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StarGraphed Again! This time in Real Time

Forum Index > SC2 General
Post a Reply
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
Last Edited: 2013-04-16 09:39:12
January 05 2013 22:14 GMT
#1
Version 1.3 - Possibly Not
So, since the last version, how the map is used is changed:
- Observers are now classed as subhuman or something

Basically they're not entities according to the map triggers. This means, if you want Stargraphed output then you need to be in a specific slot in the map as a player given full map vision, blahblahblah.

This does mean I could do something similar to the GameHeart overlay, but that's way out of the scope of what I was trying to achieve.

I'll look into making one that works for players of maps. At least map makers will be able to get info from their maps this way.

Oh well.

Verson 1.2 - More bars
So a bit of prettification with this version.
- Moved the unit deaths/army positions to a switched graph.
- Added breakdown of army composition
- Made it prettier, with the upgrades/research done as icons. Icons shamelessly ripped from wherever the best ones were
- Added a test mode so that I don't actually have to play a game to see what works!

Currently looks like this (this is the aforementioned test mode)
[image loading]

Next Step: Heart Of The Swarm. With multiplayer/resume from replay. I'm excited to see if I can do this from replays. If I can, the analysis you could get from parsing your own replays with it could be great.

---

Hello, again.
In this topic I mentioned something on which I was working.
It seems I've left it too long and thus cannot edit my original post, so apologies for the new thread. With that in mind:

Where have you been (asked nobody ever)?
Was finalling a game, sorry :<

Did you ditch StarGraphed?
No, but I realised that doing it as a winforms application lead to some limitations, so I decided that it would be a good idea to do it as a WPF app instead.
This allows me to use a lot more cool stuff.

So what's different now?
Well, I took a different focus for a bit. My work was also showing me the benefits of using a messaging system for some work, so I looked into adding to this so that as well as collating and displaying the information at the end of a game, it now does it in real time.
This is now functionally complete and can deliver messages to people detailing snapshots of the game as it is happening

What does that look like?
This:
I've done some CPU vs CPU games, here is the output. Note that this is a first pass at this.
Early in on game
[image loading]

Computer 3 takes a slight lead
[image loading]

This takes a while
[image loading]

Computer 4 making a comeback
[image loading]

Computer 4 wins!
[image loading]

and just to show that it's done properly, the output over the game that's in progress (obviously ~ 2 seconds delayed)
[image loading]

What's on there?
Top middle contains a list of games that are using the broadcast system + application currently in progress. You can see who it is between and the map on which it is played. You can select any of these to "listen" to.
Once youv'e done that, you'll have the two players listed. Currently StarGraphed just has them as red and blue. Still looking at how I get the colours from the players efficiently.
Each player has the following info taken:
Current Mins/Vespene.
Current worker supply/army supply
Approximated Minerals/Vespene per minute, done as a comparitive graph over time
Army Value done as a comparitive graph over time.
Army position heatmap
Upgrades/Research completion

What's on the heatmaps?
The left one is army position done in red or blue heat. This does not include workers.
The right one is where units have died over the course of the game

Why heatmaps?
When done over time it shows reasonably well how things are moving along.
Also MLG has everyone dress up and act like weathermen so I thought I would join the bandwagon there.

Why at all?
I think it's nice to have all this stuff onhand. It's sometimes sucky not to know what upgrades people have, or what's researched, etc, and you're just willing the observers to show you.

Also, for making maps, I'm still thinking this will be good to test balance, map layouts, etc. Never any deaths in a section of you map where you've put an expansion? Probably not a great place for it!

What else will you do?
Further work will bring back the post game screen, pretty everything up, and possibly add some extra features to the displaying system, such as the ability to set a delay to the broadcasts, as well as the ability to sync it up to your stream (if I figure out how to do that!).
Ideally, as a long term goal, I would love to add the ability for this to have a stream integrated into it, so that you can see the game in the stream and all the at-a-glance stuff around the outside.
I'm looking to set up a management server, where these will be stored, too, so it will be possible to check up on maps/players/etc.

I'm looking to do some demonstrations of this in the future. So look out for those.

Still looking at how to turn this into a mod for a map, so anyone can add it to their maps.

Possibly other questions here
I will reduce you to a series of numbers.
Proseat
Profile Blog Joined February 2012
Germany5113 Posts
January 05 2013 22:54 GMT
#2
Good stuff as always. Looking good.
The Rise and Fall of SlayerS -- a timeline: http://www.teamliquid.net/blogs/viewblog.php?id=378097
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
Last Edited: 2013-01-05 23:05:22
January 05 2013 22:59 GMT
#3
So if I understand you correctly, an observer from the game would basically output this data from his computer, and viewers would be able to join a server of some sort and stream the data from them, alongside watching a video stream?

Sounds like something you should talk to an organisation like NASL about. Such a feature would be ridiculous for instance to add an insane amount of value to a premier subscription to a tournament, and you might even be able to get them tyo assist you in developing and testing (and maybe funding...) your work.


Do you have access to HotS beta, and do you know if your work will carry over from a game/map modification perspective?
Otherwise it might be a waste of time to go and modify more maps in WoL now when people are going to transfer to HotS soon. Might as well develop and have proof of concept, and then when HotS kicks off, ramp up map support.
HOLY CHECK!
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
January 05 2013 23:01 GMT
#4
O.O looks interesting
toxifly
Profile Joined May 2010
Poland24 Posts
Last Edited: 2013-01-05 23:19:29
January 05 2013 23:18 GMT
#5
nvm, delete this post
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
January 05 2013 23:35 GMT
#6
On January 06 2013 07:59 Lonyo wrote:
So if I understand you correctly, an observer from the game would basically output this data from his computer, and viewers would be able to join a server of some sort and stream the data from them, alongside watching a video stream?

Sounds like something you should talk to an organisation like NASL about. Such a feature would be ridiculous for instance to add an insane amount of value to a premier subscription to a tournament, and you might even be able to get them tyo assist you in developing and testing (and maybe funding...) your work.

As it's a set of map triggers, it shoves the map from just a custom map into an arcade map. I thought about getting it directly from the game data, but that's pretty much hacking, so I thought better of that


Do you have access to HotS beta, and do you know if your work will carry over from a game/map modification perspective?
Otherwise it might be a waste of time to go and modify more maps in WoL now when people are going to transfer to HotS soon. Might as well develop and have proof of concept, and then when HotS kicks off, ramp up map support.

Hopefully HotS has a lot of the same triggers, so may just be a copy/paste job. I think it offers more than that, too, so it would be worth checking out. And yes, I have a HotS beta account.
I will reduce you to a series of numbers.
Gfire
Profile Joined March 2011
United States1699 Posts
January 05 2013 23:50 GMT
#7
How do you calculate where on the image to draw the heat maps? Since it's a 3D render, I'm not sure a direct translation from the in-game coordinates would show up in the proper places... maybe it's close enough, though.
all's fair in love and melodies
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
Last Edited: 2013-01-06 00:16:39
January 06 2013 00:16 GMT
#8
You output where the unit is on the map. It ouputs it 2D map coordinates. You know the size of the map, you calculate it from there. Simples.
I will reduce you to a series of numbers.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-01-06 00:47:42
January 06 2013 00:40 GMT
#9
On January 06 2013 09:16 Gowerly wrote:
You output where the unit is on the map. It ouputs it 2D map coordinates. You know the size of the map, you calculate it from there. Simples.

Right, but the 2D map coordinates of the units aren't in line with pixels on the image displayed. It's just a picture of the map taken from above. Squares further away from the center will fill less space in the image since they are further from the camera. Moving up in terrain levels also pushes the squares towards the edges, moreso the more you move out from the center.

One solution would be to generate a 2d image of the map a map analyzer image.
all's fair in love and melodies
figq
Profile Blog Joined May 2010
12519 Posts
January 06 2013 05:25 GMT
#10
This looks like an amazing product. Is it going to be free to use?
If you stand next to my head, you can hear the ocean. - Day[9]
xuanzue
Profile Joined October 2010
Colombia1747 Posts
January 06 2013 07:48 GMT
#11
can you add one "kills heatmap" feature?
Dominions 4: "Thrones of Ascension".
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
January 06 2013 11:01 GMT
#12
I don't plan on ever charging for it and I'm not sure what you mean by a kills heatmap feature. Is that not the right hand side map?
I will reduce you to a series of numbers.
SoniC_eu
Profile Joined April 2011
Denmark1008 Posts
January 06 2013 11:17 GMT
#13
nice work man just wow
In order to succeed, your desire for success should be greater than your fear of failure. http://da.twitch.tv/sonic_eu
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
January 28 2013 23:03 GMT
#14
Verson 1.2 - More bars
So a bit of prettification with this version.
- Moved the unit deaths/army positions to a switched graph.
- Added breakdown of army composition
- Made it prettier, with the upgrades/research done as icons. Icons shamelessly ripped from wherever the best ones were
- Added a test mode so that I don't actually have to play a game to see what works!

Currently looks like this (this is the aforementioned test mode)
[image loading]

Next Step: Heart Of The Swarm. With multiplayer/resume from replay. I'm excited to see if I can do this from replays. If I can, the analysis you could get from parsing your own replays with it could be great.

PS how do the SC2 Gears guys get to update their titles. I am not as powerful.
I will reduce you to a series of numbers.
fusefuse
Profile Blog Joined February 2011
Estonia4644 Posts
January 28 2013 23:10 GMT
#15
you PM an admin/ mod to chane the title, better to leave it generic though and just list updates/current version in the OP

also
to 'unlock' a post/thread for editing if its been left alone for too long, theres a thread for that in Website Feedback. For future reference ^^

Liquipedia@jkursk
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
January 29 2013 00:00 GMT
#16
Ah right, thanks. Will remember that in future.
I will reduce you to a series of numbers.
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
February 28 2013 08:24 GMT
#17
Version 1.3 - Possibly Not
So, since the last version, how the map is used is changed:
- Observers are now classed as subhuman or something

Basically they're not entities according to the map triggers. This means, if you want Stargraphed output then you need to be in a specific slot in the map as a player given full map vision, blahblahblah.

This does mean I could do something similar to the GameHeart overlay, but that's way out of the scope of what I was trying to achieve.

One of the reasons the GH overlay shows you so much is that the standard Blizzard overlays you would get do not work if you bind the "observer" to a player slot and give them the vision as such. This would mean that for any games I would want to cast with StarGraphed enabled I would not be able to do any of the fancy observer things.

Further to this, I was hoping it would be possible to do the same for replays. I believe this will also not be possible, now. This is most frustrating. It worked before the observer setup was changed!

I'll look into making one that works for players of maps. At least map makers will be able to get info from their maps this way.

Oh well.
I will reduce you to a series of numbers.
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