GameHeart Overlay 2.0 - Page 29
Forum Index > SC2 General |
graNite
Germany4434 Posts
| ||
Ahli
Germany355 Posts
![]() - added menu button and friend button to the observer tools. They will disappear along the observer/replay tools hitting "ctrl + shift + o". - default control group settings are now enforced during use (=> clickable and not always hidden) [you still need to select a unit to potentially see them] - reduced size of the gap between units/upgrades in the leaderpanel - added tooltip to the worker amount that displays the lost workers per player Please don't mind the green rectangle in the top right corner. That's just a part of the ingame debugging tools which give me multiple false positives. When you use the interface, you won't see that. I'm not releasing this right now as I've a problem with battle.net's notifications appearing above the leaderpanel in that version. If anyone knows how the position of those notifications is determined, please share the knowledge. ![]() So, what do you think of the leaderpanel's new gap size? Btw, shoutout and thanks to ESL's employee Icicl who created a good leaderpanel code in "ESLWCSv1.7b.SC2Interface" which I used as a start for the leader panel before reverting his code to display SC2's default leaderpanel again. | ||
graNite
Germany4434 Posts
| ||
Ahli
Germany355 Posts
On July 15 2013 18:02 graNite wrote: In the production tab, Is it possible to add a little shiny or to make the icon blinking when something is being chronoboosted? Not possible. Btw, the next update will fix ctrl+alt+w hiding the minimap and the unit panel in the interface. This belongs to sc2's default hotkey combination to hide the original console UI. Ctrl + W remains the key to toggle the whole bottom area of the interface. Also, should the tooltip for the worker count display workers lost or workers killed? Workers killed transports more hype than lost, so I think I should change it to killed. If you have further suggestions, please let me know. ![]() For example, I imagine that tournaments would need to have a way to make room for their overlay to note down numbers for the map score in the bottom panel. | ||
graNite
Germany4434 Posts
On July 15 2013 19:26 Ahli wrote: If you have further suggestions, please let me know. ![]() Lets say you select a group of ghosts, it is possible to blend in a little number next to the snipe icon showing how many snipes are available? It would be really good to know how many scans/forcefields/fungals are available. | ||
![]()
digmouse
China6326 Posts
On July 17 2013 03:44 graNite wrote: Lets say you select a group of ghosts, it is possible to blend in a little number next to the snipe icon showing how many snipes are available? It would be really good to know how many scans/forcefields/fungals are available. I don't think that's possible within the limits of the editor. | ||
Ahli
Germany355 Posts
On July 17 2013 04:23 digmouse wrote: I don't think that's possible within the limits of the editor. Indeed, this is not possible. This would already be hard using triggers (as you can't check which unit is the active unit type, I believe). More news: I've added the possibility to add map scores. The default buttons involved for this are: Ctrl, Shift, S and 1,2,3,4,5... ![]() You can alter the player's scores: - Shift / Ctrl + 1/2/3/... sets the score to that number. - So, just hold shift for the upper player's score value and hold ctrl for the lower one. It's just like the button arrangement on your keyboard. ![]() - You can hide the whole panel with ctrl+shift+S ![]() - Also, the numbers can be disabled, too. I only did that for the blue one in the picture, but you can clear the labels and the Bo# picture. Also, I'm adding constants to the layout files within the interface. This would allow you to define hotkeys and settings as easy as I can possibly make it. Sadly, the editor isn't really making it easy right now as it's enforcing the position of comments within the code. (Left side is the editor, right side contains the original code.) ![]() But I made a suggestion to change that behavior in Blizzard's forum, so maybe they will change it to make it easier for the interface users to alter a few settings themselves while reading descriptive comments for the settings. --------------------------------- Do you need ranks on the units? I removed those texts for now, so you can only see the kills. Also, I removed "Cancel" and "Unload" texts in some tooltips. | ||
juicyjames
![]()
United States3815 Posts
![]() | ||
Ahli
Germany355 Posts
On July 17 2013 14:39 juicyjames wrote: This is a different interface, but would you be able to adjust the custom UI so the production order always matches the resources? ![]() The leader panel (production/...) displays the stats sorted by the player ID (to allow any number of players). All other UI elements display the stats in "left" vs "right" player (while allowing you to swap left and right player). To make it match, one would need to rebuild the whole leaderboard without using the original leaderboard frames. It is possible, but it's quite some work. Blizzard added a way to create new leaderpanel-like elements which allowed me to create the upgrade area in the bottom panel. There might be problems with the tooltips on the buttons as I've had problems with those before. I experimented with that a few months ago when I examined Blizzard's interfaces. So, I would need to try it to see, if I'm capable of doing that. I definitely understand the general concern to keep the stats of players "in order" across the whole screen. | ||
stillborn
Germany119 Posts
Not to mention that this already existed in Dota2 for a long time. And it has been implemented by the Publisher, not by a third party. | ||
revel8
United Kingdom3022 Posts
Really cool stuff that enhances the viewer experience. Keep going! | ||
Lorizean
Germany1330 Posts
On July 17 2013 19:29 stillborn wrote: "This is probably the biggest jump I've seen in starcraft 2, and probably in esports." Not to mention that this already existed in Dota2 for a long time. And it has been implemented by the Publisher, not by a third party. A "jump" is relative - it doesn't matter if somewhere there is much better stuff out there (I doubt it), but the amount of improvements are huge. On topic: Would it be possible to have a larva count in the resources area for zerg players? I realize this is hard to format properly, and I can't really think of a good way to do it off the top of my head, but I'd really like to constantly see this information. The problem is that the other two races don't really have a comparable stat to show... Maybe have this and total amount of nexus/cc energy available for protoss and terran, if that's possible. | ||
Ahli
Germany355 Posts
On July 17 2013 19:48 Lorizean wrote: On topic: Would it be possible to have a larva count in the resources area for zerg players? I realize this is hard to format properly, and I can't really think of a good way to do it off the top of my head, but I'd really like to constantly see this information. The problem is that the other two races don't really have a comparable stat to show... Maybe have this and total amount of nexus/cc energy available for protoss and terran, if that's possible. No, sorry. There is no way to show the amount of one specific unit type. It works for harvesters because there is a score value that keeps track of it, but there is none for larvae of any other unit type. You can only display existing score values. Also, there is no way of altering a PlayerUnitFrame (like leaderboard or the units lost panel that isn't working, yet) to only display a specific unit type. =/ So, I only got the 146 score values the game keeps track of. You can check those in the editor's data module. There is a "Score Values" tab in the advanced data category (open module, click green cross -> advanced data -> score values). | ||
Gowerly
United Kingdom916 Posts
| ||
Ahli
Germany355 Posts
On July 17 2013 20:08 Gowerly wrote: You could do it. You would need the triggers in place, for it, though. Might be a little bit of code. Triggers aren't possible in interfaces. But the gameheart maps could do that, though. | ||
Gowerly
United Kingdom916 Posts
| ||
Ahli
Germany355 Posts
On July 17 2013 20:20 Gowerly wrote: True. Could you get at the information if it was put anywhere by the map? Then you can directly play the gameheart maps. But, to answer your question: Maps could add new entries in data and use catalog functions to write values there. Texts can reference those entries displaying the current value. | ||
Ahli
Germany355 Posts
On July 17 2013 19:24 Ahli wrote: The leader panel (production/...) displays the stats sorted by the player ID (to allow any number of players). All other UI elements display the stats in "left" vs "right" player (while allowing you to swap left and right player). To make it match, one would need to rebuild the whole leaderboard without using the original leaderboard frames. It is possible, but it's quite some work. Blizzard added a way to create new leaderpanel-like elements which allowed me to create the upgrade area in the bottom panel. There might be problems with the tooltips on the buttons as I've had problems with those before. I experimented with that a few months ago when I examined Blizzard's interfaces. So, I would need to try it to see, if I'm capable of doing that. I definitely understand the general concern to keep the stats of players "in order" across the whole screen. So, there would be 2 differences for the production tab: 1. Tooltips don't work properly. For some reason the whole frame receives the tooltip instead of the button. Also, the hit test frame (= extension of the area where you can click the button) of the button isn't working. 2. Pressing a button in that leader panel selects only 1 instead of all units. There might be other problems in addition to that. | ||
graNite
Germany4434 Posts
![]() | ||
Ahli
Germany355 Posts
On July 18 2013 20:00 graNite wrote: When you select a ghost you can not see whether he has nukes available or not. Even the standard interface lets you know ![]() It's showing the simplified command card, but the Ghost doesn't use the simplified command card which results in only 4 buttons shown. The required change cannot be done in interfaces, so, there is nothing I could do besides showing more buttons (which means more stuff in the bottom right area and more mouse click eating areas on the screen). => I won't change it. Neither WCS nor GSL's interfaces are showing that button as they have the same problem or only display the first 3 command card buttons of the last row. I made a suggestion for this. (First I thought that was a bug, but then I noticed that the Ghost doesn't use it despite having only 5 noteworthy abilities which would allow him to use the simple command card just fine). | ||
| ||