8ec2
8c0b
885b
858b
81e8
7f31
7b67
78be
751b
7264
6ea8
6bfe
6868
64c6
6202
5e5f
5b9c
57ec
551b
5193
4edc
4b2c
485b
44c6
4202
3e5f
3b81
37ec
3528
316b
2dd6
2b12
276f
24ac
2109
1e52
1ab0
17df
143c
1186
0dd6
0af8
076f
04b9
0116
fe38
faa3
f6f3
f43c
f07f
edc9
ea26
e73b
e3b3
e0fc
dd59
da95
d6d9
d422
d07f
cda1
ca0c
c748
c3a5
c0d5
bd3f
ba7b
b6b1
b31c
b072
acc3
aa0c
a642
a38b
9ff6
9d32 // x=14
998f // x=12.5
9800 // x=12



In the spoiler below I copied the coded coordinates of the y axis.
The first one is y=252 and are decreasing as I moved the screen from top to bottom. The last coordinate is y=4.
So the y coordinates in this example are in the range of 252..4.
+ Show Spoiler +
7800 // y=252
764f // x=251
72c7
6f58
6cd6
695b
65b8
6302
5f52
5c81
58d1
560d
5251
4f8d
4bdd
48ff
4621
424a
3f86
3bd7
3906
352f
325e
2f9a
2bdd
282d
2528
2271
1ec2
1be4
1834
1556
118c
0ed5
0c12
082d
054f
0193
fec2
fb05
f841
f53c
f199
eeae
eb0b
e848
e463
e1a0
dde3
db05
d85b
d477
d1a6
cde9
cb0b
c741
c471
c1ad
bde3
bb12
b721
b46a
b199
addc
ab0b
a70d
a456
a0a7
9dbc
9a0c
9721
9450
90a0
8ddc
8a12
8727
8456
809a
7dd6
7a19
7721
737e
7093
6ce3
6a12
6700
6350
608c
5cb5
59f2
56ec
533d
5079
4cbc
49eb
4700
4343
407f
3ca8
39e5
360d
333d
2f8d
2cbc
29d1
2607
2343
1f79
1cb5
18f9
1600
133d
0f73
0caf
08f2
0614
0271
ffae
fbd7
f920
f635
f26b
ef9a
ebea
e90c
e535
e257
dfa1
dbf1
d920
d52f
d26b
cea1
cbd0
c90c
c528
c264
bea7
bbc9
b81a
b522
b25e
aeae
abf7
a82d
a54f
a185
9ec2
9b05
9827
953c
9172
8eae
8b0b // y=5
8848 // y=4.5
8800 // y=4


Hint (if you don't know how to start)
+ Show Spoiler +
The listed coordinates are in hexadecimal base. Add 0x8000 to the value and shift right by 1. You might or might not need to add 128 to the result to get the proper coordinate.


If anyone figures it out, please share.
https://repmastered.icza.net
dvide
Profile Joined March 2010
United Kingdom287 Posts
Last Edited: 2010-07-23 13:19:05
July 23 2010 13:18 GMT
#233
Are you sure it even makes sense? Might it be related to the first person camera bug that was introduced in phase 2?

http://forums.battle.net/thread.html?topicId=25968747423&sid=5000

The recent patch seems to have completely broken the ability of SC2 to determine the location of a players camera outside of a specific region of the map.

The following appear to be effected by this- The F-Look commands that bind a point to a key, the lock camera common when viewing replays, and the Galaxy functions that determine the point or yaw of any players camera.

Moreover, it appears to only effect boundaries outside of a 64x64 square on varying corners of the map.

Spent a minute making a map to demonstrate. It correctly tracks the player camera, but only in within a certain bounds.

As a result, the ability of the replay to track camera movement, as well as the function needed for mapmakers to do the same, do not work.

http://rapidshare.com/files/405801891/wtf.SC2Map

Its a problem thats greatly effecting mappers, as well as breaking other core functions of the game.
Dakota_Fanning *
Profile Joined January 2008
Hungary2359 Posts
Last Edited: 2010-07-23 13:48:16
July 23 2010 13:47 GMT
#234
On July 23 2010 22:18 dvide wrote:
Are you sure it even makes sense? Might it be related to the first person camera bug that was introduced in phase 2?

http://forums.battle.net/thread.html?topicId=25968747423&sid=5000

Show nested quote +
The recent patch seems to have completely broken the ability of SC2 to determine the location of a players camera outside of a specific region of the map.

The following appear to be effected by this- The F-Look commands that bind a point to a key, the lock camera common when viewing replays, and the Galaxy functions that determine the point or yaw of any players camera.

Moreover, it appears to only effect boundaries outside of a 64x64 square on varying corners of the map.

Spent a minute making a map to demonstrate. It correctly tracks the player camera, but only in within a certain bounds.

As a result, the ability of the replay to track camera movement, as well as the function needed for mapmakers to do the same, do not work.

http://rapidshare.com/files/405801891/wtf.SC2Map

Its a problem thats greatly effecting mappers, as well as breaking other core functions of the game.


Oh Jeez... did I spent my last week finding something that isn't even there?

Can someone confirm this as if I recall it well Blizzard fixed something related to camera movement in one of the beta phase 2 patches.
https://repmastered.icza.net
Flipperbw
Profile Joined July 2010
6 Posts
July 26 2010 04:07 GMT
#235
Dakota,

I've converted all hexes to decimal, and am trying to figure out how you get x=244 from xHex=6800 (xDec=26624). What is the conversion? It's not a static number...

I'm also just not sure what you mean by the 128 addition or the 0x8000 addition.

Additionally, I've found that the Decimal values differ in each step by a number close to 900 or 700. This is what the graph looks like of the values (logically straight, but with slight bumps. and the jumps are as it switches to 65535.)

+ Show Spoiler +
[image loading]
Flipperbw
Profile Joined July 2010
6 Posts
July 26 2010 08:11 GMT
#236
Just found something. May be of use.

1) Convert all hexes to decimal.
2) When decimals "wrap" up to 65535, convert to the negative equivalent, as if they continued down (i.e. subtract 65535).
3) Divide all wrapped decimals by 512.
4) Add 192 to the result.
5) You get the coordinates (which are not pretty numbers, but I think are exact).

I know this sounds like a chain email from 1997 where you'd get your age in chocolate or something, but it seems to work. See the spoiler for the coordinates of the x hexes you posted in the post above. 244-->12.

+ Show Spoiler +
244
242.2070313
240.3632813
239.0332031
237.2402344
235.8574219
233.9902344
232.6328125
230.8144531
229.4589844
227.5644531
226.2324219
224.4414063
222.6230469
221.2402344
219.3710938
218.015625
216.1972656
214.8398438
212.9726563
211.5898438
209.7714844
208.3632813
206.5722656
205.1894531
203.2949219
201.9648438
200.171875
198.3535156
196.9199219
195.1289063
193.7714844
191.9570313
190.5742188
188.7050781
187.3222656
185.53125
184.1484375
182.3046875
180.9492188
179.1308594
177.7226563
175.9570313
174.1386719
172.78125
171.4003906
169.5820313
167.7890625
166.4082031
164.5898438
163.15625
161.3652344
160.0078125
158.1132813
156.78125
154.9902344
153.171875
151.8164063
149.9726563
148.6152344
146.7714844
145.4160156
143.546875
142.2148438
140.3730469
139.015625
137.171875
135.3808594
134.0234375
132.1796875
130.7734375
128.9550781
127.5976563
125.703125
124.3730469
122.5546875
121.1972656
119.3300781
117.9980469
116.2050781
114.3886719
113.0058594
111.1875
109.8066406
107.9628906
106.5546875
104.7890625
103.4316406
101.5878906
100.1796875
98.38867188
97.00585938
95.1875
93.75390625
91.96289063
90.58007813
88.7109375
86.91992188
85.53710938
83.71875
82.33789063
80.51953125
79.16210938
77.34570313
75.9375
74.11914063
72.76367188
70.91992188
69.48632813
67.71875
66.36328125
64.54492188
63.11328125
61.32226563
59.47851563
58.12109375
56.25195313
54.89648438
53.078125
51.61914063
49.85351563
48.49609375
46.67773438
45.29492188
43.42773438
42.0703125
40.25195313
38.81835938
37.02734375
35.64453125
33.82617188
32.41992188
30.62695313
29.24414063
27.34960938
25.55859375
24.2265625
22.38476563
21.02734375
19.1328125
17.77539063
15.984375
14.6015625
12.78320313
12.00390625
Dakota_Fanning *
Profile Joined January 2008
Hungary2359 Posts
July 26 2010 17:35 GMT
#237
You basically did what I did: you converted the hexadecimal value to a decimal map coordinate.
This wasn't a problem before.

The problem is: a hexadecimal value can be assigned to 2 different map coordinates. For example:

0x6800 can mean x=244 and x=116 (difference is 128)

What I don't know is how to choose which of the 2 possible value is coded (which one to decode to).
https://repmastered.icza.net
jacen
Profile Blog Joined April 2004
Austria3644 Posts
July 26 2010 18:47 GMT
#238
On July 27 2010 02:35 Dakota_Fanning wrote:
What I don't know is how to choose which of the 2 possible value is coded (which one to decode to).


i would suggest trial and error replays
with zerg, sending overlords to specific map coordinates should give you a good idea how to decode them, right?
even if they don't start at the top right with 0;0, you might still be able to figure that out, right?
(micronesia) lol we aren't going to just permban you (micronesia) "we" excludes Jinro
Dakota_Fanning *
Profile Joined January 2008
Hungary2359 Posts
July 26 2010 18:55 GMT
#239
On July 27 2010 03:47 jacen wrote:
Show nested quote +
On July 27 2010 02:35 Dakota_Fanning wrote:
What I don't know is how to choose which of the 2 possible value is coded (which one to decode to).


i would suggest trial and error replays
with zerg, sending overlords to specific map coordinates should give you a good idea how to decode them, right?
even if they don't start at the top right with 0;0, you might still be able to figure that out, right?

Trial and error does not work.

Taking my previous example:
If you move the screen to x=244, you will see 0x6800 coded value in the replay. If you move your screen to x=116, you will also see a 0x6800 coded value in the replay.
So when I try to parse and interpret the replay, I see a 0x6800 coded value, and I can't choose whether it was x=244 or x=116.
https://repmastered.icza.net
meCa
Profile Joined July 2010
Canada58 Posts
Last Edited: 2010-07-26 22:01:57
July 26 2010 21:58 GMT
#240
This is like, BWChart for SC2.

Great.

Could it be possible to have the APM peak like in BWChart? Which is a little arrow that points at the highest peak your APM went to during the match.
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