Sleek minimalist overlay which makes important information big and easy to read for any quality of stream while drastically reducing the size of the UI to show more of the game.
Simple design to allow tournaments to easily modify it using image overlays to create their own ‘look’.
Multiple layouts to choose from so each league can choose what best suits their needs.
Selectable team and league logos built into the overlay to give each map and each tournament a more unique feel.
“Stronger Team Colors” mod, originally created by pzea469, but no longer functional as of the 1.5 arcade patch is now included in the GameHeart overlay as a toggleable option.
Telestrator, or drawing functionality for observers to improve game calling and game analysis both during, and post game.
Zoom out much farther than you have traditionally been able to. Get more of the action on screen to show fights in multiple locations at the same time.
Important information such as upgrades and worker counts always on screen, to give viewers a better game sense.
Labels to indicate what buildings are researching or producing on the building itself.
Map intro animations to add a little class to your production.
Scoreboards built into the overlay. You can now easily setup a scoreboard to show whether its a best of 3 or 5 etc, and how many games each player has won.
Override player names. You can easily change the names that show up for players in the overlay to correct smurf account names.
You can now easily determine the order of observers to create hotkey consistency for your production.
Unit health and upgrades can now be easily viewed by clicking on an individual unit.
Simple in-game lobby interface gives organizers greater control over the exact moment the game starts, rather than relying on unpredictable loading times.
A Message To:
Teams & Leagues - If your organization does not like the logo I have used for you in the overlay and would like to provide me with another, please do. The team logos go into the map in a square format and images with a transparent/no background are ideal. League logos are a 2x1 ratio (horizontal).
If you would like your organization removed from the overlay entirely please contact me, preferably in a way that I can verify you genuinely represent the team or league.
If your organization is not currently included in the overlay and you would like to be, please contact me.
Leagues - Obviously my goal with the overlay is to gain widespread adoption. If there is something stopping you from using it even though you would like to, or there is some feature you would like to see please let me know.
Map Makers - If you are designing maps that make it into regular competitive play, chances are I will try to contact you very shortly, have already tried to contact you, or cannot find contact information for you. I really hope we can cooperate to improve the production quality of tournaments and showmatches all over the world. If you would like to take the initiative to contact me please do so.
Fans - I have put hundreds of hours of work into the overlay, well beyond what I had originally intended. As the project grew it became more stressful and I am certainly concerned now about how you receive it. I would love to hear your feedback, and while I know some of you may not like some of the features in the overlay, hopefully you will at least view it as a step forward overall.
If you would like to support the project, please encourage the leagues you enjoy watching to adopt the GameHeart overlay.
Frequently Asked Questions
- Do players see the logos and drawings? No, players do not see the logos or the drawings, to them it looks like a normal game.
-Does it work with HotS? Being so close to the release of Heart of the Swarm I decided to focus on HotS. If you would desperately like to use the overlay in WoL I may be able to upload it for you, please let me know. It’s just extra work to try to maintain both and I figured at this point very few organizations are left broadcasting WoL. For now, I have uploaded only one map with the overlay to WoL. That map is GameHeart - Metropolis. Right now there are only two maps up on HotS but I will be adding more throughout the day.
- Does the GameHeart overlay use Blizzard’s new custom observer interface feature? No it does not.
- Why would I use the GameHeart overlay instead of Blizzard’s new custom observer interface feature? The GameHeart overlay can offer more functionality than the new observer tools because it is a custom map. Things like the telestrator function, zoom out, and the team/league logos are not possible with their tool (at least not yet).
-Why would I use Blizzard’s new observer tools instead of the GameHeart overlay? Blizzard’s tool is totally independent of the map. I can only offer the GameHeart overlay for maps which I have access to, either because they are on the ladder or the map maker has decided to allow me to use his map. Blizzard’s tool does not have this limitation, you can use it with any map you want.
-Does it work for casting from replays? The short answer here is no. While we could offer some limited functionality in replays such as the zoom out feature, most of the overlay requires direct interaction with the game, which is not possible in a replay. Blizzard’s new tools can do most of what our overlay could offer in a replay, I recommend you use their feature for casting from replays.
-Who is your target audience? Well everyone is our target audience in a way. Average viewers need to like what we are showing them or tournaments will not want to adopt our toolset. But more specifically we are targeting major and minor tournament broadcasters who want to raise their production values. Many of the tools offered help smaller organizations provide content that was previously only done by larger organizations, such as fancy camera intros, scoreboards that aren’t starboard etc.
-Is the GameHeart overlay complicated to use? It will seem intimidating at first to anyone who jumps into it, but it’s actually quite simple. The most complicated part of using it will be learning new hotkeys (which you don’t even have to use if you don’t want to).
-I hate (insert feature here). Keep in mind that everything in the overlay is optional. If you don’t like strong team colors, the logos or scoreboards then don’t use them! Most of these things can even be turned on and off in the middle of a game if you so choose.
Contact
TeamGameHeart@gmail.com
You can reach me on skype as rtschutter
twitter: @rtschutter
I am rtschutter on reddit.
INTERFACE FILES
Here is an interface file for those of you who are wanting to view the dreamhack replays but are annoyed by the observer panel covering up the unit info.
I have to say that this is very well done sir Having this work on replays would be a good thing in the future too since there are tournaments that are using replays (like NASL, IPL). Also casters doing daily shows use replays and I think that's one avenue to gain attention to this overlay.
Thanks guys! Here is a much longer more boring video that is actually more of an instructional video. But if you can't get into the game to test it this will give you a good idea of how it works.
On February 28 2013 07:26 quantumslip wrote: Wow, this is awesome! Blizzard should hire you to help enhance the built-in tools.
Blizzard did the next best thing, which was open up the API and UI for for anyone to mod to any degree they need too. They crowd sourced the issue and let people do what they. This system is pefect, since Blizzard doesn't have to figure out what events need, the events can just build the system themselves. It was really smart of them and is a page right out of Valve's book.
I am impressed that it can also be used to set up the game lobby itselt. It is a truely impressive system that gives the event full control over the game, UI and what we are seeing.
On February 28 2013 08:16 SoOJuuu wrote: only 1 map so far???
It's only a preview/test map. The interesting assets are all factored off to a mod so they can be easily imported into any set of maps (i.e., MLG's upcoming tournament map rotation) that tournament organizers want.
The holy what the holy fuck is this amazing thing? I'm speechlessing. The my is brain broken becoming the from awesomeness.
I feel like I just stepped into an alternate universe or something. Or a starcraft android from the future came back in time and delivered this to us. So incredible.
I wasn't expecting to be be this impressed. Hopefully organizers will realize what an incredible tool this is. Just imagine the zoom out when watching Flash do multidrops for example.
Really amazing what you did here! The amount of really useful features you have implemented with this is just.. wow. I really hope the work you put into this will pay off. Great Work!
Holy shit. This is awesome. I'll be eagerly waiting for the first tournament implementing this in some way. With good use (and observers used to it), this can step up production big time!
- Does the GameHeart overlay use Blizzard’s new custom observer interface feature? No it does not.
You should seriously consider this if you haven't already. What you've done here is fantastic, but with native support you could really push this idea to where these productions would be at the professional level.
- Does the GameHeart overlay use Blizzard’s new custom observer interface feature? No it does not.
You should seriously consider this if you haven't already. What you've done here is fantastic, but with native support you could really push this idea to where these productions would be at the professional level.
I'm pretty sure the reason it was done this way as stated in the OP was due to features not being available in the Blizzard tools, such as drawing function and team logos. What you are suggesting seems to be attempting to mimic the look of this layout using the Blizzard observer tools, which I've yet to see anything on as far as what it can do, so who knows if this is even possible
The Zoom Out function is awesome. Can it zoom really far in too? This functionality could really add to the presentation and spectating experience. I hope the big tournaments at least add this into their playbook.
It works really well, especially once you get used to using the new obs tools. If someone wants to try to get a toe hold in the caster realm, casting a couple games using these maps would probably help set you apart
This is so great. I really liked the countdown after the game loaded, more zoom and player rename features. Keep up the good work and maybe make "killed workers" look a bit mroe fancy :D
My mind is NOT blown, because all these features should have been included a long time ago. But I would be fooling myself if I didn't say that I was thoroughly impressed by what you've done here. I implore you to continue with this venture, and to keep pushing it so that one day I'd be watching a real high-end tournament with this. I'm at work but as soon as I'm home I will be e-mailing tournaments and leagues.
Great work, but You MUST TRY to do it with Blizzard API. All Major Tournaments wants their own map, so map dependant UI is not what they are looking for.
Don't get me wrong, this is pure awesome. But they will want to see it working on f.e. GSL Entombed Valley not GameHeart Entombed Valley.
On February 28 2013 22:09 Ch3rry wrote: Great work, but You MUST TRY to do it with Blizzard API. All Major Tournaments wants their own map, so map dependant UI is not what they are looking for.
Don't get me wrong, this is pure awesome. But they will want to see it working on f.e. GSL Entombed Valley not GameHeart Entombed Valley.
i'm sure someone will steal these features and implement them if that's the case.
On February 28 2013 22:09 Ch3rry wrote: Great work, but You MUST TRY to do it with Blizzard API. All Major Tournaments wants their own map, so map dependant UI is not what they are looking for.
Don't get me wrong, this is pure awesome. But they will want to see it working on f.e. GSL Entombed Valley not GameHeart Entombed Valley.
Many of the features are not possible with their API alone. Features not possible with just their API:
Drawing. Configurable team logos. Zoom out.
For those you have to use a custom map. I fully understand that tournaments want to have complete control over their maps, and I will do everything I can to work with any organization which is interested to provide them with what they need. I have definitely been contacted by a few organizations at this point (big and small) and using a 'GameHeart' map is definitely not a deal breaker for them. There just is no other way to get these features right now.
On February 28 2013 22:09 Ch3rry wrote: Great work, but You MUST TRY to do it with Blizzard API. All Major Tournaments wants their own map, so map dependant UI is not what they are looking for.
Don't get me wrong, this is pure awesome. But they will want to see it working on f.e. GSL Entombed Valley not GameHeart Entombed Valley.
Many of the features are not possible with their API alone. Features not possible with just their API:
Drawing. Configurable team logos. Zoom out.
For those you have to use a custom map. I fully understand that tournaments want to have complete control over their maps, and I will do everything I can to work with any organization which is interested to provide them with what they need. I have definitely been contacted by a few organizations at this point (big and small) and using a 'GameHeart' map is definitely not a deal breaker for them. There just is no other way to get these features right now.
I have absolutely no clue about the editor. How long does it take to implement all these features on a new map? If it wasnt too long, the hosts could send you every map beforehand and you change every map to its gameheart veriosn
However, I tried to do obs a game with computers as you do in your "How To" video on GameHeart - Daybreak on Hots beta, but when I'm in your custom lobby, I got this :
Thank you Kemarus! I had someone very important email me describing this problem but I did not understand what he was saying until you showed me these screenshots. This is pretty bad, I hope I can figure out a solution or some international tournaments may have trouble.
This is almost certainly due to a language issue. I will look into it.
Unfortunately, I don't know how to change the game language to see if the problem comes from this. In WoL, there is an option to change it but not in HotS beta. I tried to modify variables.txt but nothing changes. If you have an idea to change language, I'll try it.
I really want to help you, French casters often ask for a largest view in-game, so i think you should try to contact Millenium team for example (I'll do it if the maps work with French language, or it might just be my computer). So if someone can get it work in other languages, I think you should tell him because this is awesome!
Really cool! the sound in the video however is quite bad, getting headache almost listening to it :/
However, the overlay looks really awesome, is it possible to just use a few of the features? for example if a tournament want to use it, but keep the standard overlay that has been used so far, but still have the drawing feature etc.?
Kemarus - I believe I have fixed the problem on "Gameheart - Metropolis" in Wings of Liberty and "Gameheart - Ohana" in Heart of the Swarm. If you could try either of those with your french client and report back I would really appreciate it!
I made a few tests and every maps (Daybreak, Ohana, Entombed Valley, Cloud Kingdom and Star Station) seem to work well now on HotS beta. For the WoL map, I didn't found it on Europe server. I did try on American server and the Metropolis map works well! Thank you!
After a while watching AIs fighting, I have some requests : - Why do I see only the Harvester count in the income tab (the mineral and gaz income are missing)? - Can I use the "Take control" and "Recover" functionalities from the last patch with GameHeart maps? (I have nobody to test with) - Is there a way to see the units selected (to count the number of high templar in a big protoss army for example)?
Anyway, these are just details and the maps work almost perfectly and, in my opinion, it's very exciting to see new things like this for the release of Heart of the Swarm!
Kemarus thank you very much for testing that for me. I am glad to hear it is all working now.
To answer your questions:
- This is a bug caused by using a paneled leaderboard (which I am forced to do because the observers in my overlay are not real observers but actually fake players who have no units). There were numerous bugs like this with a paneled leaderboard months ago but I thought they had all been fixed in recent patches. I will make a note of the issue and maybe Blizzard will look into it or I can create my own income chart for the players (I actually had created one awhile back but decided to remove it). So good eye!
-Yes you can use take control, I am not 100% sure how all of that works but when I tried using it before it let me take control of a player from a replay.
-Not at the moment, I will consider adding that in the future!
Ok, so I hope Blizzard will fix it soon (even if "soon" has not the same meaning for them )
Another thing, can you make a layout like this (such as a bigger map for instance)? I really love the interface Blizzard made in this video. And i think like Cinim that you should add a layout with the standard interface or/and with slighter modifications.
Oh yeah...Ahli is awesome. He has helped me a ton with the GameHeart overlay (his name is even in the credits section if you look at it) especially in the past week or two. I will ask him about it.
On March 01 2013 03:04 GameHeart wrote: - This is a bug caused by using a paneled leaderboard (which I am forced to do because the observers in my overlay are not real observers but actually fake players who have no units).
Yeah, I hope Blizzard allows Observers to be detected in triggers and things soon (if they are not already).
It reminds me when they forced map makers to use at least 1 non-player slot (meaning 16 player maps were no longer possible). (Though I'm not sure if this is the case anymore. I did read that they allowed 16 player parties in SC2 in the 2.0.4 patch? So does that mean they changed it back? If it is still capped at 15 players, that'd be disappointing. If Blizzard did go back and allowed 16 player maps, kudos to Blizzard.)
It's silly removing things like that (if it's not supported yet, not trying to get it to work).
Anyway, nice interface . I do hope to see it used in more tournaments soon .
(Also maybe even if a tournament like GSL uses it, then maybe Blizzard will add more support for things like detecting observers through triggers for example.)
On March 01 2013 03:41 Kemarus wrote: I suppose they use the new SC2Interface mod. Someone tried to remake it with a close result.
That was me. :D
On March 01 2013 04:35 GameHeart wrote: Oh yeah...Ahli is awesome. He has helped me a ton with the GameHeart overlay (his name is even in the credits section if you look at it) especially in the past week or two. I will ask him about it.
I'm not sure to which extend we can modify the leaderpanel (= observer game info UI).
I've read somewhere quite some time ago about caster's being able to preplace buildings on the map to show possible wall-ins...
It's only visible to a group of players like... everyone not playing (= casters). It only seems to appear visible to everyone in replay files that were created by the person seeing it when it was recorded. Changing the view of the player does not hide it.
It is blocked by existing buildings, cliffs, units and respects the required distance to resources. Also, you can't stack it and you see the building grid without delay, if you want to place it. You can check how much space is in areas with that, too. If you want to see replays with proper vision of the players, you require a player's replay file then. If you want to see the proper vision of the caster, you require a caster replay file.
So, actually, this is fully functional and requires an arcade map. I only made that for 1 building right now. But it is possible to do for every building in the game.
Welcome to the future.
If you got more things that seem impossible or that would be awesome to have, tell me. :D
I was trying to figure out how to do something like that so when a building is under construction viewers could know what type of building it is really easily.
On March 01 2013 14:02 GameHeart wrote: I was trying to figure out how to do something like that so when a building is under construction viewers could know what type of building it is really easily.
Well, it's not that...
Basically, my system gives casters the ability to create ghost buildings on the map that only they can see. Those, display proper placement collisions, too.
What you suggested is possible, too...
I think I better make a map with all features I can imagine/did before. I'm not sure if I showed you the production on the text tag thing on mapster. At least I showed it there including how to store that without the usage of variables.
Those massive sponsor logos are extremely distracting. They pop out way too much from the terrain for my tastes, and obscure/confuse the action. It's a great idea in theory but one I hope to never ever see implemented in a major competition in that exact form shown.
Aside from that, this is basically incredibly fantastic.
On March 01 2013 14:32 GameHeart wrote: Ahli I would love to see the text tag stuff. I am using text tags for the production labels right now and I store them in the data table.
That's exactly what I did. If you use one char and the unit's tag as the data table key, then it's exactly what I made. :D The data table is huge...
Saw gameheart briefly discussed on State of the game and had to come check it out. Absolutely awesome!! I'm blown away by the potential and hope it is rapidly adopted by the various leagues.
Also, Blizzard needs to hire you immediately so you can actually incorporate it into the game and so can have the resources needed at your disposal.
Looking forward to seeing more of gameheart in the future!
Multiple orgasms! So many things I've always dreamed of. Topmost loved: - zoom out to much bigger picture (aww yiss!) - tiny icons on top of buildings, showing what is being produced/researched there right now
This is really fantastic. I especially like the logos that you can put around the map. I really really hope that tournament organizers or casters start using this.
Don't like how the information is on different sides. Like on the left you have from right to left and on the right side you have it go from right to left, its really weird and a terrible design.
On March 02 2013 18:32 Gamer_Girl wrote: Don't like how the information is on different sides. Like on the left you have from right to left and on the right side you have it go from right to left, its really weird and a terrible design.
what?
Hey I tried it out really quick in game, seems simple enough to use and while i didn't try it out too much I noticed that when you click on a building structure, there is no way of knowing what it is? I mean sometimes for structures you got to click on them etc to know whats going on.
Is there any option for that now? I see the health bar going up as its building, but other then staring at the production tab you might not know, especially if he is building multiple structures you may get confused.
It might not be a big deal but its something i noticed and found awfully annoying, though I'm not really a "caster" I don't mind the odd time i do for small clan wars etc and would be interested in using a more minimalistic UI during games like that. Either way I like that you are trying to push what quality could and should look like. I'm sure there are many improvements that will be made over time and who know's maybe we will see some early adopters.
Anyways I hope this pays off in some way for you, it sounds and looks like you put a lot of work into it and it show's. I hope this pushes more community to really build on the tools for starcraft 2 in making it an even more prolific sport
Is there any way you can include the bulk of this functionality in the new observer client? I say this not because I'm worried about tournaments but this'd be a very, very fun way to do streams myself and I like my streams to be map independent.
Regardless, I hope to see GameHeart in future tournaments. Excellent work man!
I just wanted to let you know that I have ported the overlay to 13 maps and as soon as HotS launches I will bring them live (they are actually already on the beta server but of course none of us can play it). I am working on some new features as well as making the overlay more functional for international tournaments.
The maps:
Akilon Wastes Antiga Shipyard Cloud Kingdom Daybreak Entombed Valley Howling Peak Korhal City Metropolis Newkirk City Ohana Shakuras Plateau Star Station TPW Phantasm
On March 02 2013 19:57 Evangelist wrote: Is there any way you can include the bulk of this functionality in the new observer client? I say this not because I'm worried about tournaments but this'd be a very, very fun way to do streams myself and I like my streams to be map independent.
Regardless, I hope to see GameHeart in future tournaments. Excellent work man!
The features that I cannot think of any way to add using their observer tool are:
Drawing Zoom Logos
There are some other features I don't think you can get using the Blizzard tools but I think those three are the big three reasons most people will want to use my overlay.
On March 02 2013 19:36 FrackeD wrote:Hey I tried it out really quick in game, seems simple enough to use and while i didn't try it out too much I noticed that when you click on a building structure, there is no way of knowing what it is? I mean sometimes for structures you got to click on them etc to know whats going on.
I used to have some text labels that popped up when you selected a building that was under construction but they were really ugly. I am considering a few different options for solving this problem at the moment.
Is it possible for different observers control different features at the same time? Like for example: 1) Observer just does the observing and zoom in and out 2) Analytical caster can draw something on his obs account ( video steam switches to his screen, or perhaps open up window-in-window ) 3) Admin can set up the logos, player names, bo5's etc with the whole configuration screen being invisible for other players?
This is very good. But I think for any players having supply and resources in top right is so natural, that changing it is very counterproductive. It would suddenly get harder to watch. I think you should make a various layouts with supply/resources there.
Another thing, would it be possible to get this mod and apply it on your own map? A lot of tournaments use their own maps and I doubt they would gave up on their ability to change tiny things in them.
On March 04 2013 00:02 rename wrote: Is it possible for different observers control different features at the same time? Like for example: 1) Observer just does the observing and zoom in and out 2) Analytical caster can draw something on his obs account ( video steam switches to his screen, or perhaps open up window-in-window ) 3) Admin can set up the logos, player names, bo5's etc with the whole configuration screen being invisible for other players?
It's not a program... it's a custom map and you and any tournament are welcome to use it for free. Just search 'GameHeart' on the arcade (it's only up in the americas region right now). There is only one map in WoL but I have 13 maps ready to go with the overlay for HotS that I will upload to ALL regions as soon as HotS goes live.
I have been trying to reach the Korean map makers to get access to their maps to add the overlay to but they are either ignoring me or I am doing a terrible job of trying to contact them.
As I wrote on reddit and such, people like you need to get paid if this community effort we call eSports is ever to become an actual industry, not just the progamers. So make sure to at least post your paypal so that people can chip in
On March 04 2013 00:02 rename wrote: Is it possible for different observers control different features at the same time? Like for example: 1) Observer just does the observing and zoom in and out 2) Analytical caster can draw something on his obs account ( video steam switches to his screen, or perhaps open up window-in-window ) 3) Admin can set up the logos, player names, bo5's etc with the whole configuration screen being invisible for other players?
This is pretty much how it works right now.
Awesome, this was one question that kept me from being optimistic about larger tourneys using it. Also, have you tought about an automatically generated overlay that shows tourney/team/sponsor logos during the countdown or victory screen?
Very impressive. You should be working for GOM or better yet, Blizzard. You even added a drawing capability which is amazing and something Blizzard wouldn't even thought of implementing.... You really put the focus on observing and telling the flow and story of the game as clearly as possible. I salute you!
If I could make a suggestion it would be to allow the drawing capability on the minimap (If it doesn't do this already) so casters can give the audience a better idea about the positioning of units/bases or even creep spread.
Lannisport - Drawing on the minimap is something I am working on right now.
I wanted to go ahead and post a video for you guys of something that might make it into the next version of the overlay. It's still pretty rough, but some recent discoveries on sc2mapster by guys like JacktheArcher, DrSuperEvil and Zolden have made this possible. I am still trying to get it to a state I think is acceptable for inclusion but anyways here it is:
In case you don't know what you are looking at, it's an in-client picture-in-picture system.
I have yet more awesome features planned for the overlay, so stay tuned!
its really incredible. Hope some organisers out there are starting to use it. Would love to see some tournaments for a better test of the potential. Awesome work in any case!
This looks nothing short of amazing! I do hope (and think) that events will use this because overlays have a tendency to be distracting when not done right. I have a hard time seeing anything made with this look bad. Bravo!
Watched the vid, mouth open. When it ended I said "WTF did I just see", and then immediately "How the fuck do I get that?!". Seriously, you have done an incredible job. Thank you so so much!
Thanks guys! I can definitely say there are at least a couple of major tournaments who are interested. Hopefully everything works out and you guys will get to see it in action soon.
On March 05 2013 08:07 GameHeart wrote: Thanks guys! I can definitely say there are at least a couple of major tournaments who are interested. Hopefully everything works out and you guys will get to see it in action soon.
Axslav has to be one of the most excited about this, he (or perhaps production of MLG) seem to love playing around with stuff like this. ^_^
Unfortunately I don't think MLG is interested. I even added a special touch screen menu to the drawing tools just for Axslav but it was all for naught. They sound like they have their own plans so I will be excited to see what they do anyways.
On March 05 2013 08:07 GameHeart wrote: Thanks guys! I can definitely say there are at least a couple of major tournaments who are interested. Hopefully everything works out and you guys will get to see it in action soon.
Another feature I am working on for the next version of the overlay is the megamap. Which allows observers to press tab to bring up a giant minimap in the middle of their screen. Thanks to Ahli for all his help with this!
I have another idea: is it possible to make an option for healthbars to be only shown when the unit is attacking or under attack? I think that would make life much easier for the observer.
Unfortunately I don't think that is possible right now but don't hold me to it. They have added some new options to customize healthbars HotS so maybe that is something possible within that new realm. I think it's just cosmetic though.
One thing I did consider was implementing a 'health dots' system. Well, I should actually say I did implement it because I did. I saw a mockup someone posted either on TL or reddit once where they had replaced the health bars with small green dot (that would change color) to represent health. I tried it a dozen different ways but the reality was more complex than just putting some dots above unit's heads. In their mockup they had only shown health, but of course in starcraft the healthbars also indicate shields and energy.
Here is a screenshot of my implementation.
Health dots would go from green>yellow>orange>red and I thought it looked pretty good. Shield and energy dots would shrink as they depleted, and grow as they were restored.
Unfortunately as good as I thought the system looked, it devoured resources and had to be cut.
On March 05 2013 08:30 GameHeart wrote: Unfortunately I don't think MLG is interested. I even added a special touch screen menu to the drawing tools just for Axslav but it was all for naught. They sound like they have their own plans so I will be excited to see what they do anyways.
I'll bet they want more control over it so are building their own thing. Depending on how much time and money they have already invested in it... they might want to abandon whatever they are doing and hire you instead :p
On March 08 2013 05:33 GameHeart wrote: Unfortunately as good as I thought the system looked, it devoured resources and had to be cut.
That would be my general concern when all these changes pile up. You can always have various parallel versions and keep one “light” version . Do you have any estimate of how demanding the overlay is?
The overlay as it stands right now should be pretty lightweight. It's hard for me to tell though to be honest. But I certainly tried to make everything use as few resources as I could while remaining functional, and I cut any feature that used too many (such as the health dots). I haven't had any complaints from players before about it feeling like it's using resources.
The most resource intensive parts of the overlay right now are the drawing tools (if you make like a hundred drawings), the unit status bar (health bar on the right) and the stronger team colors mod (just because it has to load the extra textures). Obviously zooming out is pretty hard on a modest machine as well.
I wish I could zoom out like that while playing. Though, I guess you'd have a bit of an advantage, considering the ability to control the action is based on the amount of items you can see.
Maybe you could make it possible to show how many forcefields/emps/fungals/yamato cannons are available for every unit in the current selection fo the observer. Sometimes STLegend just moves his cursor over the sentries to show the tooltip, but that doesnt really help because you cant calculate that fast how many forcefields are available.
I like this, but honestly cant see tournaments using it pre-made into maps, even if the Custom Observer limits certain things implementing whats possible into that would make tourneys consider it a hell of a lot more and hopefully make blizzard open up the custom observer some more.
graNite - That's a good idea I will look into how best to do that.
ZodaSoda - It's definitely a struggle getting tournaments to adopt the overlay. But I have a couple of major tournaments interested right now. Hopefully one of them will end up using it, I think it will really open it up to others.
I am with ZodaSoda on switching to the Blizzard API. You clearly do great work and if you can shift this stuff over to a system that doesn't require all events to use a custom map, they are way more likely to use it. However, the logo thing is likley only possible through a custom map, which may be compeling for tournament runners.
Things that would no longer function using the Blizzard API:
-Drawing tools -Camera intros -Smurf renaming -Team logo flairs -League logo flairs -Zoom function -Layout switching -Stronger team colors -Spawn positions selection -Upgrade levels on resource bar -Built in scoreboard
You guys are basically asking me to throw out 98% of the work I have done on this project. It hurts me.
Arent like 75% of the features presented here also in the peep mode maps?
Sure this program does all that and more, meaning that is is indeed better, but I would still say that the jump from normal SC2 to peep mode is bigger than jump from peep mode to this, and 0% of tournaments have ever tried using peep mode AFAIK. If any tournament is going to pick this up, it is because of the subtle advertising campaign this duder here has done.
Point is I think you people are wayyyyyyyyyyyyyyyyy over hyped, considering i still say DOTA2 observer UI is far beyond what this offers.
On March 09 2013 04:15 Sea_Food wrote: Arent like 75% of the features presented here also in the peep mode maps?
Sure this program does all that and more, meaning that is is indeed better, but I would still say that the jump from normal SC2 to peep mode is bigger than jump from peep mode to this, and 0% of tournaments have ever tried using peep mode AFAIK. If any tournament is going to pick this up, it is because of the subtle advertising campaign this duder here has done.
Point is I think you people are wayyyyyyyyyyyyyyyyy over hyped, considering i still say DOTA2 observer UI is far beyond what this offers.
When Artosis and incontrol call it one of the best things to happen to starcraft 2, i don't think you can call it over-hyped, I just think you're being a downer .
For those that missed it Blizzard actually mentioned GameHeart in their AMA:
Blizzard GameHeart is very cool. We were all really impressed with the latest video they released.
Yeah, our custom observer UI feature was initially designed simply to allow tournaments and streamers the ability to customize the UI (on any map) in any way they want. It doesn't actually allow you to do scripting. We've got some cool ideas about this for the future. Some of those ideas will actually end up helping out projects like GameHeart as well.
On March 09 2013 04:15 Sea_Food wrote: Arent like 75% of the features presented here also in the peep mode maps?
Sure this program does all that and more, meaning that is is indeed better, but I would still say that the jump from normal SC2 to peep mode is bigger than jump from peep mode to this, and 0% of tournaments have ever tried using peep mode AFAIK. If any tournament is going to pick this up, it is because of the subtle advertising campaign this duder here has done.
Point is I think you people are wayyyyyyyyyyyyyyyyy over hyped, considering i still say DOTA2 observer UI is far beyond what this offers.
When Artosis and incontrol call it one of the best things to happen to starcraft 2, i don't think you can call it over-hyped, I just think you're being a downer .
In this kinds of things i would say that artosis and incontrol are not much more significant than you or me. Do you remember when Barrin made that breadth of starcraft 2 HUGE post and got lots of positive quotes from pro gamers? Nothing happened. I dont think anything was even close of happening.
Wait till Sundance or Carmac says that, then get hyped.
On March 09 2013 04:15 Sea_Food wrote: Arent like 75% of the features presented here also in the peep mode maps?
Sure this program does all that and more, meaning that is is indeed better, but I would still say that the jump from normal SC2 to peep mode is bigger than jump from peep mode to this, and 0% of tournaments have ever tried using peep mode AFAIK. If any tournament is going to pick this up, it is because of the subtle advertising campaign this duder here has done.
Point is I think you people are wayyyyyyyyyyyyyyyyy over hyped, considering i still say DOTA2 observer UI is far beyond what this offers.
When Artosis and incontrol call it one of the best things to happen to starcraft 2, i don't think you can call it over-hyped, I just think you're being a downer .
In this kinds of things i would say that artosis and incontrol are not much more significant than you or me. Do you remember when Barrin made that breadth of starcraft 2 HUGE post and got lots of positive quotes from pro gamers? Nothing happened. I dont think anything was even close of happening.
Wait till Sundance or Carmac says that, then get hyped.
On March 06 2013 10:01 GameHeart wrote: Thanks guys!
Another feature I am working on for the next version of the overlay is the megamap. Which allows observers to press tab to bring up a giant minimap in the middle of their screen. Thanks to Ahli for all his help with this!
This. Oh my god this.
"If you take a look at the tiny box in the bottom left corner people can't see very well in youtube unless it's 1020p recorded at very high settings you'll see that derp derp derp".
With this if I want to talk about a players expansion pattern I can hit tab real quick, use my mouse as a visual guide and go over it realllllly quickly.
Well I hope you will come around Sea_Food! I think this project has a lot to offer tournaments and the only way we are ever going to see widespread adoption is with a lot of support from the community.
On March 09 2013 03:52 GameHeart wrote: Things that would no longer function using the Blizzard API:
-Drawing tools -Camera intros -Smurf renaming -Team logo flairs -League logo flairs -Zoom function -Layout switching -Stronger team colors -Spawn positions selection -Upgrade levels on resource bar -Built in scoreboard
You guys are basically asking me to throw out 98% of the work I have done on this project. It hurts me.
Have Blizzard gotten in touch with you to see what they would actually need to do to support something of this magnitude? Blizzard aren't alien to custom APIs - their WoW UI API is pretty robust.
Blizzard definitely doesn't need to get in touch with me. They have a lot of very smart and skilled people and if they wanted to do these things and could afford to put the time into them they would probably do them. I am sure they have probably considered doing all of them in the past. Maybe they are even working on some right now...who knows.
In the demo video it looked like the telestrator arrows and things don't show up on the minimap. Would it be possible to add that somehow? That would give some nice overall perspective to what is being drawn on the screen.
On March 10 2013 06:06 alQahira wrote: In the demo video it looked like the telestrator arrows and things don't show up on the minimap. Would it be possible to add that somehow? That would give some nice overall perspective to what is being drawn on the screen.
I am working on something like what you are describing but it's quite complex so it will probably be awhile, if ever that I can implement it. But basically the plan is to allow people to draw on the megamap (when you bring the giant minimap up on screen) and have those drawings show up in the game. I don't think it will be too far a stretch from there to get it to show up on the minimap as well.
Keep your eye out guys there should be some big news pretty soon. In the mean time I would like to say that I will be uploading the GameHeart overlay with 19 maps to North America, Europe and Korea regions within the next week, maybe two at the latest.
It is also my goal that the next major version of the overlay will work in conjunction with the new Blizzard UI tool rather than as an alternative so organizations are not forced to choose between them. At that time I will hopefully be able to offer replay casting support as well.
The map pool will be as follows:
Akilon Wastes Antiga Shipyard Bel'Shir Vestige Cloud Kingdom Daybreak DF Atlas DMZ Entombed Valley Howling Peak Icarus Korhal City Metropolis Neo Planet S Newkirk City Ohana Red City Star Station TPW Phantasm Whirlwind
If there is a map not on this list you feel should be, please let me know. Alternatively, if you think there is a map on this list that no tournament will ever use I would like to know as well. Unfortunately I don't have enough time to follow the competitive scene anymore so any help is appreciated.
Great! Is it possible to also switch attack and armor icons on the unit selection? Blizzard is not able to fix that... they need to be in the same order as in their upgrade buildings.
On April 05 2013 19:01 GameHeart wrote: Yes, I will work on that. Also seeing lots of complaints about the logos in the mineral lines.
Yes, please remove those, they do not fit in, they should be positioned on the other side of the cc/nexus/hatch and maybe a bit smaller. Also, they should also appear on starting position only, not at every mineral line.
The only thing that is really ugly to me are the health bars on the right. (And I think they are optional?) Otherwise this thing looks quite nice. Blizz should incorporate some of these ideas into their overlay options. Or tournament casters should just use this, if it is stable enough.
Btw. I had some lag when the video showed the new zoom levels. Was that just my notebook / the streaming, or was that happening ingame, too?
On April 05 2013 19:01 GameHeart wrote: Yes, I will work on that. Also seeing lots of complaints about the logos in the mineral lines.
Yes, please remove those, they do not fit in, they should be positioned on the other side of the cc/nexus/hatch and maybe a bit smaller. Also, they should also appear on starting position only, not at every mineral line.
Yeah, none wants to get annoyed by sponsor icons everywhere so toning it down should actually be better for the sponsors too because none gets angry about it.
On April 05 2013 19:13 Junichi wrote: The only thing that is really ugly to me are the health bars on the right. Otherwise this thing looks quite nice. Blizz should incorporate some of these ideas into their overlay options. Or tournament casters should just use this, if it is stable enough.
Btw. I had some lag when the video showed the new zoom levels. Was that just my notebook / the streaming, or was that happening ingame, too?
I think the mineral line logos would work fine if they were 50% transparent or something instead of opaque. And maybe if it was restricted to just the main base mineral line, rather than every expansion.
Sleek minimalist overlay which makes important information big and easy to read for any quality of stream while drastically reducing the size of the UI to show more of the game.
Simple design to allow tournaments to easily modify it using image overlays to create their own ‘look’.
Multiple layouts to choose from so each league can choose what best suits their needs.
Selectable team and league logos built into the overlay to give each map and each tournament a more unique feel.
“Stronger Team Colors” mod, originally created by pzea469, but no longer functional as of the 1.5 arcade patch is now included in the GameHeart overlay as a toggleable option.
Telestrator, or drawing functionality for observers to improve game calling and game analysis both during, and post game.
Zoom out much farther than you have traditionally been able to. Get more of the action on screen to show fights in multiple locations at the same time.
Important information such as upgrades and worker counts always on screen, to give viewers a better game sense.
Labels to indicate what buildings are researching or producing on the building itself.
Map intro animations to add a little class to your production.
Scoreboards built into the overlay. You can now easily setup a scoreboard to show whether its a best of 3 or 5 etc, and how many games each player has won.
Override player names. You can easily change the names that show up for players in the overlay to correct smurf account names.
You can now easily determine the order of observers to create hotkey consistency for your production.
Unit health and upgrades can now be easily viewed by clicking on an individual unit.
Simple in-game lobby interface gives organizers greater control over the exact moment the game starts, rather than relying on unpredictable loading times.
A Message To:
Teams & Leagues - If your organization does not like the logo I have used for you in the overlay and would like to provide me with another, please do. The team logos go into the map in a square format and images with a transparent/no background are ideal. League logos are a 2x1 ratio (horizontal).
If you would like your organization removed from the overlay entirely please contact me, preferably in a way that I can verify you genuinely represent the team or league.
If your organization is not currently included in the overlay and you would like to be, please contact me.
Leagues - Obviously my goal with the overlay is to gain widespread adoption. If there is something stopping you from using it even though you would like to, or there is some feature you would like to see please let me know.
Map Makers - If you are designing maps that make it into regular competitive play, chances are I will try to contact you very shortly, have already tried to contact you, or cannot find contact information for you. I really hope we can cooperate to improve the production quality of tournaments and showmatches all over the world. If you would like to take the initiative to contact me please do so.
Fans - I have put hundreds of hours of work into the overlay, well beyond what I had originally intended. As the project grew it became more stressful and I am certainly concerned now about how you receive it. I would love to hear your feedback, and while I know some of you may not like some of the features in the overlay, hopefully you will at least view it as a step forward overall.
If you would like to support the project, please encourage the leagues you enjoy watching to adopt the GameHeart overlay.
Frequently Asked Questions
- Do players see the logos and drawings? No, players do not see the logos or the drawings, to them it looks like a normal game.
-Does it work with HotS? Being so close to the release of Heart of the Swarm I decided to focus on HotS. If you would desperately like to use the overlay in WoL I may be able to upload it for you, please let me know. It’s just extra work to try to maintain both and I figured at this point very few organizations are left broadcasting WoL. For now, I have uploaded only one map with the overlay to WoL. That map is GameHeart - Metropolis. Right now there are only two maps up on HotS but I will be adding more throughout the day.
- Does the GameHeart overlay use Blizzard’s new custom observer interface feature? No it does not.
- Why would I use the GameHeart overlay instead of Blizzard’s new custom observer interface feature? The GameHeart overlay can offer more functionality than the new observer tools because it is a custom map. Things like the telestrator function, zoom out, and the team/league logos are not possible with their tool (at least not yet).
-Why would I use Blizzard’s new observer tools instead of the GameHeart overlay? Blizzard’s tool is totally independent of the map. I can only offer the GameHeart overlay for maps which I have access to, either because they are on the ladder or the map maker has decided to allow me to use his map. Blizzard’s tool does not have this limitation, you can use it with any map you want.
-Does it work for casting from replays? The short answer here is no. While we could offer some limited functionality in replays such as the zoom out feature, most of the overlay requires direct interaction with the game, which is not possible in a replay. Blizzard’s new tools can do most of what our overlay could offer in a replay, I recommend you use their feature for casting from replays.
-Who is your target audience? Well everyone is our target audience in a way. Average viewers need to like what we are showing them or tournaments will not want to adopt our toolset. But more specifically we are targeting major and minor tournament broadcasters who want to raise their production values. Many of the tools offered help smaller organizations provide content that was previously only done by larger organizations, such as fancy camera intros, scoreboards that aren’t starboard etc.
-Is the GameHeart overlay complicated to use? It will seem intimidating at first to anyone who jumps into it, but it’s actually quite simple. The most complicated part of using it will be learning new hotkeys (which you don’t even have to use if you don’t want to).
-I hate (insert feature here). Keep in mind that everything in the overlay is optional. If you don’t like strong team colors, the logos or scoreboards then don’t use them! Most of these things can even be turned on and off in the middle of a game if you so choose.
Contact
TeamGameHeart@gmail.com
You can reach me on skype as rtschutter
twitter: @rtschutter
I am rtschutter on reddit.
Hey GameHeart, awesome work on the overlays. Truly add a new dimension, figuratively - and.. literally!
Do you have a Grubby logo yet for the maps. If not, I can supply. Lemme know (pm preferably). thanks!
On April 05 2013 19:18 MCXD wrote: I think the mineral line logos would work fine if they were 50% transparent or something instead of opaque. And maybe if it was restricted to just the main base mineral line, rather than every expansion.
Blown away by this. So many awesome improvements, things I didn't think we'd see for months or even years, and it's already in the GSTL. Love the queues, logos, worker counts, bottom right info pane, cleaner timer, and especially the zoom out. Just amazing.
Main feedback (I'm not sure which of these are Gameheart and which ones are GSTL's decisions): I like the regular Victory screen a bit better, the new one feels quite basic after getting used to Blizzards.
The logos in the mineral lines are a bit distracting. I feel like they would be better on the opposite side of the minerals, and transparent like the natural, but I'm not sure if that's even necessary. The natural logo is pretty good as is.
The info panel directly to the right of the minimap feels out of place. It feels unnecessary to have the names of the players on the screen twice (top middle and that panel), and I'm just too used to supply/mineral stuff in the top right. Feels that space is less useful than bottom middle anyways, a more compact version of that info up at the top right I think I would like more.
I'm not a big fan of icons of units under production being displayed above buildings or larvae. I don't think it meshes well with the in-game graphics. If casters want to display what is being produced, they can just select individual buildings.
The only other issues I have with this are cosmetic, i.e. victory screen and size and position of team logos. I like everything else about this UI.
On April 05 2013 19:36 geno wrote: The info panel directly to the right of the minimap feels out of place. It feels unnecessary to have the names of the players on the screen twice (top middle and that panel), and I'm just too used to supply/mineral stuff in the top right. Feels that space is less useful than bottom middle anyways, a more compact version of that info up at the top right I think I would like more.
I agree, using the names of players twice seems unnecessary. The color and order of the stats in the bottom left is enough to identify the players, adding names in the bottom left is redundant.
Hey guys! Thanks for all the positive feedback and the great critiques!
I am already talking to GSL about some of the issues people have been complaining about. Oddly foreigners are mostly complaining about the logos in the mineral line and Koreans are complaining about the big logos.
I will do something with the victory screen. Not sure what yet. I was using this custom one for a reason but I am not sure if it is still necessary or not so I will have to look into possibly going back to the default one.
Regarding the double player names: It was not originally supposed to be this way, GSL decided to use their normal scoreboard instead of the one I built into the GameHeart overlay because they received so many complaints yesterday about its location on top of the minimap. The scoreboard for GameHeart is usually to right of the minimap and the left of the resources on that small black bar.
It's very hard to get used to the ressources/supply not being on the top right as a player haha. Otherwise the UI is really cool, I agree with what people said above but those are minor details while the improvement as a spectator is really great compared to standard ui.
Another thing which could use some work is the "scoreboard" with team/player names and mineral counts etc. Frankly it's rather ugly and unprofessional looking. I know there are multiple scoreboard options but I am yet to see a visually pleasing version of it. The one which is used in GSTL right now at the very least needs to get rid of the glow and change the font.
Thanks guys! If you prefer GameHeart to the Blizzard UI thing they were using yesterday please let Gom know! And to be fair even if you prefer the Blizzard UI let them know that too. I think they are trying to decide between the two for future broadcasts.
I am eager to improve the overlay where I can and have lots of ideas for the future but we need to get real support from tournaments to move forward!
Everything is so fancy, but the victory screen and the lost units tab need improvement. Is it possible to make a tab that shows what units were lost and not how much minerals and gas? Can you switch the attack and armor icons on unit selection so that they are in the same order as in the upgrades buildings?
Granite - Almost everything is possible! The number of each type of units lost is a really good idea. The upgrades on unit selection is more complicated and I am sure its possible but I will have to figure it out.
Lichter - I will upload this to all regions within the next week.
On April 05 2013 19:44 GameHeart wrote: Hey guys! Thanks for all the positive feedback and the great critiques!
I am already talking to GSL about some of the issues people have been complaining about. Oddly foreigners are mostly complaining about the logos in the mineral line and Koreans are complaining about the big logos.
I will do something with the victory screen. Not sure what yet. I was using this custom one for a reason but I am not sure if it is still necessary or not so I will have to look into possibly going back to the default one.
Regarding the double player names: It was not originally supposed to be this way, GSL decided to use their normal scoreboard instead of the one I built into the GameHeart overlay because they received so many complaints yesterday about its location on top of the minimap. The scoreboard for GameHeart is usually to right of the minimap and the left of the resources on that small black bar.
Very cool. It only make sense that it gets continually tweaked until it satisfies most people, but i like where it is at now and where it is going.
It would be good to move the UI elements to their original places and just make them smaller by cutting out the fat but it’s definitely good to see this at GSTL so that you get a ton of feedback!
One suggestion for keeping tab on worker kills during harass : it would be nice to have the possibility to show a counter of "recent" worker kills. Think of it as a counter which reset to 0 every 10 or 20 seconds without a worker kill and increase at each worker kill (thus reseting the timer). A similar counter would be nice for unit killed during big battle.
Another suggestion : have a "battle mode" tied on one key-press that would be useful during battle. It could hide most of the UI and show only APM/army size/army value for example.
On April 05 2013 21:42 Stow.Wif wrote: One suggestion for keeping tab on worker kills during harass : it would be nice to have the possibility to show a counter of "recent" worker kills. Think of it as a counter which reset to 0 every 10 or 20 seconds without a worker kill and increase at each worker kill (thus reseting the timer). A similar counter would be nice for unit killed during big battle.
Another suggestion : have a "battle mode" tied on one key-press that would be useful during battle. It could hide most of the UI and show only APM/army size/army value for example.
That are really cool ideas. Like reseting the units lost tab every ~20 secs so you can see how much mins/gas lost in a big fight.
@Stow.wif - Not a bad idea, may consider that for the future. We already added a pop up for units lost/resources lost that isn't in the default observer interface and there are so many more possibilities.
@Junichi - I was worried about looking like I was spamming or something.
Would there be a way to move the supply counter back to the top right, though? I think that's where the viewer's eyes automatically go when they want to find out what's going on in the game.
This is incredible. I hope every tournament will see this and either develop their own or talk to you in order to get this.
However, my criticism is that I don't like the frames of things. It looks very simplistic and lo-fi. It could be done a lot smoother and have some eyecandy while not annoying the eye or taking up more space.
The interface and zoom out looks amazing, I loved watching the matches today. I think more tools are fine, but just cleaning up the interface and finding good places for the team logos is all I would like to see. Also, kills per unit would be a cool feature to show when a banshee/oracle shows up.
But you are awesome and keep this up. Every league should consider this system, since it allows the game to become a production engine as well.
Having seen this in GSTL tonight, this is good work. The minimalist design and increase camera framing due to the removal of the HUD is very impressive.
What's not impressive is the ugly, oversized, immersion-breaking logo that's seemingly everywhere. In every mineral field. In random corners of the map there's a monster-sized "GSTL" logo. Awful, just awful.
On April 05 2013 22:30 paralleluniverse wrote: Having seen this in GSTL tonight, this is good work. The minimalist design and increase camera framing due to the removal of the HUD is very impressive.
What's not impressive is the ugly, oversized, immersion-breaking logo that's seemingly everywhere. In every mineral field. In random corners of the map there's a monster-sized "GSTL" logo. Awful, just awful.
These huge ugly logos need to go.
That is going to be a decision of the leagues and teams. They want their logos displayed for sponsors. I see where you are coming from and those should be put in the center of the main base or someplace that is not at every single base.
On April 05 2013 22:12 Bumblebee wrote: This is incredible. I hope every tournament will see this and either develop their own or talk to you in order to get this.
However, my criticism is that I don't like the frames of things. It looks very simplistic and lo-fi. It could be done a lot smoother and have some eyecandy while not annoying the eye or taking up more space.
One of the major concerns of making anything more flashy is how it will look on all stream qualities. One of the biggest improvements that I can see with the GH overlay is that every level of stream quality is able to read the supply/resource amounts quite clearly. Making things a bit flashier, even if it isn't the text itself, could cause some additional blurring or the like on lower quality streams that could make things more difficult to read.
I personally think the minimalist direction the UI has taken is pretty slick and does the job quite well. It's certainly much nicer looking than the blizzard UI appears to be, and the earlier implementations of the GH UI as well.
I really like the new UI. Regarding the logos, its really good that this will allow teams to get better exposure - similar to the flags that Dota 2 uses. It is a bit intrusive but i think that this is a good move for helping to monetize SC2.
Also, its cool to see more of the screen without some of the UI that is largely irrelevant when observing.
Everyone so far seems to be enjoying this. If this were included as a normal part of the map making process at any level of melee map-- would you the community like to see it implemented?
Poll: Should GameHeart be normal inclusion for all melee maps?
Yes (48)
92%
No (4)
8%
52 total votes
Your vote: Should GameHeart be normal inclusion for all melee maps?
@Proseat - Currently I am against adding actual sponsor logos to the overlay. I don't want the logos to get out of hand and many people already think they are.
On April 06 2013 01:14 GameHeart wrote: @Proseat - Currently I am against adding actual sponsor logos to the overlay. I don't want the logos to get out of hand many people already think they are).
We need to get these maps plastered with logos like were in nascar!
On April 06 2013 01:14 GameHeart wrote: @Proseat - Currently I am against adding actual sponsor logos to the overlay. I don't want the logos to get out of hand many people already think they are).
There just needs to be better places to put them. On the UI is not great. But on a flag in the best(like Dota2) is more acceptable. People wouldn't mind a logo if it looks organic on the map. An MLG logo in the center of the map that is created with terrain details. People wouldn't mind a logo if it was on a bill board on the map or a flag.
Not all of that can be done with custom maps, but finding places to put them is going to be a key part of getting teams and sponsors in the game itself.
Finally, people may freak out about logos and sponsors, but don't let that stop you from putting them there. People freak out about a lot of stuff, like numbers over the nexus and the decals that Blizzard put it. They get over it quickly.
On April 04 2013 23:44 GameHeart wrote:It is also my goal that the next major version of the overlay will work in conjunction with the new Blizzard UI tool rather than as an alternative so organizations are not forced to choose between them. At that time I will hopefully be able to offer replay casting support as well.
This would be awesome since it will help push more users to use your UI. Also, congrats for the GSTL and you are getting a lot of positive feedback
I love gameheart but if i could make one suggestion it would be that the icon at the production facilities should involved some subtle movement to indicate that the unit is under production. The square could have some rotating border or something, as it is now it feels a bit boring. Just my personal opinion, though so keep up the good work.
@Plansix - I think all of that can only be done with custom maps actually. The problem is that using billboards is great in say, Metropolis or maybe Daybreak...but it doesn't work very well in Whirlwind.
Whoever takes on that task would have to design a different way of displaying logos for ever map. I am not getting paid for this, it's already a ridiculously time consuming endeavor. Yes, the logos look better and more integrated in DotA 2. There is no question about that. But there is only one map in DotA and it isn't hard to make something perfect when it doesn't require even a minimal amount of versatility. When you need to design something that works with maps and layouts that people haven't even imagined yet, it's not as simple.
That said logos are going to be looked at no doubt. It's kind of a complicated issue because the general consensus in the foreigner community seems to be that the logos in the mineral lines look bad and the big transparent logos in the natural look good. But in the Korean community it's the exact opposite (at least as I have been told). I have not had a full report from Gom yet on what they liked and did not like. I noticed a couple of bugs during the broadcast as well, that will need to be fixed.
Right now the priority in my mind is:
Fixing the victory screen to be more appealing. Finding a way to do logos that everyone (okay most people) likes. Improving the visuals on the workers killed etc charts.
There are a lot more things I want to tackle, and I am sure Gom will have some serious concerns they will want to discuss but right now those are the things that are most on my mind.
On April 06 2013 01:29 GameHeart wrote: @Plansix - I think all of that can only be done with custom maps actually. The problem is that using billboards is great in say, Metropolis or maybe Daybreak...but it doesn't work very well in Whirlwind.
Whoever takes on that task would have to design a different way of displaying logos for ever map. I am not getting paid for this, it's already a ridiculously time consuming endeavor. Yes, the logos look better and more integrated in DotA 2. There is no question about that. But there is only one map in DotA and it isn't hard to make something perfect when it doesn't require even a minimal amount of versatility. When you need to design something that works with maps and layouts that people haven't even imagined yet, it's not as simple.
That said logos are going to be looked at no doubt. It's kind of a complicated issue because the general consensus in the foreigner community seems to be that the logos in the mineral lines look bad and the big transparent logos in the natural look good. But in the Korean community it's the exact opposite (at least as I have been told). I have not had a full report from Gom yet on what they liked and did not like. I noticed a couple of bugs during the broadcast as well, that will need to be fixed.
Right now the priority in my mind is:
Fixing the victory screen to be more appealing. Finding a way to do logos that everyone (okay most people) likes. Improving the visuals on the workers killed etc charts.
There are a lot more things I want to tackle, and I am sure Gom will have some serious concerns they will want to discuss but right now those are the things that are most on my mind.
You should be getting paid for this, but I respect the effort you are putting in for the community and hopefully someone decides you should be working on this for them. I am pretty aware of the amount of effort you are putting in and I am not one of these people who thinks stuff can just "be changed" without significant effort.
I know the logos on flags and billboards isn't something you can do. That has to be up to the map makers to have places for the logos to go and that is beyond your control. I was just putting thoughts out there of better ways to do it, since there appears to be a lot of buzz around your UI.
Seriously though, take all complaints with a grain of salt. You are doing great work and everyone loves it. But there are going to be people who complaint about tiny things that many not matter, but are doing so because they know you are reading.
Wow super surprised and impressed that GSL was the first too pick this up. I like the logos, but yes the ones in the mineral lines could be more transparent. I like how the resource chart shows current workers now so you can always see it.
As others have mentioned, and gameheart has already said he's working on, the victory screen and worker lost screens, etc look bad and MSpaintish. I really love the new blizzard victory screen, so if you could make it work with that it would be better. Really a combination of the two would be best because the blizzard info charts are just prettier to look at.
And the Starcraft community once again pushes the boundaries of Esports! I hope every Tournament at least considers what value this tool could add to their viewing experience.
Love the interface, didn't like the logo's in GTSL at all. In Dota there are logo's everywhere but I never really notice them. Here they are really standing out as an ugly feature. Just a simple flag on top of the nexus/hatch/cc with the logo on it would be better.
On April 06 2013 06:35 Fencar wrote: Can I use Stronger Team Colors on ladder?
STC was originally meant to be used for ladder and people with bad sight. However, blizzard removed the ability to edit the way units actually appear, while this is a feature the map creates within GameHeart.
As far as I know Blizzard said they were looking into a way to integrate STC on their own, however have not done any updates on it since removing the ability to use the mod. I still am incredibly angry with Blizzard over this because it used to look so good, helped people with vision problems, and was something almost every viewer I ever had back in the day liked.
tl;dr: no, but blizzard said they wanted to.. just have not done it yet...
On April 06 2013 06:35 Fencar wrote: Can I use Stronger Team Colors on ladder?
STC was originally meant to be used for ladder and people with bad sight. However, blizzard removed the ability to edit the way units actually appear, while this is a feature the map creates within GameHeart.
As far as I know Blizzard said they were looking into a way to integrate STC on their own, however have not done any updates on it since removing the ability to use the mod. I still am incredibly angry with Blizzard over this because it used to look so good, helped people with vision problems, and was something almost every viewer I ever had back in the day liked.
tl;dr: no, but blizzard said they wanted to.. just have not done it yet...
Q: What happened to the possibility of a Blizz version of Stronger Team Colours?
A: This didn't end up happening. My understanding is that we had some technical challenges that would have hurt lower end systems to have two types of colors in the game.
On April 06 2013 06:35 Fencar wrote: Can I use Stronger Team Colors on ladder?
STC was originally meant to be used for ladder and people with bad sight. However, blizzard removed the ability to edit the way units actually appear, while this is a feature the map creates within GameHeart.
As far as I know Blizzard said they were looking into a way to integrate STC on their own, however have not done any updates on it since removing the ability to use the mod. I still am incredibly angry with Blizzard over this because it used to look so good, helped people with vision problems, and was something almost every viewer I ever had back in the day liked.
tl;dr: no, but blizzard said they wanted to.. just have not done it yet...
Q: What happened to the possibility of a Blizz version of Stronger Team Colours?
A: This didn't end up happening. My understanding is that we had some technical challenges that would have hurt lower end systems to have two types of colors in the game.
Ah I never read that AmA. Well there is the answer, though I really don't believe it at all! Thanks for clarifying.
On April 06 2013 00:38 SigmaFiE wrote: Everyone so far seems to be enjoying this. If this were included as a normal part of the map making process at any level of melee map-- would you the community like to see it implemented?
I would have to go with no, unless its proven that all the extra features dont affect FPS more than few percent.
I don't see how you could implement it as a normal addition to melee maps. Adding the overlay to a melee map is not that simple a process to be honest. If I ever release the code for anyone to use (which I will probably do) I will make a video explaining how to copy the overlay to a new map, as well as how to add logos to the database.
I am not sure if they are going to use it again tonight for GSTL, I haven't heard from Gom at all since last nights broadcast. Not sure if that is a good sign or a bad sign.
Absolutely stunning, amazing! As I read somewhere above, you should get paid, so I do commend you enormously on your free work! I really, REALLY hope tournaments always use this, it is unarguably the best tool for tourneys.
Again, absurdly amazing job on this! Hope to see more work soon!
Regarding logos: Have you considered doing what proleague does and replacing those small icons around the hatchery/cc/nexus with logos. If you don't know what I'm talking about I took two screenshots to show: + Show Spoiler +
Maybe it doesn't work well with some of the complicated logos and maybe there are issues with visibility at lower resolutions. You have probably thought much more about this problem than me, but to me these seem much cleaner yet they still do the same job very well.
@rasnj - There are a few problems with doing what they are doing which makes it not work for GameHeart. They are developing something for just their organization. They also have the power to go to the teams that participate in their league and say "Hey! You need to give us a logo that works in this this and this situation!" or "We are going to modify your logo to fit our overlay okay?" and the teams will agree.
For me I can't even get into contact with teams. I emailed, tweeted, messaged on reddit, TL etc etc many teams before GameHeart was released and didn't get a single response. These teams are not easy to work with. And PL has to support like what...15 teams? I have over 70 in GameHeart already and that is continuously growing as smaller leagues ask me to add teams that they regularly see in their events.
The teams make life really difficult for me because few of them have proper contact information easily available and even those who do never actually respond when you try to contact them. And I can't customize their logo specifically for my project without at least talking to them about it.
I do want to call out Grubby though for being awesome and actually making sure I had a good logo for him.
And to be honest I think the direction GameHeart is headed is better anyways. The tiny decals would make it impossible to represent a lot of team logos the way they deserve.
And to be honest I think the direction GameHeart is headed is better anyways. The tiny decals would make it impossible to represent a lot of team logos the way they deserve.
I just saw the decal version and i liked it a lot, especially kt's logo. The GameHeart decals were too much, i thought the big transparent logo was ok, the small full logo was too dominant in my opinion.
Also, implementing the teamlogo via decals is a "cleaner" way than just putting it on the ground.
And to be honest I think the direction GameHeart is headed is better anyways. The tiny decals would make it impossible to represent a lot of team logos the way they deserve.
I just saw the decal version and i liked it a lot, especially kt's logo. The GameHeart decals were too much, i thought the big transparent logo was ok, the small full logo was too dominant in my opinion.
Also, implementing the teamlogo via decals is a "cleaner" way than just putting it on the ground.
The tiny decals work for 720p, but I can barely make out what it is at 480. It's important to cater to all quality levels since not everyone has a great internet connection. Personally I like the big logos, though I guess they could be sized down a little bit. I really wouldn't mind seeing ads on the map either if it meant more pros (and GameHeart) can be fed better.
And to be honest I think the direction GameHeart is headed is better anyways. The tiny decals would make it impossible to represent a lot of team logos the way they deserve.
I just saw the decal version and i liked it a lot, especially kt's logo. The GameHeart decals were too much, i thought the big transparent logo was ok, the small full logo was too dominant in my opinion.
Also, implementing the teamlogo via decals is a "cleaner" way than just putting it on the ground.
I think putting them on the ground is pretty clean.
On April 07 2013 01:31 GameHeart wrote: If anyone is interested CSL will be casting using GameHeart today for the Worcester Polytechnic Institute Instramural Starcraft League Tournament.
AxiomAcer's smaller logo wasn't looking that great, but the rest was pretty good. The other thing is, they're very obvious in the early game, but when the action starts they're not too noticeable. I hope Legend gets more used to the zoom out; there were a couple wide battles where it seemed like it'd be nice to use. I also appreciated the circle. It made me giggle.
Alright guys, GameHeart has launched on NA, EU and SEA with 20 maps. The maps are as follows:
Akilon Wastes Antiga Shipyard DF Atlas Bel'shir Vestige Cloud Kingdom Daybreak DMZ Entombed Valley Howling Peak Icarus ESV Khalis Korhal City Metropolis Neo Planet S Newkirk Precinct Ohana Red City Star Station TPW Phantasm Whirlwind
Be aware that I did not test every map to make sure it was working because after uploading 60 maps my eyeballs can't take much more computer screen. I did randomly select a few from each region to make sure they were working, but if there are any awesome volunteers who would like to go in and check it should be pretty easy to tell.
All you have to do is create a game on the map with two computers, and when you get into the in-game lobby if it doesn't look really messed up then it's probably fine.
If you plan to run a tournament using the GameHeart maps in the near future I definitely recommend first launching each map you plan to use in the tournament to make sure it is not messed up (I really think they are probably fine though to be honest).
If anyone does find a problem map please let me know either here or by email (TeamGameHeart@gmail.com).
Currently only layout 7 is functioning (same one used in GSTL) because the older layouts do not work correctly with some of the new features I added for GSTL. In the next week or two I will work to reactivate the other layouts as I am able to get them working with the new features.
There were a couple of bug fixes included in this upload, such as fixing the textures on overseers and morphing banelings. I have also reverted the victory screen back to the default screen but know that when the game is over it will declare victory using the observing players name/race rather than the actual player who won. I know this is stupid but I haven't found a way around it yet and everyone hated my custom victory screen I was using to solve this problem so much that I figured this probably couldn't be any worse. Who really reads the names on those things anyways?
Thank you everyone so much for your support, and especially the sc2mapster guys who have helped me get to this point, the melee map makers who have let me use their maps, and GSL for having the balls to take a risk and doing an immense amount of testing to eliminate as many bugs as we could.
I am reading all of the feedback and by no means is anything set in stone. I will continue to try to improve the overlay to the best of my ability from here.
Umm I think the victory screen showing the observer's name and race will make it worse because then it will just be confusing. I like the victory screen cause it's flashy and in your face going bam player x won and showing his race. If that information is just straight up wrong it's going to look very amateurish and weird. Can you imagine watching a zvz in gstl and at the end it shows winner startale legend - terran.
On April 07 2013 14:21 ayaka wrote: could you please upload these maps to TW/KR server? thank you~
The 7 current GSTL maps should be available on Korea but right now I want to talk to GSL a bit before uploading more stuff to Korea. I also plan to to a major update very soon so I hope you can wait for that and are not too inconvenienced by my waiting.
I'd like to say that this guy is without a doubt one the most amazing and precious members of the community I've ever had a chance of speaking with. Right before his big debut on GSTL, I contacted him about using the maps for a small in house tournament I was casting for this weekend. He not only uploaded all the maps we needed within 48 hours, but also updated our logo and put in a school's logo in before doing so. But wait, there's more; he added me on skype to work out all the kinks, as well as watched all of the tournament he could and gave us tips throughout the broadcast on how to use the tools. Seriously, this guy deserves every bit of love we can give him and I personally want to thank him personally for all that he's done. You, sir, are without a doubt an e-sports hero!
rts also poured a lot of work into UI customization, an art style overhaul, and managing the stream for the Rumble in the Bronze a little over a year ago, which was an unpaid charity gig. He's a good guy.
Woah....woah....woah! You're behind GameHeart and you're the guy who helped me with that custom map to write out data during a game over at SC2Mapster. On that front, good news this week - paper and accompanying performance got accepted to the conference! You truly are an amazing individual and this community is so lucky to have you around! :D
Great work, GameHeart! Your work is indispensable to the growth of SC2. I hope all tournaments use this.
Best feature: zoom out Other features I appreciate: telestrator, take control, post lobby countdown, rename players.
Just a couple things. I am not sure if the font is adjustable, but what they used in GSTL, while clear, is a bit tacky. >_< Also, I also agree that the HotS victory screen is much better than the current GameHeart one hehe. The sound and video/animation of it should really give you the sense of relief/accomplishment. The HotS one does that really well (even though it scared me the first time lol).
GSL reported minor FPS drops at random times (they said it was not related to the zoom function) but I spoke to Scarlett and she reported not noticing any kind of lag or FPS issues. I am looking into what might have caused it but I am waiting to get my hands on some replays from them before I can really study it.
On April 08 2013 01:14 GameHeart wrote: GSL reported minor FPS drops at random times (they said it was not related to the zoom function) but I spoke to Scarlett and she reported not noticing any kind of lag or FPS issues. I am looking into what might have caused it but I am waiting to get my hands on some replays from them before I can really study it.
Great to see that you are so good at keeping up to date with your creation and are willing to improve it so quickly. I hope they continue to use GameHeart! Other than a few minor things that could be improved, I do not think anyone has said anything bad about GameHeart. Regardless, it beats the Blizzard SC2 UI by miles.
This is incredible! Hopefully we can start seeing it in tournaments soon. I always wondered why they felt compelled to keep the bottom UI bar visible while spectating.
The only suggestion I have is that instead of a tesselation tool, just allow observers to free draw in different colors. They can draw arrows and circles easily and quickly. Also allowing drawing on the minimap would be good too.
I like that all the resource/food/peon info is one line now, easier to do side by side comparisons. Maybe increase the transparency of the backgroudn tho?
Edit: I would like to see the supply in the top right maybe. I am thinking that you could get used to it in the bottom, but when you play sc2 yourself, it will be in the top right as well.
Edit2: From the LR GSL thread
On April 12 2013 18:39 Grumbels wrote: mineral count is constantly updating and flashing, I'm not used to it yet
I noticed this as well, is this something you did on purpose? >> Hmm checking with normal situation, the refresh rate is the same. So it is probably because the text is a bit bolder that it attracts our attention more.
I am watching GSTL right now. The new victoy screen is awesome, the letters could come up a bit faster though. The ingame bar with the upgrades is really good, but in my opinion it should be at the top and the overlay scoreboard should be removed. the overall score vould be on your ingame board as well.
@Waxangel - I plan to add a slider where each tournament can decide for themselves how transparent they want everything.
@Tobblish - Great to hear, they also have the option of disabling the small mineral line logos or the big team logos if they so choose but hopefully the smaller more transparent mineral logos will be enough to keep them from being distracting.
@Ketch - Yes! I was glad when they asked me to add them back in.
@Granite - Faster letters, got it. There is a scoreboard built into the overlay but Gom has opted to use their own instead.
i don't like the rectangle unit selecting screen, the old one looked way better, also the informartion tab is way to stretched out(no need the name of the team twice, just put a logo of the team down there, cost less space )and the gom scoreboard doesnt fit the style of your ui (purple yuck)
Another small thing I noticed, and this is probably the way it is implemented, but in the last game in the GSTL the observer showed MKP's vision and showed the non-scouted base of Avenge. The bases was of course still empty, but the logo was visible. This could confuse viewers in the fact whether or not the logo was scouted or not. It is a small detail and might only bother me, but yeah . I understand that players do not see the logo's anyway, but still.
@graNite - Sorry I think it's just related to some negative feedback they had when the scores were not at the top of the screen. I don't really know for sure.
@Ketch - Thanks man. Definitely something I should look at. Another thing that shows up in the fog when using player vision are the production labels on buildings. I need to address both I think.
On April 12 2013 19:19 digmouse wrote: Uh where are the unit spell buttons?
Hidden, where they belong. I don't need to see buttons I can't click on.
It's useful to be able to see which spells/abilities have been researched, especially when casters are poor at checking/making sure the audience is aware.
On April 12 2013 19:19 digmouse wrote: Uh where are the unit spell buttons?
Hidden, where they belong. I don't need to see buttons I can't click on.
It's useful to be able to see which spells/abilities have been researched, especially when casters are poor at checking/making sure the audience is aware.
They have the production cue for that and it has never really been an issue with any of the matches I have seen GameHeart used. I find any of the command buttons to be useless clutter on the screen. Mini map and a few other features is the way to go.
When hide-UI is used and the minimap is removed, so is the resource/population counter. Maybe the pop-resource info should still show up in the top right corner when that happens? I noticed that when they were using hide-UI during big fights between Life and Maru it was hard to tell who had come out ahead until they returned the UI and we could see the numbers again.
On April 12 2013 23:04 Waxangel wrote: When hide-UI is used and the minimap is removed, so is the resource/population counter. Maybe the pop-resource info should still show up in the top right corner when that happens? I noticed that when they were using hide-UI during big fights between Life and Maru it was hard to tell who had come out ahead until they returned the UI and we could see the numbers again.
I think that is going to be a total production choice on their part and how they want to build the drama of the battle. I can see merits for not having it there and reasons to keep it there. There is a tension of not knowing how the player did until after the battle is done and the UI returns and its would be cool of the production crew could leverage that.
This looks amazing. We need all sc2 games to be observed like this immediately!! I love the zooming out, but I think it would be awesome to have another extreme zoom out that sees the entire map (if possible), so you can see armies dancing around each other, or base trade scenario.
I prefer blizzard's victory animation too, but I'm not sure if he is able to make it work with his program. The info charts such as workers killed etc also look better as the blizzard default.
i assume to only way to call the Blizzard Victory screen is to actually end the match fully, which i think is something his map doesn't do since i think you can replay the map without having to reload it, maybe add a GSTL setting for calling victory screen and ending the map blizzard style? dunno been awhile since i was in the map editor
The reason I don't use the blizzard victory screen is because the observers in GameHeart are players with no units, not real observers. If I were to call the victory screen all it would do is show the race/name of the observer, and not the player who won the game.
Speaking of which, the Australian Cyber League is starting a tournament very shortly where they plan to use the GameHeart overlay. The version they are using is slightly older than the one used in GSTL last night and it does use the Blizzard victory screen (showing the observer's name/race instead of the player's) so you can see for yourself the issue.
I really like the interface, but I sorely miss the pop-info in the top-right corner. Being very accustomed to having it there through WoL, I find it a bit too hidden/non-obvious in the GSTL setup. I suppose it might just be a matter of getting accustomed to a new setup.
On April 12 2013 19:19 digmouse wrote: Uh where are the unit spell buttons?
Hidden, where they belong. I don't need to see buttons I can't click on.
It's useful to be able to see which spells/abilities have been researched, especially when casters are poor at checking/making sure the audience is aware.
They have the production cue for that and it has never really been an issue with any of the matches I have seen GameHeart used. I find any of the command buttons to be useless clutter on the screen. Mini map and a few other features is the way to go.
But how am I supposed to know if Medivac Afterburners are off CD to escape the ground force?! :ooo
I want to be able to know if it wasn't off CD, if it was and the player didn't use it.
GameHeart with the default victory screen cant you cause a trigger that causes all players besides the winner to be defeated? therefore making the victory screen show correctly or am i confused about something?
This has some very nice features, however few days back I watched a caster use GameHeart for the first time, and I was pretty confused in the beginning where the population and resources were. Of course they are pretty obvious and in hindsight it was stupid I couldnt find them, but still it is a bit confusing that it depends on the map that is used where a viewer should find information.
Last call for team/league and sponsor logos for awhile!
Sponsor logos are now needed for teams and leagues as well. Please read on to find out more information about this.
Hey guys, this is the last call for quite awhile to add logos to the GameHeart overlay. There are many tournaments and events picking up GameHeart all over the world and it would not hurt you to submit your logo just in case. Even very small teams are welcome. The deadline will be 48 hours from this post, on Friday April 19th at 5pm PST.
If you know someone involved in a team or league who would benefit from reading this post please share it with them, updating GameHeart is not a small task and once this next update goes out I will not be doing another one for awhile.
Sponsor logos are now supported by GameHeart (but not on the map itself, only in the interface/intros/victory screens). Turning sponsor logos on or off (whether for teams, league or both) is totally at the discretion of the individual event. Teams currently have no implementation for sponsor logos in the overlay but it is planned for the future, so submitting them now is good.
Even if your team or league is already in the overlay but you would like a different logo or higher quality logo used, now is the time to submit it.
Here is how to submit your logos and sponsors for addition to GameHeart:
TEAMS
Email submissions to TeamGameHeart@gmail.com
To get your TEAM logos into the GameHeart overlay they must be provided to me in a PNG or PSD format with a transparent background. TEAM logos go into the overlay in a 1x1 square format (248x248px). You may send them to me at any resolution you wish (though smaller than 248x248 is not recommended) and I will resize them as I add them to the overlay. Please name your team logos using the following format: "TEAM_Evil_Geniuses.png"
If your team has sponsors and you would like them to make it into the overlay in the future (this is something we are considering for the future) please provide them to me now. The format for how team sponsors will go into the overlay is undecided at the moment, but please put them all into one PNG or PSD image with a transparent background and use the following naming format: "TEAM_Evil_Geniuses_sponsors.png"
Please stick to the file naming convention I have suggested because it helps me keep track of the over 100 logos already added to the overlay.
LEAGUES/EVENTS
Email submissions to TeamGameHeart@gmail.com
To get your LEAGUE or EVENT logo into the GameHeart overlay you will need to provide them to me in a PNG or PSD format with a transparent background. Event or league logos go into the overlay in a 2x1 horizontal format (600x300px). You may send them to me at any resolution you wish and I will resize it when I add it to the overlay if you prefer. Please name league or event logos using this format: "LEAGUE_ACL.png"
Event or league SPONSOR logos go into the overlay in a 7x1 horizontal format (560x80px), and also need a transparent background. Again I can resize it if necessary. Please name the sponsor logos using this format: "LEAGUE_ACL_sponsors.png"
Please stick to the file naming convention I have suggested because it helps me keep track of the over 100 logos already added to the overlay.
What if I need to change sponsors in the future?
This isn’t a problem, though I cannot promise a change overnight. You just need to resubmit your updated sponsor logos and I will add them in the next GameHeart update.
If you have any questions or feel I have left out some crucial piece of information please let me know. Thank you all so much for your time.
Woah, that league layout is slick. What’s the feedback on the position of supply, resources and such? Wouldn’t it fit at the top? I’d guess that people prefer them at the top so I’m not sure if it’s a good idea to keep them at the bottom.
I am not really going to discuss resources being in the top right. While I understand there are a number of people who want this there are a lot of reasons I do not want to do it, and explaining those reasons has a 0% chance of changing their mind. So it just isn't worth it.
I have been working on observer interfaces for over a year. I have considered just about every layout possibility and weighed the pros and cons of each. I believe the best way to present an SC2 game for a spectator is by consolidating information to the bottom of the screen and leaving the top as open as possible.
Is it possible to change the symmetry of the resource layout? My eyes are naturally used to reading from left to right, and when I look to the right side of the screen it takes a bit of adjustment having to read gas first, then minerals, as opposed to being able to easily compare both players' mineral and gas count if they were in the same order.
Edit: Nevermind, the other layout options work great as an alternative.
On April 18 2013 10:37 GameHeart wrote: I am not really going to discuss resources being in the top right. While I understand there are a number of people who want this there are a lot of reasons I do not want to do it, and explaining those reasons has a 0% chance of changing their mind. So it just isn't worth it.
I have been working on observer interfaces for over a year. I have considered just about every layout possibility and weighed the pros and cons of each. I believe the best way to present an SC2 game for a spectator is by consolidating information to the bottom of the screen and leaving the top as open as possible.
I didn’t mean to push your buttons, just that it seems counterintuitive for people who play the game. I understand that you’re trying to concentrate on one refined layout instead of spreading yourself over various versions depending on what people suggest. On a different note, are people using the “drawing tool”? I don’t think I’ve seen it in the GSTL and such.
I have been reacting poorly to criticism about the overlay all day. I have been stressed out and probably should not have let myself comment on anything.
GSTL does not use the drawing tool because of the way it works, combined with the complexity of their broadcast. They actually have two different observers for the Korean and English streams. And if one observer starts drawing, the other will still see the drawings but that broadcast will have no idea what the drawings are about.
I have been considering some solutions to the problem, but to be perfectly honest I think the drawing tools have turned out to be something of a failure. I think they are just one of those things that sounds good in theory, but in reality has very little practical application. Similar to the 'megamap' feature which you have probably also never seen used.
On April 18 2013 18:02 GameHeart wrote: I have been reacting poorly to criticism about the overlay all day. I have been stressed out and probably should not have let myself comment on anything.
GSTL does not use the drawing tool because of the way it works, combined with the complexity of their broadcast. They actually have two different observers for the Korean and English streams. And if one observer starts drawing, the other will still see the drawings but that broadcast will have no idea what the drawings are about.
I have been considering some solutions to the problem, but to be perfectly honest I think the drawing tools have turned out to be something of a failure. I think they are just one of those things that sounds good in theory, but in reality has very little practical application. Similar to the 'megamap' feature which you have probably also never seen used.
No worries, you must have a lot on your plate. I suspect the drawing would be great for post-game analysis but in major tournaments with a dedicated observer it might cause confusion. Maybe when Adebisi is observing he could use it to show something the casters are mentioning, for example during the introduction to describe wall-offs, expansion and attack patterns. Thanks for the info!
I have created a database of sorts where all of the teams added to GameHeart (we are at 115 now!) can check to see the status of their logo, whether they have submitted sponsors, and see a screenshot preview of how their logo looks in game so they can submit a different one if they don't like it.
The permanent worker counter in the bottom center of the screen seems to include the number of active MULEs for Terran players, is this your intention? The built-in Income tab does not do this, thus when both are open different # of workers are shown which is confusing. I think most people would prefer pure SCV numbers, without MULEs.
On April 18 2013 18:02 GameHeart wrote: Similar to the 'megamap' feature which you have probably also never seen used.
They seemed to be using this, and the ability to zoom out further, during the Code A/WCS Challenger earlier today if I am not mistaken! In my opinion it is a great tool, and the casters made good use of it (imho).
Anyway, just wanted to say that Gameheart is an awesome development in the SC2 scene, hope to see more of it!
On April 18 2013 18:02 GameHeart wrote: I have been reacting poorly to criticism about the overlay all day. I have been stressed out and probably should not have let myself comment on anything.
GSTL does not use the drawing tool because of the way it works, combined with the complexity of their broadcast. They actually have two different observers for the Korean and English streams. And if one observer starts drawing, the other will still see the drawings but that broadcast will have no idea what the drawings are about.
I have been considering some solutions to the problem, but to be perfectly honest I think the drawing tools have turned out to be something of a failure. I think they are just one of those things that sounds good in theory, but in reality has very little practical application. Similar to the 'megamap' feature which you have probably also never seen used.
Yeah there's only so many times you can draw a scene on a map and explain what people will already know about that map.
On April 20 2013 05:41 dani` wrote: The permanent worker counter in the bottom center of the screen seems to include the number of active MULEs for Terran players, is this your intention? The built-in Income tab does not do this, thus when both are open different # of workers are shown which is confusing. I think most people would prefer pure SCV numbers, without MULEs.
It is true that it currently counts MULEs and not just SCVs. I have not yet made a determination as to whether I want to change this. While I agree that it would make sense to just show workers the same way as the default interface, I also think that including MULEs is a more accurate reflection of their economy at any given time, which is the primary purpose of the worker counts. I am a little torn but I am leaning towards removing MULEs from the count.
They seemed to be using this, and the ability to zoom out further, during the Code A/WCS Challenger earlier today if I am not mistaken! In my opinion it is a great tool, and the casters made good use of it (imho).
Anyway, just wanted to say that Gameheart is an awesome development in the SC2 scene, hope to see more of it!
They were using GameHeart in WCS stuff?! I need to go take a look, I have only been aware of GSTL.
Oops sorry for double post I meant to add this as an edit to my last post but clicked the submit button out of habit.
On April 20 2013 05:41 dani` wrote: The permanent worker counter in the bottom center of the screen seems to include the number of active MULEs for Terran players, is this your intention? The built-in Income tab does not do this, thus when both are open different # of workers are shown which is confusing. I think most people would prefer pure SCV numbers, without MULEs.
It is true that it currently counts MULEs and not just SCVs. I have not yet made a determination as to whether I want to change this. While I agree that it would make sense to just show workers the same way as the default interface, I also think that including MULEs is a more accurate reflection of their economy at any given time, which is the primary purpose of the worker counts. I am a little torn but I am leaning towards removing MULEs from the count.
I see your point, but due to a MULE being worth like 4-5 SCVs counting it as just 1 SCV doesn't really work either. I think the slightly better reflection of economy is not worth the added confusion compared to the built-in worker number, and the fact commentators occasionally use the number of workers to point out how much the army supply difference is (e.g., 'Terran has only 20 workers, so his army supply is actually twice the Protoss army supply!'). When MULEs are counted as workers this isn't accurate anymore seeing how they take no supply. And lastly (minor thing), the icon is an SCV so it is expected to display SCV counts
Perhaps a nice solution in Terrans case is to add a seperate MULE icon + counter
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Anyway it's all your call, good luck improving the awesomeness ~
On April 20 2013 05:41 dani` wrote: The permanent worker counter in the bottom center of the screen seems to include the number of active MULEs for Terran players, is this your intention? The built-in Income tab does not do this, thus when both are open different # of workers are shown which is confusing. I think most people would prefer pure SCV numbers, without MULEs.
It is true that it currently counts MULEs and not just SCVs. I have not yet made a determination as to whether I want to change this. While I agree that it would make sense to just show workers the same way as the default interface, I also think that including MULEs is a more accurate reflection of their economy at any given time, which is the primary purpose of the worker counts. I am a little torn but I am leaning towards removing MULEs from the count.
I'm not sure it's a good idea to count the mules, because considering the number of CC a player have, you kinda know how many mules they have (except when mass scanning or other stuff like that), so when you see numbers in ZvT and PvT you know that "terran got mules". I see it much more like an indicator to know whever the different harras have been successfull (or if a player cut drones/probes/scv), than an indicator of the economy (in which case the problem is that a mule =! a scv)
But anyway GREAT job, I really like the zooms out and the "map in small dots" (It looks like supcom unzommed :D), legend is getting good at it
On April 20 2013 05:41 dani` wrote: The permanent worker counter in the bottom center of the screen seems to include the number of active MULEs for Terran players, is this your intention? The built-in Income tab does not do this, thus when both are open different # of workers are shown which is confusing. I think most people would prefer pure SCV numbers, without MULEs.
It is true that it currently counts MULEs and not just SCVs. I have not yet made a determination as to whether I want to change this. While I agree that it would make sense to just show workers the same way as the default interface, I also think that including MULEs is a more accurate reflection of their economy at any given time, which is the primary purpose of the worker counts. I am a little torn but I am leaning towards removing MULEs from the count.
I wouldn't count one MULE as one worker. I also wouldn't like to see how many MULEs a terran has because this can be kinda missleading. Since we can't see how many CCs a player has because we can't see his keys it may be possible to show the amount of CCs a terran has. But I don't know, thats doesn't sound like a good idea too.
I think the drawing tools is, like you said, not used only because of production difficulties. but the overall idea is not bad at all. I was a bit disappointed as well but it is a useful tool to have imo
On April 18 2013 18:02 GameHeart wrote: I have been considering some solutions to the problem, but to be perfectly honest I think the drawing tools have turned out to be something of a failure. I think they are just one of those things that sounds good in theory, but in reality has very little practical application. Similar to the 'megamap' feature which you have probably also never seen used.
I disagree on the megamap: it's a much better tool for the obs to highlight map-wide actions than just wiggling the cursor in the general position of the minimap as they were previously forced to do. It's a good feature. The zoomout is absolutely amazing, for large engagements it's another world entirely.
Other than that, I have a minor criticism: the infobar at the bottom of the screen doesn't really click for me.
quick suggestion (sry if this has been asked before): can you add some sort of visual effect to the elements of the production tab which are being chrono boosted? I think it would be a great addition to any game involving protoss. ^.^"
On April 25 2013 04:12 JustPassingBy wrote: quick suggestion (sry if this has been asked before): can you add some sort of visual effect to the elements of the production tab which are being chrono boosted? I think it would be a great addition to any game involving protoss. ^.^"
This is an awesome idea. Unfortunately it is not within my power. But maybe Blizzard will do something like this someday.
On April 25 2013 04:12 JustPassingBy wrote: quick suggestion (sry if this has been asked before): can you add some sort of visual effect to the elements of the production tab which are being chrono boosted? I think it would be a great addition to any game involving protoss. ^.^"
This is an awesome idea. Unfortunately it is not within my power. But maybe Blizzard will do something like this someday.
I can't believe Blizzard hasn't implemented half of the stuff you've put into Game Heart. saw it on GSTL and it looks awesome.
Also it is being used in The Australian Cyber League, Influence TV, and in the future you will be able to see it in use in Taiwan, South America, and all over the place.
And please let these organizations know that you are happy with their decision to use GameHeart! And of course let the tournaments that aren't using GameHeart know that you would like to see them use it. The only way we are going to see it grow is if they see that people are loving it!
/rant Something that always bothered the fuck out of me : the production tab is not in the same order as the player tab. For example the red player is shown on top in the production tab, but on the player tab the blue player is shown on top. It's a minor thing, I know, but I always think 'goddamn, common sense demands you put it in the same order.' Its actually happening again in the GSTL at this very moment. I hope with the increased interest in gameheart they will start paying attention to that shit. In the past, when there was no gameheart, it could actually get really confusing during mirror matchups. When just taking a quick look, you could easily mistake the 2.
That happens with the Blizzard UI as well, but you are right. I should at least give them the ability to swap the positions of the players on the UI so they can match (GameHeart already does this but only for horizontal layouts, not stacked layouts).
It is possible to control this order already in GameHeart based on how you assign the players in the lobby but not everyone has figured out how it all works yet.
I wish supply was on the top right. It's getting to the point where I don't mind if tournaments start dropping gameheart for that very reason. I like a lot of things about gameheart, but changing the fundamental way we've been watching sc is just wrong and not better. It's different for the sake of being different and I don't see any benefit to it being on the bottom.
Just stopping by to say I love the DH overlay At first a bit strange with food count at the bottom but you get used to it very fast and all seems so clean. One thing I never liked in the UI was the Production tab etc to go into the screen. Now with everything at bottom it´s more obvious for me. I personally would prefer it perhaps going downwards at the screen side(s). But that's "complaining" on a high level.
On April 27 2013 01:10 Canucklehead wrote: I wish supply was on the top right. It's getting to the point where I don't mind if tournaments start dropping gameheart for that very reason. I like a lot of things about gameheart, but changing the fundamental way we've been watching sc is just wrong and not better. It's different for the sake of being different and I don't see any benefit to it being on the bottom.
I think it's easy to get used to after a couple hours of watching. Is this your first experience with the gameheart interface?
Most people are already used to watch resources/supply at the top, not only because that's how we watch it, but that's how we play it too. I would put that on top, and also add the income/army added to it and not just when units are deselected, because it's really awesome to be able to check it.
On April 27 2013 01:10 Canucklehead wrote: I wish supply was on the top right. It's getting to the point where I don't mind if tournaments start dropping gameheart for that very reason. I like a lot of things about gameheart, but changing the fundamental way we've been watching sc is just wrong and not better. It's different for the sake of being different and I don't see any benefit to it being on the bottom.
I think it's easy to get used to after a couple hours of watching. Is this your first experience with the gameheart interface?
GSTL was the first time I've seen it and I still don't like supply at the bottom. As the person above pointed out, we've always played and watched sc with the supply in the top right. It's reinventing the wheel when it didn't need to be touched.
However, he said he will open up the program to allow more customization, so hopefully all tourneys will put the supply back in the top right when that happens. Until then, I just have to put up with it, but I don't like it and never will like supply at the bottom.
On April 27 2013 19:02 Grend wrote: I really hope this becomes standard. It is borderline painful to watch NASL stream on Dreamhack, loving the gameheart so much!
The supply down middle was annoying for 15 minutes, now I really like it. It makes sense and looks great out of the way.
Yeah can't agree more. It's a huge leap forward. The supply at the bottom is weird at first but once you get used to it it's better as its out of the way and maximises viewing area.
Looking top right for supply to bottom left minimap is part of the challenge playing but its nice to not have to when viewing. Blizard would be insane to not take this in-house.
Suggestion: Not sure whether or not this can be done in the editor, make the standard Enter-chat into all instead of allies. Most players type enter gg enter since they are used to playing normal 1v1 where "all" chat is the standard for chat.
On April 28 2013 00:26 Grovbolle wrote: Suggestion: Not sure whether or not this can be done in the editor, make the standard Enter-chat into all instead of allies. Most players type enter gg enter since they are used to playing normal 1v1 where "all" chat is the standard for chat.
I have tried to find a way but all of the solutions are messy. I know it's a problem but I think the solutions are worse. Right now observers can see the chat even when they don't press shift and that is the most important thing.
Hopefully Blizzard will give us a way to do this in the future.
A simple thing I see with the GAmeheart, since dreamhack is keeping the production tab static there, and showing the rest in the lower right corner, could be nice to remove the production tab text, since we all know already what it is.
On April 27 2013 19:02 Grend wrote: I really hope this becomes standard. It is borderline painful to watch NASL stream on Dreamhack, loving the gameheart so much!
The supply down middle was annoying for 15 minutes, now I really like it. It makes sense and looks great out of the way.
Yeah can't agree more. It's a huge leap forward. The supply at the bottom is weird at first but once you get used to it it's better as its out of the way and maximises viewing area.
Looking top right for supply to bottom left minimap is part of the challenge playing but its nice to not have to when viewing. Blizard would be insane to not take this in-house.
Yeah, agreed.
The supply at the bottom middle seems weird but it has not only the supply but everything too (worker count, upgrades, income, etc).
So instead of having to look at top right (supply), top left (production tab), bottom for map and interface, now you just have you look at top left or bottom mid.
Maybe just bottom mid (since upgrades and everything display on the structures, most of the time I notice it on the structures before the production tab now).
On April 27 2013 01:10 Canucklehead wrote: I wish supply was on the top right. It's getting to the point where I don't mind if tournaments start dropping gameheart for that very reason. I like a lot of things about gameheart, but changing the fundamental way we've been watching sc is just wrong and not better. It's different for the sake of being different and I don't see any benefit to it being on the bottom.
I think it's easy to get used to after a couple hours of watching. Is this your first experience with the gameheart interface?
GSTL was the first time I've seen it and I still don't like supply at the bottom. As the person above pointed out, we've always played and watched sc with the supply in the top right. It's reinventing the wheel when it didn't need to be touched.
However, he said he will open up the program to allow more customization, so hopefully all tourneys will put the supply back in the top right when that happens. Until then, I just have to put up with it, but I don't like it and never will like supply at the bottom.
You're the type of poster where i read what you've posted, then shake my head. Let me point out the crucial part to my face palm....
"Until then, I just have to put up with it, but I don't like it and never will like supply at the bottom."
That type of attitude is horrible. You're NEVER going to like it? I know you don't mean that, but to word it that way makes you look stupid. The fact that you have expressed that you will never accept this as a new favorite for watching SC2 is the definition of stupidity - you are refusing to acknowledge that your mind may ever be changed, and refusing to ever change your mind. That type of attitude is what creates supremacists. No way is better than your way or the original way, right?
Anyway, GameHeart looks amazing. I think the supply, mineral/gas count and worker count in the bottom makes MORE sense, seeing how all that was down there was a lot of wasted space. Moving the unit counts to the right and supply/gas to the bottom creates more space in the top for not just the production tab, but gives tournaments more space for using their custom interfaces. Although, neither DH or GSL have taken advantage of this. Though if they are going to do that, they might as well keep it at the bottom
@Hoby, maybe you should also accuse him of being a nazi. And eating babies.
I agree with him myself. I watched quite a bit GameHeart casts, so yeah maybe in the future I change my opinion, but this is not just getting used to for me: the supply in the center bottom is really confusing when you always look at the right top. That is simply where blizzard placed that information for the players, so everyone is used to having it there. So imo it would be way better if it stayed there.
On April 28 2013 05:27 Sissors wrote: @Hoby, maybe you should also accuse him of being a nazi. And eating babies.
I agree with him myself. I watched quite a bit GameHeart casts, so yeah maybe in the future I change my opinion, but this is not just getting used to for me: the supply in the center bottom is really confusing when you always look at the right top. That is simply where blizzard placed that information for the players, so everyone is used to having it there. So imo it would be way better if it stayed there.
Nice response? haha. I have no idea where you got that from... I'm simply saying that type of mindset is poison regardless of who you are.
And your response is as bad as his is. You're saying that because tradition dictates it goes there, it should always be there. If more people like you existed in the world, we would still be using rocks to kill animals.
Seriously? Any other completely ridiculous claims to make? Maybe I am also responsible for every kitten that dies?
I am not saying that because of tradition it should stay there, I am saying that is should stay there because in everything else it is also there. And no thats not the same as tradition, tradition would be that you should do it there because it was always done there in the past. But it isn't just done there in the past, also right now everytime you launch an SC2 game it is at the right top.
I think it´s just very different for people who play much and have it in their blood to look top-right and just watchers like me who don´t have that habbit. So it was quite easy to get used to the bottom-mid food count. Perhaps that´s the difference between you people and nothing to get upset about ^^ Just watch DH final and enjoy!
On April 28 2013 05:49 Sissors wrote: Seriously? Any other completely ridiculous claims to make? Maybe I am also responsible for every kitten that dies?
I am not saying that because of tradition it should stay there, I am saying that is should stay there because in everything else it is also there. And no thats not the same as tradition, tradition would be that you should do it there because it was always done there in the past. But it isn't just done there in the past, also right now everytime you launch an SC2 game it is at the right top.
On April 28 2013 05:27 Sissors wrote: @Hoby, maybe you should also accuse him of being a nazi. And eating babies.
I agree with him myself. I watched quite a bit GameHeart casts, so yeah maybe in the future I change my opinion, but this is not just getting used to for me: the supply in the center bottom is really confusing when you always look at the right top. That is simply where blizzard placed that information for the players, so everyone is used to having it there. So imo it would be way better if it stayed there.
Tell me how that is not a tradition argument? Blizzard put it there, it's always been there, so it should always be there. That's a tradition argument. You are saying that because something has been a certain way, and now you're use to it, it should always be that way. You can call it whatever you want, but what you're saying is that because it was created that way, has been that way for 10+ years, it should stay that way no matter what. I'm confused how you can translate what you've said as anything but "Well, it's always been this way, and it's this way when you play, so it should be that way when you're watching."
EVEN IF your argument only consisted of "Well, i'm a player, and that's where I see it" IT'S STILL A TRAIDTION ARGUMENT. Just because you prefer there as a player doesn't mean you should prefer there as a viewer. In fact, it has multiple advantages to the viewer, especially those who are new to the game. It's not like a new palyer is going to be absolutely fucking confused when they see the supply is in a different spot. They'll probably understand once they see what's currently taking up all that fucking space in the player UI (which is WAY worse in so many aspects...)
On April 28 2013 05:53 Hondelul wrote: I think it´s just very different for people who play much and have it in their blood to look top-right and just watchers like me who don´t have that habbit. So it was quite easy to get used to the bottom-mid food count. Perhaps that´s the difference between you people and nothing to get upset about ^^ Just watch DH final and enjoy!
I'm not upset, but I'm not going to let someone use an argument that makes literally no sense. I don't even care that much about the interface, though I think GameHeart has it right for spectating. I just hate seeing people make stupid conclusions based on the fact that it's "always been that way."
On April 27 2013 01:10 Canucklehead wrote: I wish supply was on the top right. It's getting to the point where I don't mind if tournaments start dropping gameheart for that very reason. I like a lot of things about gameheart, but changing the fundamental way we've been watching sc is just wrong and not better. It's different for the sake of being different and I don't see any benefit to it being on the bottom.
I think it's easy to get used to after a couple hours of watching. Is this your first experience with the gameheart interface?
GSTL was the first time I've seen it and I still don't like supply at the bottom. As the person above pointed out, we've always played and watched sc with the supply in the top right. It's reinventing the wheel when it didn't need to be touched.
However, he said he will open up the program to allow more customization, so hopefully all tourneys will put the supply back in the top right when that happens. Until then, I just have to put up with it, but I don't like it and never will like supply at the bottom.
Tell me how that is not a tradition argument? Blizzard put it there, it's always been there, so it should always be there. That's a tradition argument. You are saying that because something has been a certain way, and now you're use to it, it should always be that way. You can call it whatever you want, but what you're saying is that because it was created that way, has been that way for 10+ years, it should stay that way no matter what. I'm confused how you can translate what you've said as anything but "Well, it's always been this way, and it's this way when you play, so it should be that way when you're watching."
You should not translate it to anything else than that, however that isn't tradition. It isn't because it was done in the past, but because it is still being done that way and will regardless of what gameheart decides be done that way in the nearby future for the majority of SC2. That isn't tradition, that is simply doing what everyone else is doing, and with a good reason: people are used to it, so it is more convenient.
Tell me how that is not a tradition argument? Blizzard put it there, it's always been there, so it should always be there. That's a tradition argument. You are saying that because something has been a certain way, and now you're use to it, it should always be that way. You can call it whatever you want, but what you're saying is that because it was created that way, has been that way for 10+ years, it should stay that way no matter what. I'm confused how you can translate what you've said as anything but "Well, it's always been this way, and it's this way when you play, so it should be that way when you're watching."
You should not translate it to anything else than that, however that isn't tradition. It isn't because it was done in the past, but because it is still being done that way and will regardless of what gameheart decides be done that way in the nearby future for the majority of SC2. That isn't tradition, that is simply doing what everyone else is doing, and with a good reason: people are used to it, so it is more convenient.
Alright dude, I'm going to make this simple. You're saying that both because it's been that way (which you keep saying though you deny it, then reiterate that same argument) and that because the majority of people have seen it that way, it's suddenly more convenient? You don't even know if that's true or not. Three logical fallacies are propping your argument up right now.
Edit: Nvm, not going to be baited by him any further. I made my reasons clear for preferring it in the right top, hopefully it is changed, but i'll survive either way.
i don't like it at the bottom either. in fact I don't like how it is one above the other. For example on a 1v1 map, player A red colour spawned top, player B blue at bottom. the supply resource tab sometimes has the Blue on top of the red, making it feels kinda misplaced. (same with the default observer tab which I find annoying)
it being bottom also makes it feel more narrow and it just block out something (not anything crucial) imagine a zerg trying to break down a FFE by mass speedlings, the tab blocks out how many sentries there are unless you zoom out a little, or move the camera down a little
it also feel a little unbalanced since top right aren't gonna have anything important going on.
Another one I wanna talk about is the worker production. I don't think it needs to be shown at all. It kinda makes the bases a bit too messy and not a lot of uses to know a worker is being produced
On April 27 2013 19:02 Grend wrote: I really hope this becomes standard. It is borderline painful to watch NASL stream on Dreamhack, loving the gameheart so much!
The supply down middle was annoying for 15 minutes, now I really like it. It makes sense and looks great out of the way.
Yeah can't agree more. It's a huge leap forward. The supply at the bottom is weird at first but once you get used to it it's better as its out of the way and maximises viewing area.
Looking top right for supply to bottom left minimap is part of the challenge playing but its nice to not have to when viewing. Blizard would be insane to not take this in-house.
Yeah, agreed.
The supply at the bottom middle seems weird but it has not only the supply but everything too (worker count, upgrades, income, etc).
So instead of having to look at top right (supply), top left (production tab), bottom for map and interface, now you just have you look at top left or bottom mid.
Maybe just bottom mid (since upgrades and everything display on the structures, most of the time I notice it on the structures before the production tab now).
Overall, GameHeart's interface works great.
For quick glances its beneficial to have more general locations to glance so its easier to autolock on that single piece of info. But if you put all the information in one general area, you must first focus your view on that general area, and then find the relevant info. Just look at Google Chrome, not every button is focused in one area - Back/Forward/Refresh are to the left, and Options/Bookmark/Zoom are at the top right. The browser status pop's up at the bottom, not top where every other UI element is.
It's still too soon to tell if bottom-mid is actually the right place for supply, since people have not experimented with designs enough.
On April 27 2013 19:02 Grend wrote: I really hope this becomes standard. It is borderline painful to watch NASL stream on Dreamhack, loving the gameheart so much!
The supply down middle was annoying for 15 minutes, now I really like it. It makes sense and looks great out of the way.
Yeah can't agree more. It's a huge leap forward. The supply at the bottom is weird at first but once you get used to it it's better as its out of the way and maximises viewing area.
Looking top right for supply to bottom left minimap is part of the challenge playing but its nice to not have to when viewing. Blizard would be insane to not take this in-house.
Yeah, agreed.
The supply at the bottom middle seems weird but it has not only the supply but everything too (worker count, upgrades, income, etc).
So instead of having to look at top right (supply), top left (production tab), bottom for map and interface, now you just have you look at top left or bottom mid.
Maybe just bottom mid (since upgrades and everything display on the structures, most of the time I notice it on the structures before the production tab now).
Overall, GameHeart's interface works great.
For quick glances its beneficial to have more general locations to glance so its easier to autolock on that single piece of info. But if you put all the information in one general area, you must first focus your view on that general area, and then find the relevant info. Just look at Google Chrome, not every button is focused in one area - Back/Forward/Refresh are to the left, and Options/Bookmark/Zoom are at the top right. The browser status pop's up at the bottom, not top where every other UI element is.
It's still too soon to tell if bottom-mid is actually the right place for supply, since people have not experimented with designs enough.
Your argument doesn't make much sense either. If you know where the information is, you'll find it instantly. If you don't , then you'll do what you said. You'll find the information just as fast with it in the bottom middle once you get use to it. If you can discern the difference between playing and watching, and get confused that way? You probably have worst problems.
Second, the whole purpose of them moving this information to the bottom middle was because at lower resoluations it was impossible to read the supply or mineral counts in that tiny corner with tiny font (at least those with running in crappy resolutions) You could make it bigger, but then you're taking up A LOT of viewing space. It was bad enough that we had the production tab, the overlay, and the supply at the top with A HUGE black box at the bottom that held little to no relevant information.
Moving to where it is now in GameHeart makes sense, and I am flabbergasted that people think it's a bad idea. You honestly think that having huge boxes with mostly irrelevant information is better than having the players supply, income and worker counts? I hated the player cams because all you ever saw was them just sitting there, moving their eyes. Most of the time, you couldn't see their hands, and it just took up space.
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
Very good reasoning (ok, I was on "your" side before...) but that's really something I didn´t think before. Same UI space used doesn´t mean same map space blocked. Like I said before in I personally don´t like the Production tab etc. like it´s now. Is it possible to make it a bit smaller and ad it to the bottom, or let it run along the side(s)? Well, that's perhaps a really personal preference. I just don´t like how it´s reaches far into the screen when many units/buildings are made.
Personally for me, I don't find it a big deal to switch between top right or bottom when playing vs when watching.
Though, I remember having no problem switching back and forth between playing an MMO where I used number pad keys to move (instead of WASD) and to an FPS (NS 1 for example) with WASD movements (yep, inb4 who used number pad key to move... well I liked it that way and it worked in the MMO I played >.>).
Speaking of that, I also had no problem between rotating playing between BW and SC2 too (I had no problem with going back to the BW interface, even after being used to SC2).
So, I guess it really depends on the person (changing stuff is no problem in my case... unless it has to do with Google doing some silly pointless change in gmail >.>).
I can see it as valid concern though if it does mess up your viewing experiences in game (as opposed to spectating, I think getting used to it via spectating is easily), like in game if you kept looking at the bottom mid to see your supply instead of top right.
So this was the overlay used for Dreamhack right? I have to say it looks really nice! The attack/armor upgrades and amount of workers always showing at the bottom, the ability for the obs to zoom out in big battles, the icons of units being produced, the team and tournament overlays on the maps.. They are all hughe improvements over the traditional obs interface, very well thought out.
I think I catched a bug: when Gumiho was producing 2 widow mines from a reactored factory and the reactor was killed, then a widow mine icon persisted over the factory for the duration of the game, even though hellbats were being produced instead of widow mines.
And a feature request: I found the icons of the units being produced and updates being researched very nice and informative; could you also add an icon for morphing/warping/building buildings? It would make it easy to spot for instance what are spine crawlers and spore crawlers without the obs having to select them for instance. It looks like it might not be difficult to implement and would be a nice addition.
It seems like, on certain maps, the FXO logo doesn't show up well on creep, I suppose this is a function of the ambient lighting of the map itself.
It's a pretty minor issue, but you've got a great system and that's the biggest criticism I have. (The muscle memory of looking in the top right for supply/money will take getting used to, but i'm willing to change. Hopefully this sees wide-spread enough use that I won't have to flip back and forth D: )
On April 28 2013 08:19 Loxley wrote: I just like to thank you guys for providing an excellent interface during the entire Dreamhack tournament. Loved it!
This completely. Thank you so much for this awesome program, it made the spectating experience a lot more enjoyable!
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
Wow you actually make a very solid arguement for why resources/supply should be on the bottom. I think you are striking the right balance between giving the community time to get used to supply on the bottom while in the long run planning to let tournaments customize their experience.
Hopefully people will eventually appreciate the increased space real estate but if they ultimately reject it because "Ive always looked top for supply" then its not the end of the world.
Great work with this, looks a lot more clean than standard ui! However, I'll also say that I don't like the ressources and supply at the bottom. I'm just way too used to look at the top right from playing, so it feels really weird to me to look at the bottom for this information.
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
Wow you actually make a very solid arguement for why supply should be on the bottom. I think ur striking the right balance between giving the comunity time to get used to supply on the bottom while in the long run planning to let tournaments customize their expeirence.
Hopefully people will eventually appreciate the increased space realestate but if they ultimately reject it because "ive always looked top for supply" then its not the end of the world.
But that line of argumentation only works for viewers that never play themselves...I don't really want to get used to look at the bottom, as it might confuse me in game o.O
My only suggestion: In the bar down on the bottom where (I think) upgrades were being shown, would it make sense to draw a number "2M" (2 Melee) or "3R" (Ranged) [for Zerg] or "2B" (2 Bio) [for Terran] or whatever on them so that people could quickly process the info without knowing what the actual icons were?
On April 29 2013 00:32 Jnai wrote: Really loved this at DH.
My only suggestion: In the bar down on the bottom where (I think) upgrades were being shown, would it make sense to draw a number "2M" (2 Melee) or "3R" (Ranged) [for Zerg] or "2B" (2 Bio) [for Terran] or whatever on them so that people could quickly process the info without knowing what the actual icons were?
Thanks for all the hard work you've put in.
I like the icons. If you don't know the icons, you probably won't know the 2B as well I feel
On April 29 2013 00:32 Jnai wrote: Really loved this at DH.
My only suggestion: In the bar down on the bottom where (I think) upgrades were being shown, would it make sense to draw a number "2M" (2 Melee) or "3R" (Ranged) [for Zerg] or "2B" (2 Bio) [for Terran] or whatever on them so that people could quickly process the info without knowing what the actual icons were?
Thanks for all the hard work you've put in.
I like the icons. If you don't know the icons, you probably won't know the 2B as well I feel
I like the icons too, but they're almost impossible for a non-player to parse into useful information. The number of games you'd have to watch to learn that the little sword with the red glow effect meant "+3" vs the blue glow effect meant "+2" would be enormous - even though upgrades are an incredibly important part of the game.
Some kind of easy to understand representation of those things would be an improvement, I think.
On April 29 2013 01:10 GameHeart wrote: The icons already have small white dots (or pips) next to them which indicate their level. Here is a screenshot:
I like that a lot, upgrades are not surfaced enough and they make and break the game.
It don't know if it is possible in the UI, but bring up a specific units stats with a overlay would be super neat in the slow parts of the game. If the caster could say "he is building a lot of hydras and if you look at their stats right here, you still see they have amazing DPS, but very low HP. But because they fire so fast, these upgrades be great on them."
On April 29 2013 01:42 GameHeart wrote: Does the unit info panel not say how much damage they do? I should probably already know this...
I think you have to mouse over it specific attack to get it to display the damage values. I don't know if it displays rate of fire, but I always learned that from Liquipedia. Rate of fire is a super important part of DPS. The information is not as viable as it could be.
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
Wow you actually make a very solid arguement for why supply should be on the bottom. I think ur striking the right balance between giving the comunity time to get used to supply on the bottom while in the long run planning to let tournaments customize their expeirence.
Hopefully people will eventually appreciate the increased space realestate but if they ultimately reject it because "ive always looked top for supply" then its not the end of the world.
But that line of argumentation only works for viewers that never play themselves...I don't really want to get used to look at the bottom, as it might confuse me in game o.O
Why is it a problem to have information presented different to spectators than it is for players? Production tabs, unit info boxes, worker kill counts all of these are different for players vs spectators and yet these dont really hinder new players learning the game.
On April 29 2013 00:01 ACrow wrote: Great work with this, looks a lot more clean than standard ui! However, I'll also say that I don't like the ressources and supply at the bottom. I'm just way too used to look at the top right from playing, so it feels really weird to me to look at the bottom for this information.
We all are used to resources in the top left. It makes sense that it would take time for us to get used to information being presented in a new way.
On April 29 2013 01:10 GameHeart wrote: The icons already have small white dots (or pips) next to them which indicate their level. Here is a screenshot:
Oh, wow. I totally missed that. Nevermind everything. You are already the man. =-)
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
Wow you actually make a very solid arguement for why supply should be on the bottom. I think ur striking the right balance between giving the comunity time to get used to supply on the bottom while in the long run planning to let tournaments customize their expeirence.
Hopefully people will eventually appreciate the increased space realestate but if they ultimately reject it because "ive always looked top for supply" then its not the end of the world.
But that line of argumentation only works for viewers that never play themselves...I don't really want to get used to look at the bottom, as it might confuse me in game o.O
Why is it a problem to have information presented different to spectators than it is for players? Production tabs, unit info boxes, worker kill counts all of these are different for players vs spectators and yet these dont really hinder new players learning the game.
On April 29 2013 00:01 ACrow wrote: Great work with this, looks a lot more clean than standard ui! However, I'll also say that I don't like the ressources and supply at the bottom. I'm just way too used to look at the top right from playing, so it feels really weird to me to look at the bottom for this information.
We all are used to resources in the top left. It makes sense that it would take time for us to get used to information being presented in a new way.
You just won't get used to it. Or atleast maybe not in my case. I don't stare the main screen except for battles or potential micro, if i want information, i check minimap and resources/supply. As a player, my muscle memory will always make me do the same, and look to the same spots i do while playing (i had been watching games with gameheart since GSTL too, and i still have the same problem).
Maybe it's me, but i think there are several people who feel the same way about it.
Hoby for example speaks about the size in his post to be readable on low quality streams. That seems like a good reason, but also people who has to watch on low because of lag, often get spikes that popup the twitch bar again, stopping them from being able to watch the resources/supply. Then again, what is good enough for some, it isn't for others.
At the end, it is gameheart's decission, and in the future, the tournaments. He already explained his thought proccess on it, i am confident he has taken what he thought to be the best decission and i thank him for that, but as a player i will have to keep disagreeing with it when it comes to bottom vs top resource/supply.
I also have to say that i love the interface and i really appreciate gameheart's work (and i am sure, anyone speaking about the bottomt/top thinks the same way). Take the posts as feedback, not like an attack to the interface.
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
Wow you actually make a very solid arguement for why supply should be on the bottom. I think ur striking the right balance between giving the comunity time to get used to supply on the bottom while in the long run planning to let tournaments customize their expeirence.
Hopefully people will eventually appreciate the increased space realestate but if they ultimately reject it because "ive always looked top for supply" then its not the end of the world.
But that line of argumentation only works for viewers that never play themselves...I don't really want to get used to look at the bottom, as it might confuse me in game o.O
Why is it a problem to have information presented different to spectators than it is for players? Production tabs, unit info boxes, worker kill counts all of these are different for players vs spectators and yet these dont really hinder new players learning the game.
On April 29 2013 00:01 ACrow wrote: Great work with this, looks a lot more clean than standard ui! However, I'll also say that I don't like the ressources and supply at the bottom. I'm just way too used to look at the top right from playing, so it feels really weird to me to look at the bottom for this information.
We all are used to resources in the top left. It makes sense that it would take time for us to get used to information being presented in a new way.
You just won't get used to it. Or atleast maybe not in my case. I don't stare the main screen except for battles or potential micro, if i want information, i check minimap and resources/supply. As a player, my muscle memory will always make me do the same, and look to the same spots i do while playing (i had been watching games with gameheart since GSTL too, and i still have the same problem).
Maybe it's me, but i think there are several people who feel the same way about it.
Hoby for example speaks about the size in his post to be readable on low quality streams. That seems like a good reason, but also people who has to watch on low because of lag, often get spikes that popup the twitch bar again, stopping them from being able to watch the resources/supply. Then again, what is good enough for some, it isn't for others.
At the end, it is gameheart's decission, and in the future, the tournaments. He already explained his thought proccess on it, i am confident he has taken what he thought to be the best decission and i thank him for that, but as a player i will have to keep disagreeing with it when it comes to bottom vs top resource/supply.
I also have to say that i love the interface and i really appreciate gameheart's work (and i am sure, anyone speaking about the bottomt/top thinks the same way). Take the posts as feedback, not like an attack to the interface.
Your muscle memory will always make you do the old way untill your brain learns the new way.
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
Wow you actually make a very solid arguement for why supply should be on the bottom. I think ur striking the right balance between giving the comunity time to get used to supply on the bottom while in the long run planning to let tournaments customize their expeirence.
Hopefully people will eventually appreciate the increased space realestate but if they ultimately reject it because "ive always looked top for supply" then its not the end of the world.
But that line of argumentation only works for viewers that never play themselves...I don't really want to get used to look at the bottom, as it might confuse me in game o.O
Why is it a problem to have information presented different to spectators than it is for players? Production tabs, unit info boxes, worker kill counts all of these are different for players vs spectators and yet these dont really hinder new players learning the game.
On April 29 2013 00:01 ACrow wrote: Great work with this, looks a lot more clean than standard ui! However, I'll also say that I don't like the ressources and supply at the bottom. I'm just way too used to look at the top right from playing, so it feels really weird to me to look at the bottom for this information.
We all are used to resources in the top left. It makes sense that it would take time for us to get used to information being presented in a new way.
You just won't get used to it. Or atleast maybe not in my case. I don't stare the main screen except for battles or potential micro, if i want information, i check minimap and resources/supply. As a player, my muscle memory will always make me do the same, and look to the same spots i do while playing (i had been watching games with gameheart since GSTL too, and i still have the same problem).
Maybe it's me, but i think there are several people who feel the same way about it.
Hoby for example speaks about the size in his post to be readable on low quality streams. That seems like a good reason, but also people who has to watch on low because of lag, often get spikes that popup the twitch bar again, stopping them from being able to watch the resources/supply. Then again, what is good enough for some, it isn't for others.
At the end, it is gameheart's decission, and in the future, the tournaments. He already explained his thought proccess on it, i am confident he has taken what he thought to be the best decission and i thank him for that, but as a player i will have to keep disagreeing with it when it comes to bottom vs top resource/supply.
I also have to say that i love the interface and i really appreciate gameheart's work (and i am sure, anyone speaking about the bottomt/top thinks the same way). Take the posts as feedback, not like an attack to the interface.
Your muscle memory will always make you do the old way untill your brain learns the new way.
Did you ignore my post ? I play everyday, and i certainly watch a lot of sc2. I get annoyed every single time i watch gameheart and try to check supply/resources, even after one month. It is not going to change for me, i will just end up being less vocal about it.
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
Wow you actually make a very solid arguement for why supply should be on the bottom. I think ur striking the right balance between giving the comunity time to get used to supply on the bottom while in the long run planning to let tournaments customize their expeirence.
Hopefully people will eventually appreciate the increased space realestate but if they ultimately reject it because "ive always looked top for supply" then its not the end of the world.
But that line of argumentation only works for viewers that never play themselves...I don't really want to get used to look at the bottom, as it might confuse me in game o.O
Why is it a problem to have information presented different to spectators than it is for players? Production tabs, unit info boxes, worker kill counts all of these are different for players vs spectators and yet these dont really hinder new players learning the game.
On April 29 2013 00:01 ACrow wrote: Great work with this, looks a lot more clean than standard ui! However, I'll also say that I don't like the ressources and supply at the bottom. I'm just way too used to look at the top right from playing, so it feels really weird to me to look at the bottom for this information.
We all are used to resources in the top left. It makes sense that it would take time for us to get used to information being presented in a new way.
You just won't get used to it. Or atleast maybe not in my case. I don't stare the main screen except for battles or potential micro, if i want information, i check minimap and resources/supply. As a player, my muscle memory will always make me do the same, and look to the same spots i do while playing (i had been watching games with gameheart since GSTL too, and i still have the same problem).
Maybe it's me, but i think there are several people who feel the same way about it.
Hoby for example speaks about the size in his post to be readable on low quality streams. That seems like a good reason, but also people who has to watch on low because of lag, often get spikes that popup the twitch bar again, stopping them from being able to watch the resources/supply. Then again, what is good enough for some, it isn't for others.
At the end, it is gameheart's decission, and in the future, the tournaments. He already explained his thought proccess on it, i am confident he has taken what he thought to be the best decission and i thank him for that, but as a player i will have to keep disagreeing with it when it comes to bottom vs top resource/supply.
I also have to say that i love the interface and i really appreciate gameheart's work (and i am sure, anyone speaking about the bottomt/top thinks the same way). Take the posts as feedback, not like an attack to the interface.
Your muscle memory will always make you do the old way untill your brain learns the new way.
Did you ignore my post ? I play everyday, and i certainly watch a lot of sc2. I get annoyed every single time i watch gameheart and try to check supply/resources, even after one month. It is not going to change for me, i will just end up being less vocal about it.
Is the arguement that you can't or that u dont want to? I was refuting the you cant statement.
I will not be moving them in my own designs because I feel quite strongly about the issue but I plan to add the ability for tournaments to create their own designs with GameHeart so those of you who feel strongly the other way are welcome to pressure those tournaments when the time comes to put the resources back in the top right.
Wow you actually make a very solid arguement for why supply should be on the bottom. I think ur striking the right balance between giving the comunity time to get used to supply on the bottom while in the long run planning to let tournaments customize their expeirence.
Hopefully people will eventually appreciate the increased space realestate but if they ultimately reject it because "ive always looked top for supply" then its not the end of the world.
But that line of argumentation only works for viewers that never play themselves...I don't really want to get used to look at the bottom, as it might confuse me in game o.O
Why is it a problem to have information presented different to spectators than it is for players? Production tabs, unit info boxes, worker kill counts all of these are different for players vs spectators and yet these dont really hinder new players learning the game.
On April 29 2013 00:01 ACrow wrote: Great work with this, looks a lot more clean than standard ui! However, I'll also say that I don't like the ressources and supply at the bottom. I'm just way too used to look at the top right from playing, so it feels really weird to me to look at the bottom for this information.
We all are used to resources in the top left. It makes sense that it would take time for us to get used to information being presented in a new way.
You just won't get used to it. Or atleast maybe not in my case. I don't stare the main screen except for battles or potential micro, if i want information, i check minimap and resources/supply. As a player, my muscle memory will always make me do the same, and look to the same spots i do while playing (i had been watching games with gameheart since GSTL too, and i still have the same problem).
Maybe it's me, but i think there are several people who feel the same way about it.
Hoby for example speaks about the size in his post to be readable on low quality streams. That seems like a good reason, but also people who has to watch on low because of lag, often get spikes that popup the twitch bar again, stopping them from being able to watch the resources/supply. Then again, what is good enough for some, it isn't for others.
At the end, it is gameheart's decission, and in the future, the tournaments. He already explained his thought proccess on it, i am confident he has taken what he thought to be the best decission and i thank him for that, but as a player i will have to keep disagreeing with it when it comes to bottom vs top resource/supply.
I also have to say that i love the interface and i really appreciate gameheart's work (and i am sure, anyone speaking about the bottomt/top thinks the same way). Take the posts as feedback, not like an attack to the interface.
Your muscle memory will always make you do the old way untill your brain learns the new way.
Did you ignore my post ? I play everyday, and i certainly watch a lot of sc2. I get annoyed every single time i watch gameheart and try to check supply/resources, even after one month. It is not going to change for me, i will just end up being less vocal about it.
Is the arguement that you can't or that u dont want to? I was refuting the you cant statement.
My last answer in this post, because you are just answering generic one liners.
If to be able to have a perfect viewer experience, i have to stop playing, then the answer is yes, i don't want to get used it. I hope this time i made my point clear enough..
Im sorry you are upset, Godwrath. To sum up, Gameheart believes that bottom supply is best because it frees up screen real estate. The opposition believes that top right is best because that is what they are used to. I believe that people should be given X amount of time to see if people can get used to bottom resources. If after X time people can still not adopt bottom resources then it can be switched to top right. The arguement that the brain cant learn new things is, i think, a poor one, as is the arguement that you would have to stop playing because the resources are in a different spot then when you spectate.
I believe in you guys. You can do it! It might be one of the most difficult challenges you face in your lifetime, but I believe in you. Even if you don't believe in yourselves.
All joking aside, I think everyone is capable of adapting to this without it negatively affecting their play.
On April 29 2013 04:50 Archerofaiur wrote: Im sorry you default set, Godwrath. To sum up, Gameheart believes that bottom supply is best because it frees up screen real estate. The opposition believes that top right is best because that is what they are used to. I believe that people should be given X amount of time to see if people can get used to bottom resources. If after X time people can still not adopt bottom resources then it can be switched to top right. The arguement that the brain cant learn new things is, i think, a poor one, as is the arguement that you would have to stop playing because the resources are in a different spot then when you spectate.
As a top right supporter, I can tell you that it isn't because that's the game default position. The thing is top right, top left, bottom left and bottom right has less chance for anything occurring. I used the case for the Dreamhack game, where leenock tries to ling bust a FFE toss. When leenock tries to show only 4 lings and hiding all the rest, the default zoom already can only capture the forge and the 4 lings. With the bottom, it just blocks the forge wall structures and even that one sentry.
Another suggestion for game heart not related to this. A fine thin line of colour between the players resource supply tab Just like the default apm tab except made smaller just to fit between the player tab
On April 29 2013 01:10 GameHeart wrote: The icons already have small white dots (or pips) next to them which indicate their level. Here is a screenshot:
I really dislike not having the supply at the top right. Apart from that, everything is pretty nice and the zoom out feature is great! Hopefully I'll get used to the supply position soon
Why is the big thing in the bottom right even still there? Is there any information that this displays that doesnt show up anywhere else? Ok, sure income etc, but i mean the thing that displays what you have selected. Healthbars are already above the units, upgrades we have at the bottom, morphing buildings can be shown with an icon like building units show up on structures now. Ultimately i dont really care what the observer has selected if that information is dispayed already, and that is a big chunk of the screen that is pretty much redundant for most of the time.
On April 29 2013 09:51 Faggatron wrote: Why is the big thing in the bottom right even still there? Is there any information that this displays that doesnt show up anywhere else? Ok, sure income etc, but i mean the thing that displays what you have selected. Healthbars are already above the units, upgrades we have at the bottom, morphing buildings can be shown with an icon like building units show up on structures now. Ultimately i dont really care what the observer has selected if that information is dispayed already, and that is a big chunk of the screen that is pretty much redundant for most of the time.
Really nice ui though hope it becomes the norm.
I agree with you somewhat. Originally GameHeart 2.0 did not have the unit info panel but had its own simplified version. But GSTL requested it's return and it is difficult to maintain multiple versions of the overlay so I have brought it back for all versions. Using the default panel actually makes my life a little easier in some ways.
But in the future I plan to at least create a simplified version of the unit info panel so it is not so obtrusive, but this is difficult to do without affecting players so for the time being my priorities lie elsewhere.
After the the next major update coming in a day or two I plan to take a bit of a break from working on GameHeart as it has become too time consuming. I need to focus on getting a job or finding some freelance work to make a living so I can pay my mortgage and unfortunately GameHeart has crippled the free time I need to do that. But when I am able to get back to it I have a lot of big plans for what I would like to do with it.
The gameheart ui is amazing and made the live viewer experience for me at dremhack great.
Have you considered opening up a kick starter for this project ?
I can’t talk for everyone but I don’t think you will have problem of getting financial support from the community to keep on developing. Plz let us support you with this project since what you are doing is beyond amazing!
I think GameHeart is the best thing that could ever happen to StarCraft community. I also think there's still a lot of things to be polished, but overall I'm extremely impressed by the work put into it. I'm sure now that you've showed us what can be done it will be more than easy to get decent donations. Look at ROOT. They were aiming for 25k, now they have just over 30k. Only if all people in this thread would donate $5-$10 each you would get more money than for one month's in a 'normal job'.
It's already pretty obvious how much your Gameheart Overlay enhances the viewing experience during GSL but last week's Dreamhack was pushing it one step further. Clever usage of the Mini Map Enlargement function or of the Zoom Out capacity of the camera, having logos of the teams and DH on the map (not too much, just the right amount) made this much more enjoyable and somehow more professionnal IMO (not to say that DH wasn't professsionnal before, they already had amazing production value at their events).
Thank you guys very much for all your kind words and support!
I am still considering donations but I want to get some clarification on a few things from Blizzard first so that I can make the most informed decision about what is best for the future of my project.
Monetization of something like this is definitely a complicated issue (both legally and practically), but it would seem extremely unjust for your work to be picked up and used by all of these major esports organizations without some kind of compensation for the ridiculous amount of work you've put in, and even worse for one of these organizations to not assist you in developing it further. Of course no one is obligated to help you, but you've made one of the best contributions to the community in years, and if someone with some financial clout doesn't help support continued development of Gameheart, that's a damn shame.
On April 30 2013 04:29 GameHeart wrote: Thank you guys very much for all your kind words and support!
I am still considering donations but I want to get some clarification on a few things from Blizzard first so that I can make the most informed decision about what is best for the future of my project.
Good decision and make sure they are fully aware of any plans to take donations. I sure it would be an no problem for Blizzard and they love your work, by my legal brain goes to "Action Stations" at the concept of accepting any money working on modification for someone else games. Its a good idea to make sure Blizzard can talk it over and check that something like that would be "Ok".
But let us know how it works out. Everyone is very excited about the work you do and I am sure Blizzard is being more than supportive.
On April 30 2013 04:29 GameHeart wrote: Thank you guys very much for all your kind words and support!
I am still considering donations but I want to get some clarification on a few things from Blizzard first so that I can make the most informed decision about what is best for the future of my project.
Maybe Blizz will hire you to write their default observer interface. They should.
Otherwise you should do a Kickstarter and make a pro version of this interface. I know I would contribute.
At the very least this is a great thing to have on your resume.
This is a huge help to everyone, the zooming options make battles so much easier to watch and far more enjoyable, especially in battles involving units with long range e.g. tempests and siege tanks. Thank you so much for all of your work - I really hope you are getting paid for this, since you're really adding to the production value of major tournaments around the world. Consider monetizing your services - this is your skill set and you should make some money to compensate you for the time invested.
Hey guys! Tonight GameHeart came up on both the GD Studio show and Inside the Game. Please check the following links to see the segments if you are interested!
On April 29 2013 05:32 Qwyn wrote: Hey, you should update the OP to say that it was used in DH Stockholm, no? Even more credentials to your name.
Thats what I was saying. By making a list in the first thread post of the tournaments/events/casters that are currently using Gameheart you lend notoriety to mod. You also could potentially increase your viewers by helping people who want to watch Gameheart tournaments find those tournaments.
Please, consider adding a list of tournaments that use Gameheart to the OP
On May 02 2013 04:19 mk.ultra wrote: Saw the new minimal interface by Blizzard for WCS America last night. Looks like they took all your ideas without even giving you a nod :/
First of all, the content of any map/mod that is published on battle.net IS PROPERTY OF BLIZZARD. They don't have to if they don't want. It's their property, they own the game.
On May 02 2013 04:19 mk.ultra wrote: Saw the new minimal interface by Blizzard for WCS America last night. Looks like they took all your ideas without even giving you a nod :/
Blizzard is aware of my contributions to trying to improve the presentation of SC2 as a spectator sport. When they first started developing their interface tool last year they actually contacted us to get our feedback on it. Unfortunately I wasn't very familiar with layout files at the time so I didn't have a lot of feedback to offer them.
Keeping a running list of tournaments that are using GameHeart would be very difficult to maintain.
On May 01 2013 13:22 GameHeart wrote: Hey guys! Tonight GameHeart came up on both the GD Studio show and Inside the Game. Please check the following links to see the segments if you are interested!
On Inside the Game a caller asks about how the hosts feel about the resources being at the bottom in GameHeart.
It occurs to me that there would be a better eye-catch if stats bar at the bottom is a disconnected box instead of stretched all the way from minimap to info box. You'd want to swap the worker count and total supply count though.
Just so that anyone who has been waiting for it is aware, the big update for GameHeart went out this morning to all 20 maps on all 4 regions. I will also be trying to add the new ladder maps later this weekend.
One thing I want to make clear first though is that GameHeart is designed to work with 16x9 resolutions only. There are very few tournaments broadcasting using resolutions that are not 16x9 so GameHeart has been designed to cater to this ratio to create the best possible interface. If you are using another resolution hopefully we will be able to come up with a solution for you in the future. Please let me know though so I am aware of the demand.
The major changes are as follows:
The default/only layout is now the layout that was used during Dreamhack. I apologize that I have been forced to reduce the available layouts to only one but it is very difficult to maintain multiple layouts as I am still adjusting and adding features to support new tournaments and organizations. In the future if the GameHeart project continues I will give tournaments the ability to easily design their own interfaces and add GameHeart to their own maps.
Added a 'take control' button to the lobby so an admin can control all settings and the game start without worry about players pressing start or screwing stuff up.
Added 'drawing groups' which are represented by the button/number to the right of the observer name in the lobby. If you are in drawing group 2, only other members of drawing group 2 will see your drawings. This will allow multi-language broadcasts to use the drawing tools without interfering with each other.
Overhauled the drawing tools so that everyone can draw at the same time if they so choose. Drawing tools are also now 'always on' meaning if you want to draw a circle at any time all you have to do is hold ctrl and click two points. The hotkey to draw a line has been changed to alt to make it harder to accidentally draw. To draw an arrow you still need to hold both shift and alt.
Added sponsor logo support for the few leagues which submitted sponsor logos.
Added about ~75 new teams and ~30 new leagues to the overlay to total nearly 200 logos now supported inside GameHeart.
Added an option to disable the unit info panel (unit selection window) so it does not always pop up when selecting units. You may temporarily override the disable by pressing caps lock (if for example you want to show the number of kills a unit has or maybe a hatchery is being focused down so you want to see it's exact hitpoints).
Bug fixes/minor changes:
Production icons should no longer stay on screen after a reactor is destroyed (though this did not happen in all situations before hopefully it doesn't happen in any now).
Production/research icons should be hidden when switching to a players vision.
Team logos should now be hidden when switching to a players vision.
Nukes will now show up on ghost academys when they are being constructed.
Nukes, nyduses and scans will now ping the minimap for observers and create an alert at their location so the observer can press space to immediately jump to their position.
The stalemate countdown should now show up for observers and not just players in a stalemate situation.
The game clocks have been adjusted to more closely resemble the real game clocks in a default melee games so players should no longer find them to be a distraction.
Please do me a favor and immediately report any issues you may find with this newest update to GameHeart to me by emailing TeamGameHeart@gmail.com or contacting me on skype as 'rtschutter'
I tested all 20 maps on NA to make sure they uploaded correctly but only one map each from Korea, EU and SEA so if you are planning to run a tournament in those regions be sure to load up and test the maps you are planning to use and report back if you have any problems. Sorry, but after 5 hours of uploading testing 80 maps is a daunting task. I am confident there should not be any issues.
In the near future I am going to begin the process of adding support for other languages so if you can translate to any language that might be using the GameHeart overlay I would love for you to contact me by email or skype using the information above.
I may make a video later to go over these changes more carefully.
And also, GameHeart will be used in Shoutcraft America this weekend so please everyone check it out!
Would it be possible to add something like "startup scenes"?
When a match starts the casters/observer will introduce both players, i.e. move the cam to their spawn etc. Could you add something where the caster have e.g. hotkeys for both players, that when pressed move the cam to their main PLUS show a screen with all their sponsors (overlay or whatever)?
Edit: LOOOOOOVE what you've done so far, amazing effort and slick design ♥
Added a 'take control' button to the lobby so an admin can control all settings and the game start without worry about players pressing start or screwing stuff up.
Added 'drawing groups' which are represented by the button/number to the right of the observer name in the lobby. If you are in drawing group 2, only other members of drawing group 2 will see your drawings. This will allow multi-language broadcasts to use the drawing tools without interfering with each other.
Overhauled the drawing tools so that everyone can draw at the same time if they so choose. Drawing tools are also now 'always on' meaning if you want to draw a circle at any time all you have to do is hold ctrl and click two points. The hotkey to draw a line has been changed to alt to make it harder to accidentally draw. To draw an arrow you still need to hold both shift and alt.
Ahli has created an interface mod to help those of you are are trying to view the dreamhack replays!
Please give this a shot, it should move the observer panel so it does not cover the info in the bottom right. Here is a screenshot of what it looks like:
Hi, I'm Ahli and I joined the GameHeart project some time ago. Basically I've become a sc2 editing expert that helped GameHeart with a few little things even before knowing that it was for GameHeart during the past year.
I wanted to give you a little update on what I'm currently working on.
I'm creating an observer interface that can be used for replays and live observing for normal maps (= not game heart maps) featuring as many GameHeart features as possible. In addition to that it will most likely come with a few small UI tweaks that aren't really possible in the GameHeart maps as maps need to maintain the UI for the playing players which makes it "impossible" to tweak "everything".
This means that your organization/caster will be able to cast replays using a similar feeling UI for live matches and replays.
For example, dreamhack used gameheart maps, but not every game was played with these maps (as far as I know). This means that you will be able to cast the games of the replays in your show with a similar looking interface as the gameheart games. So, if you use gameheart for live games and want a similar looking UI for replay casts, this is what you would want to have.
The interface released 2 days ago exists to improve the UI for replays of current gameheart matches. I created it after someone on reddit experienced a problem that the replay interface is above the GameHeart UI.
Opposing to that, the new interface I am working on is an interface that is used for non-gameheart maps.
I hope I explained it in a way you can understand it. Else, feel free to ask.
so i'm watching the gstl now, and i'm seeing a bunch of white circles on the map. i don't know what they are for, but they're annoying to look at. if something is not immediately clear to the spectator what it does, perhaps it should be removed or adjusted accordingly, otherwise it's just useless clutter.
It's Legend accidentally drawing circles and not knowing the hotkey to delete them. There is also a button in the settings to disable drawing tools entirely so that this can't happen. I don't know what more I can do except to remove drawing tools entirely. I sent them the changes in the newest version of the map including how drawing tools have changed but I guess they didn't get the chance to read or test them.
I have tried to contact them to get them to just disable the drawing tools tonight until they figure them out better but there is not a lot I can do. I am just as frustrated or probably more about the issue as you are.
To be clear though the problem is caused by bad design on my part. I was unaware some observers regularly use ctrl to group select units instead of double click. It will be changed in the next update.
On May 10 2013 19:19 GameHeart wrote: It's Legend accidentally drawing circles and not knowing the hotkey to delete them. There is also a button in the settings to disable drawing tools entirely so that this can't happen. I don't know what more I can do except to remove drawing tools entirely. I sent them the changes in the newest version of the map including how drawing tools have changed but I guess they didn't get the chance to read or test them.
I have tried to contact them to get them to just disable the drawing tools tonight until they figure them out better but there is not a lot I can do. I am just as frustrated or probably more about the issue as you are.
Can you just trun it off by default rather then remove the drawing tools entirely? Drawing tools are one of IMHO the best additions of Gameheart. It will just take a while before casters/observers learn how to use them.
The idea was to have them 'always on' but with hotkeys that you can't accidentally press. But all observers are so different that may not be possible. In any case I have changed the hotkey again a bit to make it less likely someone will press it on accident. If it is still a problem after that I will go back to requiring observers to activate the drawing tools before they can use them.
I think it will be awhile before we see drawing tools really get used well, they are definitely the most complex and hardest to use tool in GameHeart. The current implementation is designed to make them very quick and easy to use so that they can be used on the fly for an observer to highlight something and then just erase them immediately afterwards. I don't know if there is really an observer out there who wants to tackle learning to use them to that extent though. The GSTL observers still have to cast using the default UI when they do WCS so I don't think they want to add in any extra complication that makes it harder to jump between the two. And I think Adebisi is in general in favor of a more toned down approach to observer tools (which is totally cool). So maybe there just isn't a place for them. I don't know.
To whom it may concern: I did an update really quick after GSTL last night to correct the broodling issue and to change the circle drawing hotkey to require holding both control and shift instead of just control.
Currently GameHeart is being used in the RSL (Russian Star League) gNations tournament which has several different language broadcasts on the bar to the right. It was also used earlier today in the TeSL (Taiwan eSports League) right after GSTL last night. And of course it will be (I assume) be used in Shoutcraft America again tomorrow.
It looks amazing from the videos and the Shoutcast America stream.
I'm trying it out for myself, but I can't get it to load up on the arcade for some strange reason. It'll download it, then get the streaming data, then just sits there with the title of it and the bars cycling through as if it's loading.
@Vexatious - That is a frightening problem. Can you clarify are you getting to the actual map loading screen, or are you just trying to load the lobby in the arcade?
@Ichabod - GameHeart already does this (or at least it should). Did you try it and it didn't work or something?
On May 18 2013 04:36 Ichabod wrote: Would it be possible to default the GameHeart game speed to "fastest" to ensure that accidents aren't made? (Like in GSL, potentially)
I am not sure if this is entirely independent of map, but if it can be done, I think it could be helpful for consistency.
The lobby settings in the GameHeart maps are currently set to hide the speed option (as far as I know). Thus the user can't change the game speed. Unless the default speed setting of the map itself was set wrong, the speed will be "faster". If you ever encounter that problem in a gameheart map, please let us know immediately. You can verify the speed in the gameplay options of SC2.
It is possible to alter the game speed with triggers. We can hardcode fastest speed usage in triggers, but you shouldn't be able to alter the speed anyway. So, this is not really required, but we might add that one line of code. There was a rare bug after patch 1.5 or during 1.5 arcade beta where games could start with normal speed ignoring the lobby's speed value. But this has been fixed a long time ago.
In the GSL incident, a normal map was used in addition to an observer interface.The problem was likely to be caused by a referee pressing the hotkey that slows down the game speed. By default it's set to the Minus button on the Numpad.
Gameheart cannot use referees and spectators in the sc2 lobby due to the way we have to do parts of the UI and special features like the zoom. Thus, this hotkey functionality is impossible to work in gameheart.
-> So, GSL can avoid that mistake, if they unbind that button on the accounts that play as referees ingame.
-> Blizzard could improve the transparency of this by making the gamespeed changes visible on the viewer's screen as a chat message to all spectators ("Game Speed set to fast."). So, at least the casters and other viewers can alarm a referee to correct this, if this was accidentally caused by a referee. Alternatively they could just disallow referees to alter the game speed ingame.
Also, "fastest" only exists in Broodwar. SC2 labeled the fastest speed "faster".
I'm amazed how gameheart is pretty fast blamed for everything that goes wrong... The only time we screwed up was the blue icon for the broodlings afaIk. This was caused by not filtering out the "Broodling (Escort)" unit created by the arming ability of the Broodlord. Carrier and Ghost Academy use these types of abilities, too, and the nuke construction has to be displayed, so we had to filter a few things out and missed the "Broodling (Escort)" unit. Not filtering that case out made the engine use an image file that didn't exist in the created text tag resulting in a blueish image. That image is used in SC2's engine as a fallback image. This problem was only visual and couldn't alter the game for the playing players.
A little talk about observer maps: challenges, solutions and problems (spoiler because it is really long.): + Show Spoiler +
The way these observer maps works can potentially screw up a lot, if not handled, created and tested carefully, as it is an arcade map. I build a diablo map, so you can see how much you can actually change... pretty damn much. But we can't do everything we would like to.
To make the observers have special features, we are required to execute code for them to let them interact with the game. Sadly this means that we can't use the observer features SC2 grants as those are only available to real observers which cannot interact with the game state (anymore since WoL patch 2.0.4 fixed it).
We would use the real observer's features, if we could. But there are no trigger actions existing that provide that possibility. I would love to see Blizzard adding a way for triggers to control a few aspects of it like the fog information. But I will come to that in a little bit.
So, every observer map has to simulate all observing features using real players acting as fake observers. This means that we had to manually try to rebuild all features with the tools the editor provides. Well, the truth is that we can't simulate everything because a few aspects might be impossible and simulating a few aspects would make the game unplayable because the workaround would cost huge amounts of performance. Let me list what comes to my mind right now:
Fog: - Fog doesn't change when you "switch into a player's vision". You might notice that on stream when the creep stays visible in the fog, even if the player shouldn't have seen it. You are still watching through the fake observer player's eyes. Also, the light gray fog areas aren't updated to become dark fog areas when the player didn't scout that fog in the game. So, you are always using your own fog data and not the data the other player's use. - "Snapshots", images that a building generates for a player when it is covered in fog after being scouted, aren't loaded when you switch into player's view. At least Ryan came up with the genius idea to mark the buildings that a player saw, allowing us to hide all non-marked buildings when you change "to a player's view" (= receive shared vision with player; unshare with all other players).
Referee/Observer chat and pauses: - Referees, we can't make a player a referee. Referees are observers that can alter the game state a bit. They can pause/unpause the game unlimited times and alter the game speed. It's not possible to alter the count of pauses for our fake observers. Thus we can't use unlimited pauses. Luckily it seems that this isn't a huge problem. Before I feared that this would be a big deal, but it seems that the tournaments are fine right now. - Normal spectators can pause games. Normal spectators can write text visible to all. - These chat "problems" could be fixed via using another chat instead of the default chat panel (= fake chat). But this means that we would need to sacrifice the ability for teamchat and referees would need to write a few special chars to be able to talk to all. The problem is that it's not possible to differentiate between team chat and global chat. Thus, we can't mirror the message into that fake chat. But we would be able to display icons, etc, into the chat, if we would use a fake chat.
Referee speed changes: - Since we can't use referees, they can't alter the game speed with their sc2 hotkeys anymore. Well, this fixes the problem with the accidental speed changes as it seemed to have occurred during a GSL match. But it would be possible to simulate that and give notices to the other fake observers. But this is something that really doesn't need to be in this map as you would always want to play on "faster" in sc2.
Team colors: - Team colors tint both players yellow because that's what the function does, if used as a player.
Critter explosions: - Fake observers can blow up critters via spamming clicks on them (common Easter-egg in Blizzard's RTS games). Real observers cannot blow them up. I removed the behavior in my own observer mod, but Ryan didn't alter anything with that so far as he wasn't aware of this until now. So I might "fix" that in future. I don't know of any caster actually exploiting that. Are there even critters in the maps gameheart provides?
There have been a few challenges we solved, too. Well, mainly all observer features that you experience and the following one:
- The production queue and rally points are visible to the fake observer because the fake observer shares control with the player (!). This sounds like a major problem, but with a few other settings, the observer can't do anything with the units of a player. But there was one bug/problem we had to fix. Due to the balance change in WoL beta that disallowed the injection of a hatchery via the unit panel, if you had queens and hatcheries selected, the transport UI (bunker/medivac/...) wasn't included in those types anymore. At least I assume that the problem in the engine started back then. So, this means that observers were actually able to unload units via clicking onto the wireframe in the UI. We fixed this in GameHeart via making these unit's buttons unclickable with an invisible frame in front of that after receiving knowledge of this problem. The trigger API provided by Blizzard is lacking that one command type and thus it was/is a problem on Blizzard's site. We can't know every engine bug or missing aspects before experiencing these. =/
I hope you appreciate that I wrote this down to give you all more insights in observer mods. Also, I hope Blizzard reads this as they can improve the engine on their end for these types of mods, if they want. But currently they are all buried under work, afaIk. Also, I wanted to educate them because they weren't aware of the way we need to do things to make this even happen.
Please note that I didn't write this to scare tournament away from using these observer mods. Basically I want to show you that observer mods have small problems, but we do our best to solve them. I just want to play with open cards and present the facts and the current state.
Observer mods open up a few new features, but they always contain a risk because we aren't the ones that update sc2. Each patch could break something. There is always a risk and it's impossible to avoid that. But we do our best to keep the risk as tiny as possible.
It will always be a trade-off between security and more functionality if you don't use a default map. But if you don't encounter problems, it's likely that everything is fine. Well, a lot of software that you use might have security holes and you use it. Well, if you can read this you are already risking something because your device is/was connected to the internet.
Since this is only an observer mod, the things that are most likely to break are only aspects of the mod for the observers. We don't alter crucial game data. Well, the only game data that is changed are small additions for the stronger team colors. Due to the way sc2 adds code to the actors, there is a chance that this can bug the visual representation of a unit in some way. Also, Blizzard started to warn us, if they alter a few things that can cause bugs in maps (as seen here). So it really is unlikely that something will break, but it's impossible to guarantee that it won't. Well, even Blizzard breaks a lot of things with their patches within their engine, so the default game isn't safe.
In the past 3 years, triggers didn't break and this mod uses triggers for pretty much everything like all the crucial parts to make observers work. So, in the end I think that it's fairly safe to use it.
If something breaks, you will either notice it the first time you use it after it broke or you won't even notice it at all because it's just a tiny detail. Well, after each patch we will test the mod for problems, too, so you might never encounter obvious problems.
In any way, if something breaks, we might not be aware of that problem. So, please notify us, give us a replay and the name of the player that used that and we can fix/work around the problems as fast as we can (as we did before).
Also, keep in mind that not every problem is created by us. For example, there was a problem that a caster had with following a unit. In the end this was a user error because it's a functionality of sc2 that we cannot alter/break. Also, things don't randomly break. New problems will most likely occur due to major patches (which appear maybe once a year), but usually these big things have a beta phase where mods can be tested and converted and I assume that I've a big chance to receive beta access due to the amount of work I did in the editor.
Thanks for reading.
As a little extra: I think that I will release the observer interface with the gameheart UI soon.
I taught the leaderpanel to only show levelable upgrades, but I can't move that out of the default leaderpanel into its own leaderpanel. This was possible a few patches ago. I hope that this will be made possible by Blizzard again, since this allows gameheart's weapon/armor upgrades visible on the UI, if I can create a second leaderpanel and make the upgrades frame always visible.
Since I don't know any more features to add to the UI, I should release it. This interface should be used for non-gameheart maps/replays to give you the same UI. Also, I hope to create a standard in the interfaces with it. For example, I used the message log window to display the hotkeys. Atm, you can only toggle the replay/observer toolbar, but I assume I will add more in future versions. I suggested Blizzard to add a way for us to put that information into a frame displayed when the F10 game menu is shown as that is the hotkey everyone knows, so the most intuitive place to put it would be there.
If Blizzard ever approaches you, could you please tell them we want Stronger Team Colors back? Your mod/maps are amazing! We can see you put a lot of effort into this and it is greatly appreciated. Thank you very much! :D
I have solved the issue. It was silly, honestly. It was an issue of hitting "Play" instead of "Create game." Frightening issue never existed!
I cannot wait for the new ladder map releases to be updated. I would have loved to use it in my tournament today haha; Also, I hope to find a donate button/link soon.
I created a new GameHeart observer interface (= GameHeart map's UI usable for replays/live observing on normal maps/ladder).
I would love to release it having a video and a caster presenting it and toying around with it.
On a special note: it's the first interface that shows the weapon/armor upgrades on the UI similar to the GameHeart maps.
Teaser screenshot: To make it clear, this UI can be used in every map/replay (like WCS or Blizzard's UI).
PM me (Ahli), if you would like to present it in a timely fashion. If you know a caster and want him/her to cast using this, make that person contact me.
edit: Duckevillelol will try it out and make a video with it as he offered his help.
So, this will be publicly released in a few hours.
Attack and armor upgrades always on screen !!! (No other observer interface had this feature before.)
A panel that is visible when no unit is selected displaying income, resources lost and current APM
Toggleable observer and replay tools
Bottom area of the UI can be hidden
List of commands in the message log window (F11)
Bigger hitpoints, energy labels and bigger behavior icons
Units lost panel displaying which units a player lost with which quantity.
Possibility to replace a fully transparent file within the interface to display a sponsor above the bottom right stats area when no unit is selected.
Duckvillelol made a video with this interface:
Installation: 1. Put it into the Interface folder in your OS's documents folder like this one: "C:\Users\yourUsername\Documents\StarCraft II\Interfaces" You might have to create the "Interfaces" folder.
2. Pick the "GameHeart 1vs1" interface in the gameplay options of SC2.
3. Play any map as observer or watch a replay.
Please note:
The interface works/looks properly with a resolution 1920x1080. Lower resolutions might look awful.
The message log F11 contains information about the shortcuts the interface uses.
Tips:
Bind the deselection of units to the right mouse button. This allows you to easily switch back to the second score panel behind the unit info. SC2's default button for this is ESC.
v.1.62 - added pips to the upgrade icons. Special thanks to the MIT Game Lab who assisted us by creating a font.
v.1.61 - fixed the "Units lost" unit type count label not being able to properly display 3-digit long numbers
v.1.6 - added compatibility with 2.0.10's new features - removed chat's help label that appears when the first chat message in a game is displayed - polished vertical position of the speed label (replays) and the player's map score - fixed team color of gradient image behind the player name being able to be bugged (Blizzard fixed all other frames that were buggy before) - Units Lost panel is now displaying the units lost - added toggleable clan tags (Control + Shift + C)
v.1.52 - fixed the vertical position of the harvester amount in the leader panel displaying the income - improved constant names in the code for the leader panel offsets (change if you want to alter the position)
v.1.51 - fixed issues with the armor/weapon upgrade display on the bottom panel. It should work without errors in every resolution - fixed issues with map score labels not being displayed in several resolutions
v.1.5 - altered tooltip colors - added control groups (initially hidden), moved observer tools above the control groups - ctrl + alt + w won't be able to hide the minimap and the unit info panel anymore (use ctrl+w instead) - changed worker's tooltip to display workers killed instead of workers lost - units lost panel won't throw error messages anymore, if more the player has more than 10 different unit types - removed rank information on units, removed "Unload" and "Cancel" prefix on button tooltips - added map score in front of the player names (ctrl + shift + S) - shift/ctrl + 1/2/3... will set the upper/lower player's score to 1/2/3... - ctrl + shift + 1/3/5... will set the image to best of 1/3/5... - added more constants for initial settings in the interface. You can alter them in the editor (-> UI module) to change your initial settings and hotkeys. But the texts in the F11 menu won't update automatically. - new look for the leaderpanel - the leaderpanel's pulldown button is now considered a part of the observer/replay toolbar will be hidden, too - long map names and player names don't bug the interface anymore - ctrl + shift + R can now hide/show the player race icons next to the names - general polish of the UI
v.1.41 - fixed missing strings in the non-US locales
v.1.4 - altered tooltip colors - added control groups (initially hidden) [hotkey: Ctrl + Shift + G] - removed "take command" button as SC2 forbids to take command with an observer UI - fixed the existence of an area around the replay progress slider that eats up mouse clicks onto the 3D world - observer tools are now at the top of the screen next to the leaderpanel's button - added tooltip to resources lost score that displays minerals and gas worth of lost army units per player - added tooltip to the APM values that displays average APM
v.1.3 - fixed race icon of Terran and Protoss showing a wrong icon
v.1.2 - fixed race icon always showing Protoss
v.1.1 - fixed missing locales (-> fixed all non-enUS locales)
On July 09 2013 14:52 graNite wrote: Doenst work properly for me:
Alright, thanks for reporting that. Then interfaces need to be localized in every language. The interface you loaded will only work in enUS. I guess the interface uses the locale the map uses. I will fix it right now, hang on...
On July 09 2013 15:09 graNite wrote: The units lost panel shows the units that are on the map, not the ones that went down.
That is a feature that hasn't been fully added by Blizzard, yet. They implemented it into their UI files already and so did I. It will work properly one day in future.
On July 09 2013 15:14 graNite wrote: Ah ok. Is it possible to zoom out with this overlay?
Overlays can't zoom out. Camera data belongs to the data module. Interfaces can only alter the UI and text module. This is currently impossible for interfaces to achieve. But I really hope Blizzard adds a zooming feature for observers one day.
So, zoom is something that you can only experience in the gameheart maps.
Thats too bad because the huge zoomout was one of the best things... Are you still working on the look of the UI? The right selection box looks boring to me, it is just a black rectangle
On July 09 2013 15:28 graNite wrote: Thats too bad because the huge zoomout was one of the best things... Are you still working on the look of the UI? The right selection box looks boring to me, it is just a black rectangle
What would you suggest?
It's required to be a solid color or consist out of a non-transparent image because there is no frame that is displayed when no unit is selected. The panel is in fact always visible behind the unit infos. It's solid black, so you can't look through it and see the second panel behind it.
Do keep in mind guys: Gameheart is a map with the UI completely redone, hence why it can do things like zoom and whatnot.
The interface which has been posted by Ahli still uses the standard Blizzard UI with some graphical changes, thus you can't do things like zooming/drawing and those extra things that normal Gameheart maps can do.
Think of it like this:
Gameheart map = Completely redesigning your own house, removing walls, making new rooms, putting in a new bathroom, etc etc. Gameheart interface = Painting the outside of your house blue, instead of the pink it previously was.
On July 09 2013 23:07 graNite wrote: So I played a TvZ but the icons on the bottom say PvP
Holy fuck! This is probably the most perfect UI I have ever seen in SC2. Only a workers killed icon is missing and we'll have the best UI possible. (oh and prod tab on but that's just turned off for the screenshot I guess )
On July 09 2013 23:07 graNite wrote: So I played a TvZ but the icons on the bottom say PvP
Holy fuck! This is probably the most perfect UI I have ever seen in SC2. Only a workers killed icon is missing and we'll have the best UI possible. (oh and prod tab on but that's just turned off for the screenshot I guess )
Keep it up GameHeart guys!
I think the workers killed info is better to be only shown when needed, not always. I would like to see a custom production tab as well, there are many things you could change (like showing chronoboost in the tab, removing the numbers from the upgrades, shortening the distance between each icon etc.)
On July 10 2013 01:17 Rhaegal wrote: I really don't understand the point of removing control groups. Why take information off the screen?
For you as a viewer, why is it important to see the players' control groups? I only would like to see the pros control groups to learn from them, but for only wacthing a game, I dont think they are relevant
On July 10 2013 01:17 Rhaegal wrote: I really don't understand the point of removing control groups. Why take information off the screen?
For you as a viewer, why is it important to see the players' control groups? I only would like to see the pros control groups to learn from them, but for only wacthing a game, I dont think they are relevant
I am with this guy, control groups are just useless clutter when it comes to watching a professional match. I know there is a very limited section of the community that just loves having all the information, but most of the time they just take up space. Space that could be filled with more screen.
Maybe it's just me, but instead of making it overloaded in the footer, why shouldn we not keep the minerals/supply in top left (perhaps workers, too) ?
I translated the small amount of strings in the interface to Chinese, it works without them but still I think it would be nice to include the language, since China will get HotS next week, where should I send it to so you can include it?
On July 10 2013 01:17 Rhaegal wrote: I really don't understand the point of removing control groups. Why take information off the screen?
For you as a viewer, why is it important to see the players' control groups? I only would like to see the pros control groups to learn from them, but for only wacthing a game, I dont think they are relevant
A couple weeks ago during dreamhack, while watching a Terran game, he was doing some mid game aggression vs a protoss. I was like "cool, is he taking his 3rd behind this or dropping extra rax"
looked at production tab, wasn't there because observer decided to hide the UI. Then I was, "meh, whatever."
Then during the harrass I asked myself, "I wonder how many control groups he has, this harrass is insane. Does he control group each medivac, or control them separately." Looked at control groups, silly me not there. I watch SC2 to learn, not to get hyped up by casters yelling about god know's what.
On July 10 2013 01:17 Rhaegal wrote: I really don't understand the point of removing control groups. Why take information off the screen?
For you as a viewer, why is it important to see the players' control groups? I only would like to see the pros control groups to learn from them, but for only wacthing a game, I dont think they are relevant
A couple weeks ago during dreamhack, while watching a Terran game, he was doing some mid game aggression vs a protoss. I was like "cool, is he taking his 3rd behind this or dropping extra rax"
looked at production tab, wasn't there because observer decided to hide the UI. Then I was, "meh, whatever."
Then during the harrass I asked myself, "I wonder how many control groups he has, this harrass is insane. Does he control group each medivac, or control them separately." Looked at control groups, silly me not there. I watch SC2 to learn, not to get hyped up by casters yelling about god know's what.
I guess you are out of luck then, because most people do not care. As i said, there is a small section of people who want to have all the info on the screen, but the majority are to busy talking with friends and enjoying the game to worry about that. Personally, I'm drinking a beer when its on my TV.
On July 10 2013 01:17 Rhaegal wrote: I really don't understand the point of removing control groups. Why take information off the screen?
For you as a viewer, why is it important to see the players' control groups? I only would like to see the pros control groups to learn from them, but for only wacthing a game, I dont think they are relevant
A couple weeks ago during dreamhack, while watching a Terran game, he was doing some mid game aggression vs a protoss. I was like "cool, is he taking his 3rd behind this or dropping extra rax"
looked at production tab, wasn't there because observer decided to hide the UI. Then I was, "meh, whatever."
Then during the harrass I asked myself, "I wonder how many control groups he has, this harrass is insane. Does he control group each medivac, or control them separately." Looked at control groups, silly me not there. I watch SC2 to learn, not to get hyped up by casters yelling about god know's what.
I guess you are out of luck then, because most people do not care. As i said, there is a small section of people who want to have all the info on the screen, but the majority are to busy talking with friends and enjoying the game to worry about that. Personally, I'm drinking a beer when its on my TV.
That would be fine if more tourneys actually released replays. As is, it's just shafting it to people that actually want to get better at the game.
On July 10 2013 02:22 digmouse wrote: I translated the small amount of strings in the interface to Chinese, it works without them but still I think it would be nice to include the language, since China will get HotS next week, where should I send it to so you can include it?
Just PM me the content of the file that you receive when you export the locale under Mod->Locale->Export Locales. Thanks for the translation.
On July 10 2013 01:17 Rhaegal wrote: I really don't understand the point of removing control groups. Why take information off the screen?
For you as a viewer, why is it important to see the players' control groups? I only would like to see the pros control groups to learn from them, but for only wacthing a game, I dont think they are relevant
A couple weeks ago during dreamhack, while watching a Terran game, he was doing some mid game aggression vs a protoss. I was like "cool, is he taking his 3rd behind this or dropping extra rax"
looked at production tab, wasn't there because observer decided to hide the UI. Then I was, "meh, whatever."
Then during the harrass I asked myself, "I wonder how many control groups he has, this harrass is insane. Does he control group each medivac, or control them separately." Looked at control groups, silly me not there. I watch SC2 to learn, not to get hyped up by casters yelling about god know's what.
I guess you are out of luck then, because most people do not care. As i said, there is a small section of people who want to have all the info on the screen, but the majority are to busy talking with friends and enjoying the game to worry about that. Personally, I'm drinking a beer when its on my TV.
That would be fine if more tourneys actually released replays. As is, it's just shafting it to people that actually want to get better at the game.
I'm currently working on control groups. It's easy to display them and add a toggle for it. But actually I try to add them in the perfect way which would make them appear between the observer/replay tools and the center bottom player panels.
With a toggle, you would just be able to show/hide the control groups with a hotkey just like you can show/hide the observer/replay tools right now.
On July 10 2013 01:17 Rhaegal wrote: I really don't understand the point of removing control groups. Why take information off the screen?
For you as a viewer, why is it important to see the players' control groups? I only would like to see the pros control groups to learn from them, but for only wacthing a game, I dont think they are relevant
A couple weeks ago during dreamhack, while watching a Terran game, he was doing some mid game aggression vs a protoss. I was like "cool, is he taking his 3rd behind this or dropping extra rax"
looked at production tab, wasn't there because observer decided to hide the UI. Then I was, "meh, whatever."
Then during the harrass I asked myself, "I wonder how many control groups he has, this harrass is insane. Does he control group each medivac, or control them separately." Looked at control groups, silly me not there. I watch SC2 to learn, not to get hyped up by casters yelling about god know's what.
I guess you are out of luck then, because most people do not care. As i said, there is a small section of people who want to have all the info on the screen, but the majority are to busy talking with friends and enjoying the game to worry about that. Personally, I'm drinking a beer when its on my TV.
That would be fine if more tourneys actually released replays. As is, it's just shafting it to people that actually want to get better at the game.
GSL, MLG did until Kespa started coming over and the rest have sort of dropped off. Sadly, the players want to keep that level of detailed information to themselves. Its the nature of the beast, but there are other replays out there of top teir players.
Please add control groups, I haven't been able to stand watching any tournament ever since they all decided to let some casual player with a minimalism fetish be in charge of the UI.
I'm guessing that there's a lot of people like me, that have just been silent with there complaints. I never bothered posting about this because it seemed hopeless. I always assumed that there's no way the creator would understand why control groups are so important to many viewers, considering the first time I came to this thread he had mentioned that resources/supply should be hidden because they aren't really necessary and that people only care about supply when casters mention it~ (and then after obvious complaints he seemed to drop that idea and just moved resources/supply to the bottom center panel.)
On July 10 2013 03:57 lysergic wrote: Please add control groups, I haven't been able to stand watching any tournament ever since they all decided to let some casual player with a minimalism fetish be in charge of the UI.
I'm guessing that there's a lot of people like me, that have just been silent with there complaints. I never bothered posting about this because it seemed hopeless. I always assumed that there's no way the creator would understand why control groups are so important to many viewers, considering the first time I came to this thread he had mentioned that resources/supply should be hidden because they aren't really necessary and that people only care about supply when casters mention it~ (and then after obvious complaints he seemed to drop that idea and just moved resources/supply to the bottom center panel.)
isnt it possible to remove the numbers from the groups? what do you think about rearraningn the weapon and the attack icon? do you plan a custom production tab?
Yeah I don't need control groups, they don't really show anything to me. You can rebind all the control groups to whatever you want, doesn't really show anything specific that you can use to learn anything. I use the 0 control group, I assure you I never hit the 0 key.
Regardless of whether or not it was created by a "casual player with a minimalism fetish" I personally prefer more viewing space of the action and less of the individual players' information. I agree that it should be a toggle, I have no reason to spite players that want to see control groups, but I don't think it should be mandatory.
On July 11 2013 01:42 Superiorwolf wrote: I think it's fine without control groups~ Unless you need to absolutely study and memorize every single player's different hotkey setup o.o
They will be initially hidden. So, you don't need to see them, only if the person wants you to see them by pressing CTRL + Shift + G whenever I release the next update.
On July 11 2013 02:20 graNite wrote: isnt it possible to remove the numbers from the groups? what do you think about rearraningn the weapon and the attack icon? do you plan a custom production tab?
I could remove the numbers on the groups, yes.
Rearranging the weapon/armor icon order might be confusing as it is the opposite of the normal appearance that every player knows and usually has in his blood. Altering it would need them to concentrate more or know that change. So, it's better to keep the order intact.
There is no custom production tab planned. What is wrong with the current one?
On July 11 2013 02:20 graNite wrote: what do you think about rearraningn the weapon and the attack icon? do you plan a custom production tab?
I could remove the numbers on the groups, yes.
Rearranging the weapon/armor icon order might be confusing as it is the opposite of the normal appearance that every player knows and usually has in his blood. Altering it would need them to concentrate more or know that change. So, it's better to keep the order intact.
There is no custom production tab planned. What is wrong with the current one?
the icons are in the wrong order, you have the power to fix it. they are in that order in every upgrading structure.
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the production tab has several flaws: the upgrades all have "1"s on them, but of course you will only have one of the same upgrade running every time. the tab could also show chronoboost usage (with a small highlight of the icon) moreover i think the icons are too far apart. in the lategame the tab covers up half of the screen because the space between the icons is too big.
I am glad there is such a positive response to Ahli's interface version of GameHeart. I want to be clear that we have not given up on the custom map version of GameHeart, I still have plans for it which hopefully I will be able to share soon.
I have learned a lot from the last few months and realized that I just cannot maintain GameHeart with the crazy number of logo, feature, map and update requests that I receive. GameHeart needs to be redesigned to be more self sufficient, something that tournaments can easily maintain themselves and I have plans for how to do that.
I still believe that GameHeart is our best hope for improving the SC2 spectator experience and also our best hope for pressuring Blizzard to improve their own tools.
On July 10 2013 03:57 lysergic wrote:considering the first time I came to this thread he had mentioned that resources/supply should be hidden because they aren't really necessary and that people only care about supply when casters mention it~ (and then after obvious complaints he seemed to drop that idea and just moved resources/supply to the bottom center panel.)
This never happened. I think you are thinking of the actual official Blizzard interface mods that were released because one of them did not include resources and that is exactly the reason they gave for it in their information packet. GameHeart, which has been around for almost a year now in one form or another has always, always included resources and supply.
Here is the original video from September last year:
is it possible to add mouseover effects to the overlay? Maybe you could show the overall average apm when the cursor is moved over the apm number or the minerals and gas lost when the cursor is over the lost ressource count.
On July 13 2013 00:34 graNite wrote: is it possible to add mouseover effects to the overlay? Maybe you could show the overall average apm when the cursor is moved over the apm number or the minerals and gas lost when the cursor is over the lost resource count.
It's possible to add tooltips. Since these numbers are automatically updated by the game, this would be possible.
Someone correct me if I'm wrong, but I believe the Custom UI version of GameHeart is currently being used right now by BaseTradeTV to cast Kaspersky Arena if people want to check it out in action.
On July 13 2013 02:50 juicyjames wrote: Someone correct me if I'm wrong, but I believe the Custom UI version of GameHeart is currently being used right now by BaseTradeTV to cast Kaspersky Arena if people want to check it out in action.
- control groups have been added (initially hidden, press ctrl+shift+G to toggle) - the observer/replay tools have been moved to the top of the screen (initially visible, press ctrl+shift+O to toggle)
- lost army mineral and gas values have been added as a tooltip - average apm has been added as a tooltip
v.1.5 - altered tooltip colors - added control groups (initially hidden), moved observer tools above the control groups - ctrl + alt + w won't be able to hide the minimap and the unit info panel anymore (use ctrl+w instead) - changed worker's tooltip to display workers killed instead of workers lost - units lost panel won't throw error messages anymore, if more the player has more than 10 different unit types - removed rank information on units, removed "Unload" and "Cancel" prefix on button tooltips - added map score in front of the player names (ctrl + shift + S) - shift/ctrl + 1/2/3... will set the upper/lower player's score to 1/2/3... - ctrl + shift + 1/3/5... will set the image to best of 1/3/5... - added more constants for initial settings in the interface. You can alter them in the editor (-> UI module) to change your initial settings and hotkeys. But the texts in the F11 menu won't update automatically. - new look for the leaderpanel - the leaderpanel's pulldown button is now considered a part of the observer/replay toolbar will be hidden, too - long map names and player names don't bug the interface anymore - ctrl + shift + R can now hide/show the player race icons next to the names - general polish of the UI
v.1.41 - fixed missing strings in the non-US locales
v.1.4 - altered tooltip colors - added control groups (initially hidden) [hotkey: Ctrl + Shift + G] - removed "take command" button as SC2 forbids to take command with an observer UI - fixed the existance of an area around the replay progress slider that eats up mouse clicks onto the 3D world - observer tools are now at the top of the screen next to the leaderpanel's button - added tooltip to resources lost score that displays minerals and gas worth of lost army units per player - added tooltip to the APM values that displays average APM
On July 14 2013 00:05 graNite wrote: Looks great! Maybe another tooltip for the lost workers on the current workers?
//edit control shift g is not triggering the control groups for me
Works for me with the file I published in my dropbox. =/ You need to select a unit of a player to see that player's control groups. Also, your own gameplay options might alter these, too. (Maybe I need to enforce some settings in the interface for the case that the control group setting is set to hidden in sc2's options).
Let me check the German client. (I need to redownload some files then, I guess... I will edit this post with my results.)
Preview of new progress: - 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.
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.
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.
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.
I don't think that's possible within the limits of the editor.
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.
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.
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.
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.
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).
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.
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.
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.
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).
New Screenshots (imgur failed to show me the album page the first time, so you will see images twice there. Sorry about that... first time imgur usage and was able to break it =/ )
Changelog:
v.1.5 - altered tooltip colors - added control groups (initially hidden), moved observer tools above the control groups - ctrl + alt + w won't be able to hide the minimap and the unit info panel anymore (use ctrl+w instead) - changed worker's tooltip to display workers killed instead of workers lost - units lost panel won't throw error messages anymore, if more the player has more than 10 different unit types - removed rank information on units, removed "Unload" and "Cancel" prefix on button tooltips - added map score in front of the player names (ctrl + shift + S) - shift/ctrl + 1/2/3... will set the upper/lower player's score to 1/2/3... - ctrl + shift + 1/3/5... will set the image to best of 1/3/5... - added more constants for initial settings in the interface. You can alter them in the editor (-> UI module) to change your initial settings and hotkeys. But the texts in the F11 menu won't update automatically. - new look for the leaderpanel - the leaderpanel's pulldown button is now considered a part of the observer/replay toolbar will be hidden, too - long map names and player names don't bug the interface anymore - ctrl + shift + R can now hide/show the player race icons next to the names - general polish of the UI
On July 19 2013 00:56 graNite wrote: Can you rearrange the icons in the production tab?
No, if you mean the order of units like widow mine not always showing up on the left side or merging the 2 creep tumor types. These things aren't possible in interfaces.
- can't toggle player's scores when watching replay, it just does not shows score number - upgrade icons are glitched a bit
- you should add icons that displays unit upgrade when unit is selected. I mean that overlords got ventral-sacs icon, so we can see that they can be faster and can drop
On July 19 2013 01:58 Existor wrote: I got some problems:
- can't toggle player's scores when watching replay, it just does not shows score number
Can you make a picture of your problem? Which locale do you use (enUS, enGB, ruRU, ...)? Also, which resolution do you use?
The toggle shortcut is "ctrl + shift + s" (left ctrl and left lower shift).
- upgrade icons are glitched a bit
The offsets that make this feature even possible are optimized for a resolution of 1920x1080. If you use another resolution, you would need other offsets to fix at least the 1 pixel wide upgrade that is left of the weapon/armor upgrades.
The steps to find out the proper offsets aren't very easy, so I don't think describing the tasks here helps anyone. Since I'm not planning to move that panel around, I might edit the layout code file and and make it easier to configure when I've time for that. But I really hope that Blizzard just adds proper support for that.
- you should add icons that displays unit upgrade when unit is selected. I mean that overlords got ventral-sacs icon, so we can see that they can be faster and can drop
v.1.51 - fixed issues with the armor/weapon upgrade display on the bottom panel. It should work without errors in every resolution - fixed issues with map score labels not being displayed in several resolutions
v.1.51 - fixed issues with the armor/weapon upgrade display on the bottom panel. It should work without errors in every resolution - fixed issues with map score labels not being displayed in several resolutions
On July 19 2013 05:58 romadenis wrote: why player`s score doesn`t working?
Which resolution do you use? Do you use v.1.51 (fixed something in there)?
Also, I ninjapatched the name of a constant and its value. This results in control groups being initially hidden. Before it was initially visible while its constant in the UI code file indicated that it was hidden.
Remember that you can alter these things in the UI module of the editor. The constants are always on the top of the code. The green files on the left side belong to the interface. After changing something, you need to press the green "xml" button at the top of the screen before saving. Then your changes are saved.
Download link is working again. My ninjapatch for v.1.51 broke the link yesterday.
Also, when you use it in tournament casts, you might want to alter the default settings with the editor. Then you can alter a few things like initially hide the observer toolbar directly and show the mapscores immediately. You just open the editor, drag and drop the interface file into it to load it, navigate to modules->UI editor (center top bar in editor). Then you will see green files in the left top area. Those belong to the interface. You can select them to see their code. Then you can alter some values in the constants always standing at the top of the code. To compile the changes, press on the green xml button above and then save the interface. Make sure you test your changes after a successful save.
Enjoy Dreamhack Valencia. I will, at least today, no time tomorrow. =/
v.1.52 - fixed the vertical position of the harvester amount in the leader panel displaying the income - improved constant names in the code for the leader panel offsets (change if you want to alter the position)
On July 20 2013 00:43 Laertes wrote: The contact info doesn't say anything about PMing on TL, I sent Gameheart a PM, can someone just confirm whether the team will be able to read it?
Ryan, can, I can't. So, if it's about the new observer interface, you should PM me, too. Else, it delays will occur before the message reaches me.
On July 20 2013 01:21 Laertes wrote: What if the pm is about partnering with an editor project that mods the game so that we can have an Obs engine that supports us?
It's called starbow and its on the front page of TL's custom maps section if you're wondering.
Yes, I responded to your PM but for anyone wondering in the future it is best to just email me at TeamGameHeart@gmail.com I don't always see the little pm icon on Team Liquid.
Isn't it better? I mean half-hide logo with map doodads, terrain and textures. I think, it looks more natural rather than clear logo without scratches or textures on it.
It is caused by small bumps/elevation changes in the map. Usually I try to smooth those out in the spots where logos will commonly go but I must have forgotten to do it on Neo Planet S.
First of all, thank you for all the work to both GameHeart and Ahli. I have enjoyed many hours watching the fruits of both of your's labor.
Secondly, I have just recently downloaded the UI for use in my clan wars. I was wondering if it's possible to make it so the clan tag is in front of the player name? I understand not everyone would be using this in a situation where it's necessary, so possibly a toggle or something would be great. If not possible, no worries. I appreciate all your work! <3
Edit: After messing around with it some more, the only thing I'm having an issue with (fairly minor) is being able to follow a unit/center on a building. I previously would just click on the portrait of the unit/building to do both of these things. Are there hotkeys to do this or anything?
On July 27 2013 19:25 Geeden wrote: Secondly, I have just recently downloaded the UI for use in my clan wars. I was wondering if it's possible to make it so the clan tag is in front of the player name? I understand not everyone would be using this in a situation where it's necessary, so possibly a toggle or something would be great. If not possible, no worries. I appreciate all your work! <3
Yes, that is something that I should add. Thanks for the suggestion. I'm busy the next few days due to exams, but I'm sure I can do that afterwards during the next week.
If you want to display the clantags right now, you can edit the text in the locale you are using. Just open the editor, drag and drop the interface into it, open the text module (top of screen -> modules -> text). Then select the interface's name in the dropdown to just display all green entries. Then find the 2 texts that contain the player names and add the following in front of the text: <GameValue="PlayerClanTag"/>
On July 27 2013 19:25 Geeden wrote: Edit: After messing around with it some more, the only thing I'm having an issue with (fairly minor) is being able to follow a unit/center on a building. I previously would just click on the portrait of the unit/building to do both of these things. Are there hotkeys to do this or anything?
Default sc2 hotkeys: - Hold "ctrl + F" to follow a unit as long as you hold it. - Press "ctrl + shift + F" to keep following the selected unit automatically until you move the screen again.
hey game heart team! first of all i love the work you make, i have a suggestion now that your zom out feature is a standar feature, i have the idea of zoom in panoramic feature, for example you click some unit that have some walk route then you press for example alt G and the camera zoom in as much as a third person game so you can see other units around and how this unit is in battle, super epic, i dont now if that is posible? i think that will be a great spector feature and eveeryone will say WOW, thanks for reading
That is possible with how GameHeart currently works, but it is unlikely GameHeart will continue to function the way it does now in the future. I actually tried to implement something very similar to this at one point, but found working with camera angles using the editor to be very complicated and unpleasant so I stopped.
But yeah GameHeart will likely just use the Blizzard version of zoom now in the future which will make it impossible to do what you are suggesting.
I think that this is really clean and well made, but I think that the standard UI already has to much information. It distracts the viewer with honestly mostly useless information.
On July 31 2013 23:26 thezanursic wrote: I think that this is really clean and well made, but I think that the standard UI already has to much information. It distracts the viewer with honestly mostly useless information.
If you post something like that, you should go into details which information you don't like. The stats, that are constantly on the screen, are a good way to describe the game's state: player with money bank, supply, supply caps, minimap, player name, player color, worker supply that reflects the income state (+ tells the viewers the workers killed, if viewer compares value before the harassment and afterwards), army supply, weapon/armor upgrades, map score and best of x (if desired), leaderpanel.
Army supply might be an extra that doesn't need to be there, but you can now easily see the size of the army of a player (army supply only counts completed army units and not the production).
I'm working to add proper compatibility of the interface with the mod now.
TODO list for changes: - file name (too long filenames don't make interfaces appear in the dropdown anymore?) - fixing preview minimap's position - fixing battle.net popup's position (if there is now something indicating where it is placed on the screen) - fix units's lost panel function and change it's background image, size, vertical position - add clan tag to player name (maybe with a toggle, requires some more changes...)
fixing preview minimap's position & fixing battle.net popup's position (if there is now something indicating where it is placed on the screen) still left. I have honestly no clue how to fix those
@_DarkVoice_ ;D I've done everything I wanted to do plus a few different small changes&fixes. Currently I try to find a way to create a clantag toggle with a single button. But my current approach isn't working out (dynamic size label + whitespace label in the opposite direction). But I just got another approach idea that should work... but I'm tired now, I will implement that tomorrow and publish the interface.
Also, I plan to add a position support (but different shortcuts and implementation and I might hide the race icon for that to create enough space for everything).
Sadly, SC2 broke the custom tooltip as it's not updating most elements at the start of the map. So, a few tooltips will look odd as their background image is green. =/
But it's great to see people tinkering with interfaces and being able to accomplish something. :D I'm wondering what you will come up with next. ^^
v.1.6 - added compatibility with 2.0.10's new features - removed chat's help label that appears when the first chat message in a game is displayed - polished vertical position of the speed label (replays) and the player's map score - fixed team color of gradient image behind the player name being able to be bugged (Blizzard fixed all other frames that were buggy before) - Units Lost panel is now displaying the units lost - added toggleable clan tags (Control + Shift + C)
DarkVoice: For the starting positions in your interface you should center align the text so it looks a little better. I also feel like it probably isn't leaving enough room for upgrades now, or enough room for longer player names.
On July 15 2013 10:01 Ahli wrote: 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.
I figure I would write something to say how incredibly awesome this overlay is and how it has effected the game as a whole. So, thanks for making such a wonderful overlay!
I would LOVE to see this adopted in tournaments on a regular basis. Looks like it will make matches way more informative and interesting ... better game visibility and lots of cool tools for the casters.
On August 08 2013 13:21 fezvez wrote: I know that Gameheart is slowly phased out, but I'd like to thank the cretor because without him, we would still have the same shit overlay as before.
I don't think GH is "phasing out" any time soon, it's cleaness and detailed information is unparalleled still, and the custom map version is even a level above anything we see.
"This should be done by every tournament." Dan "Artosis" Stemkoski
I still have high hopes for the future of GameHeart, but since Blizzard does not allow it to be used in WCS tournaments Dreamhack is already about as big a tournament as we can get it into.
I am working on a plan that would make GameHeart lighter weight, and give tournaments much more control over it so they don't need to go through me to add their own logos and maps. Hopefully we will see more tournaments picking it up again when that is ready.
This is the display I would like to have used for 90% of every game. (edit: sorry for bad shoop and it doesn't display quite right but good enough)
No unit selection window. Only have an icon come up when there is a supply block and bring up bank/income counter when it has something to show.
Focus only on the game for most of the time and bring up all the rest before/after battles when there is no action and that can be discussed.
Also bars for worker and army to visually show the difference in number.
All the extra info in Code S now is fine I guess because these are the hard core but as a spectator all this extra info is worse than useless, it is intimidating and confusing.
On September 06 2013 01:59 dvorakftw wrote: This is the display I would like to have used for 90% of every game. (edit: sorry for bad shoop and it doesn't display quite right but good enough)
No unit selection window. Only have an icon come up when there is a supply block and bring up bank/income counter when it has something to show.
Focus only on the game for most of the time and bring up all the rest before/after battles when there is no action and that can be discussed.
Also bars for worker and army to visually show the difference in number.
All the extra info in Code S now is fine I guess because these are the hard core but as a spectator all this extra info is worse than useless, it is intimidating and confusing.
It's not possible to show anything on supply blocks. The only display that alters for supply blocks are the 2 default supply amount labels. Also, it's not possible to have bar diagrams displaying information unless these bars are already fully functional existing in the default UI.
On September 02 2013 03:51 GameHeart wrote: I have posted an IndieGoGo campaign to support the further development of GameHeart. If you like what we are doing please consider contributing.
gameheart overlay is the shit. i don't understand the mind that visits this thread a nd continues on living a life without having this interface installed for themselves to use. seek help.
On September 02 2013 03:51 GameHeart wrote: I have posted an IndieGoGo campaign to support the further development of GameHeart. If you like what we are doing please consider contributing.
I'm surprised I haven't seen more about this campaign.
Either I am not very good at getting the word out or people are not as interested as I hoped they would be! Anyways the people who have been supporting it are fucking amazing.
I will probably create a thread specifically for the campaign once I figure out whether it is within the rules and I have a more clear plan on how to convince people to support it.
On September 06 2013 01:59 dvorakftw wrote: This is the display I would like to have used for 90% of every game. (edit: sorry for bad shoop and it doesn't display quite right but good enough)
No unit selection window. Only have an icon come up when there is a supply block and bring up bank/income counter when it has something to show.
Focus only on the game for most of the time and bring up all the rest before/after battles when there is no action and that can be discussed.
Also bars for worker and army to visually show the difference in number.
All the extra info in Code S now is fine I guess because these are the hard core but as a spectator all this extra info is worse than useless, it is intimidating and confusing.
It's not possible to show anything on supply blocks. The only display that alters for supply blocks are the 2 default supply amount labels. Also, it's not possible to have bar diagrams displaying information unless these bars are already fully functional existing in the default UI.
Black text on black background so it is invisible until a supply block occurs and then turns red.
And isn't army and worker supply bar diagrams available?
(edit: had included "or did I dream that" which I later realized could be read as hostile rather than my intended 'am I an idiot?')
Hi Gameheart i love your work as always! i have this idea i don't know if is posible:
Can you slow down some moment and then speed it up to go to the time players are playing? something like this: so it will be great i think if you can slow down some critical moments and when everything passed go back speeding all things or maybe with a shade effect? if this is not possible cud blizzard make it possible? thanks,.
On September 08 2013 10:52 green2000 wrote: Can you slow down some moment and then speed it up to go to the time players are playing? something like this: http://www.youtube.com/watch?v=h4FaxRdaPc4&list=TLPe782zraoz8 so it will be great i think if you can slow down some critical moments and when everything passed go back speeding all things or maybe with a shade effect? if this is not possible cud blizzard make it possible? thanks,.
It's not possible to slow down the game for specific players only.
Although, the replay recording that the game uses could be exploited for such a feature, if Blizzard wants to do that. But such a feature could cause huge lags in the game as it would need to fast forward a few seconds which can be hardware demanding.
On September 08 2013 22:16 green2000 wrote: i could be posible with an external program that takes all the frames and slow down them? outside the game that is activated inside the game?
Well, that would be something that streaming software might do. I've no idea what it is capable of, but this is something that can't be done with sc2 in a way that's not performance demanding (which would be a problem for the pros executing their job).
Activating programs from inside sc2: not possible.
Communication of sc2 with other applications: possible via banks (requires triggers, requires to be an arcade map [not sure, but at least it's not just a melee map anymore]): - "sc2 -> bank -> app" direction has a great performance. The information is stored in a bank file containing xml. - "app -> bank -> sc2" requires the player to distribute the bank file during map runtime. This feature was added a few patches ago. The bank needs to be uploaded. I don't know how fast the upload is, but the game's performance might become terrible (-> lagging uploader) or the updating might have a big latency as the upload is spread over a longer duration.
=> SC2-to-App communication is possible, fast and don't need to have a significant impact on performance. But it requires triggers in maps. => So, that's not possible in replays and the players activating that need to be able to directly interact with the game meaning they can't count as real observers as it is the case in the current gameheart maps. Using fake observers is something GameHeart is moving away from as the maps seem to cause some drops from time to time for unknown reasons (which is bad for the pros and tournaments).
=> Entire implementation outside sc2 would be better.
I don't know if this is the right place to post suggestions, but I think for the new units lost count tab, there should be an option for "last 20 seconds" or something.
Since most battles or harasses last around that time that way we can see what units were lost in a battle (like how many workers killed, spellcasters sniped, etc.)
Maybe 20 seconds isn't the right time, but hopefully this is possible.
On September 08 2013 23:40 Brutaxilos wrote: I don't know if this is the right place to post suggestions, but I think for the new units lost count tab, there should be an option for "last 20 seconds" or something.
Since most battles or harasses last around that time that way we can see what units were lost in a battle (like how many workers killed, spellcasters sniped, etc.)
Maybe 20 seconds isn't the right time, but hopefully this is possible.
This is a good idea. I am trying to find a way that observers can activate this sort of information on their own, but if not possible it would have to be an automated system that just pops up on it's own after it detects a battle has completed.
Thanks for the answer so i must ask if this is plausible:
I can have a program that takes the video inside the game with normal frames per second when i click some command inside game heart.
What this program will make is showing the game with slow motion so async from the real game but still recording the real game in the background so can have the video for fast forward.
then i can make an order inside game heart to stop slow motion what will make the program to know in what miniute of the game they will fast forward to the actual moment the game is in and will go again to the normal mode waiting for other slow down.
of course this wont happend on replays, but if possible it will be a super duper WOW moment for the sc2 viewers, is this popsible as i explain it? and are camera angles posible to adjust folowing some unit for example? thanks you!
This may have been mentioned before but along with the idea of animations/popups for when upgrades completes is it possible to have number countdowns so you can see the symbol and then the numbers 10, 9, 8, etc?
Yeah that could be possible, though it might feel anticlimactic because a countdown usually builds up to something but for most upgrades the players won't be immediately attacking the other guy's base or anything.
That'd be okay to me. I don't mean anything big or dramatic but just a clearer version on the production display with the bars you can't decipher. Now that I think about it I'd say not just a countdown but I'd like a clock display for all updates.
If you watch American football I'd relate it to the play clock that will show up whenever it gets under 10 seconds and normally the play happens and the clock disappears and no one mentions it.
So mostly it's not a big deal but then for example when we suspect a Terran is going to do an SCV all-in against Protoss (about half the time these days) they could pull it up and say 'Storm research has just begun!' and we could follow that as the SCVs go across the map.
Thanks for the answer so i must ask if this is plausible:
I can have a program that takes the video inside the game with normal frames per second when i click some command inside game heart.
What this program will make is showing the game with slow motion so async from the real game but still recording the real game in the background so can have the video for fast forward.
then i can make an order inside game heart to stop slow motion what will make the program to know in what miniute of the game they will fast forward to the actual moment the game is in and will go again to the normal mode waiting for other slow down.
of course this wont happend on replays, but if possible it will be a super duper WOW moment for the sc2 viewers, is this popsible as i explain it? and are camera angles posible to adjust folowing some unit for example? thanks you!
On September 02 2013 03:51 GameHeart wrote: I have posted an IndieGoGo campaign to support the further development of GameHeart. If you like what we are doing please consider contributing.
I'm surprised I haven't seen more about this campaign.
Either I am not very good at getting the word out or people are not as interested as I hoped they would be! Anyways the people who have been supporting it are fucking amazing.
I will probably create a thread specifically for the campaign once I figure out whether it is within the rules and I have a more clear plan on how to convince people to support it.
I think you should definitely approach organisations which used Gameheart in the past. Also maybe ask for a retweet from the casters and such, that should go a long way. Or even have some personalities record a short video spot and then release a compilation of them .
Hey guys, is it possible to have a feature that highlights the commands of a player when in a battle better? Ie: a zerg player setting 5 roaches apart of his main army to attack sentries would make the roaches and the sentries red. This way, would be possible to see the micro battle better. Also the observer could turns this on and off.
Maybe due to game update or something? Is there any solution for this? Or maybe newer version?
On September 26 2013 02:49 graNite wrote: no, the gameheart overlays is only for 1v1s, in teamgames it looks like this
Exactly.
SC2 uses "Left" and "Right" in 1vs1 interfaces to address the players. This allows you to change those slots, too.
In games with 2+ players, I would have to use the player ID to show information. I hope I will find the time to create a cool interface for 2+ players, but I would need to do some research and testing to be able to hide non-existing players.
Unfortunatly there is no inbuild way to combine 2+ player interfaces and 1vs1 interfaces making the game decide what it uses. So, 1vs1 interfaces just won't work properly in 2+ player games as you've experienced.
I'm curious, altering the strong team color mod slightly is it possible to tint based on color so for example when you have a blue toss vs a red toss there are bluish gold and reddish gold armies instead of gold with blue highlights vs gold with red highlights?
On September 27 2013 10:03 dvorakftw wrote: I'm curious, altering the strong team color mod slightly is it possible to tint based on color so for example when you have a blue toss vs a red toss there are bluish gold and reddish gold armies instead of gold with blue highlights vs gold with red highlights?
Team colors are displayed by a layer inside the model file. If you make parts of the model's texture transparent, that layer will be revealed. So, yes, you can make them shine through. The model file itself controls how much it glows with the team color or if it even contains that information (like critter models have no team colors below their texture). You would need to make the textures more transparent to do so. For example, that's how one can add team colors to some campaign heroes like Raynor or Kerrigan in arcade maps.
What I am asking for is not a glow but reducing the opacity of the model so a color underneath can tint the units. If you can forgive a bad photogimp, left is normal and on the right is the basic idea though overdone a bit to the point the tint looks kinda worse even if it would be less confusing:
Also as I've seen mentioned if fungals and timewarps and maybe a few others I am forgetting could be shaded for the player doing it I think it helps the viewers.
edit: embed image wasn't displaying correct and too lazy to fix
On September 27 2013 13:50 dvorakftw wrote: What I am asking for is not a glow but reducing the opacity of the model so a color underneath can tint the units. If you can forgive a bad photogimp, left is normal and on the right is the basic idea though overdone a bit to the point the tint looks kinda worse even if it would be less confusing:
Also as I've seen mentioned if fungals and timewarps and maybe a few others I am forgetting could be shaded for the player doing it I think it helps the viewers.
Well, the goal would be that only the spectators and not the players will see that. So, I assume tinting the unit for the spectators only would be the solution to go for. I don't think this would work in replays as the "actor phasing" system (created by Renee) doesn't work for that and Blizzard's new way hasn't been explored enough, yet. It might work with that. Also, since tinting is used in the melee game now (Raven's seeker missile target), I'm not sure, if that could cause conflicts, but I think it won't with proper configuration using a lower priority than the seeker missile's tint.
Spell effects that consist out of particles should be a problem as the particles can't be tinted. But there would be a way via texture replacements with a tinted texture.
However, this certainly requires triggers and maybe even some data changes, so it's one of those "dangerous" things that alter game data, even if it is only altering actors at most.
On September 26 2013 02:49 graNite wrote: no, the gameheart overlays is only for 1v1s, in teamgames it looks like this
Exactly.
SC2 uses "Left" and "Right" in 1vs1 interfaces to address the players. This allows you to change those slots, too.
In games with 2+ players, I would have to use the player ID to show information. I hope I will find the time to create a cool interface for 2+ players, but I would need to do some research and testing to be able to hide non-existing players.
Unfortunatly there is no inbuild way to combine 2+ player interfaces and 1vs1 interfaces making the game decide what it uses. So, 1vs1 interfaces just won't work properly in 2+ player games as you've experienced.
There are a few tricks you could do to make it work for both 1v1 and non-1v1, that I have learned while making my interface mod.
First, "PlayerRaceIconFrame" only seems to display correctly in 1v1, in team games it displays, but it seems to ignore the line "BaseTexture val=". However image is shown but you only see white rectangles, because there is no texture linked. So if you simply link a texture to image that is children frame to PlayerRaceIconFrame, with a line of "Texture val=", that is used in non-1v1 games, and 1v1 games always use "BaseTexture val=". It is a compromise but I think for instance an SCV icon for all races is better than white rectangles, and it makes no difference for 1v1 games. As you can see from the screenshots above, the text strings work, it says seven workers and zero army supply. Why text on the bottom right isn't working is because no player is selected, in non-1v1 with default UI only one resourcebar is shown, and it represents the player whose unit is currently selected. What I would do with those is, putting them under resourceframe, so they are hidden when they wouldn't show any information anyways, that is the case for non-1v1 games with the default UI as well, top right is completely clear when nothing is selected. If you would have made an entirely new frame for the bottom panel, you would see the selected player in double, and when no-one is selected or mienral field or etc., it would say "neutral", and APM and all such is obviosly 0. Wheter you specify "Left" or "Right", in non-1v1 it always "selected player".
In this case though, race icon left of player name, can't always be terran, so in this case you probably have to use the default resourcepanel icon. Yes, there is an issue with this, that when you hold "v", the player colors remain whatever they were, even when team colors are enabled. And to make it worse, the gradient images do update colors, so there is an inconsistency. Fortunately there is a fix for that as well, that you, instead of adding the gradient images as new frames, you override ResourceIconBackround images. With HotS blizzard decided that every resource icon doesn't need a seperate player colored background, so they simply added "Alpha val=0" to them, but if overridden they can be used to get any image to appear player colored in either team or 1v1 games. They share the color update problem, just like the race icon, but at least they are consistent with it. Here is a random screenshot from an old patch, in orange player's POV, and each icon has an orange background.
As for the top left, the production tab, etc., I haven't looked into your code, so I don't know how you customised those, but if you changed only backgroundbutton it should work.
And another suggestion that I have is that in the top, some of the buttons have green theme, others have blue theme, and that is inconsistent. But this is easy to change, for pulldowns just use the same template for both and menu and social buttons have different textures for each race. And the unit infopanel (bottom right), I think you should still make it transparent despite income and APM being back there or at least top half, because, and this is my opinion, but that black rectangle is quite ugly. I have seen it suggested here before, and I have tried adding "Alpha val=155" to it myself, and I would say it looks better with that.
I hope my post was helpful.
TL;DR: Same interface mod can work in both 1v1 and non-1v1 games, with some compromises.
Edit: Another thing, I recommend making a seperate sc2layout file for all settings, like whether observer toolbar is initially visible, etc., and write a guide on how to change those. And if you used constants, then you can't add commentlines between each of them, so the user needs to understand what is being changed just by constant name. In my mod I named this file "__SETTINGS", so it is easily fould and added a section illustrated with screenshots on how to find it to my release post.
On September 27 2013 18:29 graNite wrote: is it possible to make the new upgrade pips blinking or charging when the upgrade is being researched?
Good idea. Also if bases under construction on the minimap could do the same that'd be neat. It's pretty inconsequential but sometimes especially with double expands it can look like someone is waaay ahead when in fact it is really more or less even.
I may have missed it but are there any plans to change the "win screen"? Like having some eye candy instead of seeing texts popping one by one on the screen.
It was mentioned on reddit the other day that having numbers on upgrades in the Production Tab is pointless, as there can only ever be one upgrade in progress. Is it possible to remove it in GameHeart or is it so embedded into the code that its impossible?
On September 27 2013 23:46 iHirO wrote: It was mentioned on reddit the other day that having numbers on upgrades in the Production Tab is pointless, as there can only ever be one upgrade in progress. Is it possible to remove it in GameHeart or is it so embedded into the code that its impossible?
Might be possible via triggers, but I fear that it might require code that simulates the production tab to determine which value is in which slot. I'm not sure if it is possible to pull image data from it to determine what is displayed.
@Priidrik I will work through your post tomorrow and run some tests, I hope.
On September 27 2013 18:29 graNite wrote: is it possible to make the new upgrade pips blinking or charging when the upgrade is being researched?
With triggers that might be possible, but that might require simulating the production tab, too, just to know which thing is on which slot.
Is it possible for the options to be hidden by default instead of having to manually ctrl+shift+o every game? If so how do I edit this in?
Thanks, love the UI.
I'm not Ahli, but I can answer that
Open the interface file in the editor
Open UI module (button that says "UI", on the top of the screen)
Now, in the UI module, on the left choose the file named "_observerToolbar"
Then, on the right hand side panel you should see code, replace "false" in this line with "true" <Constant name="Observer+Replay Tools initially hidden?" val="false"/>
Hey. I've glanced through the thread, and I am more asking this for my own verification than any major problem
I watched the youtube videos, and it seems a bit different from the .interface file.
What I am asking is: Are the Gameheart maps more 'powerful' for observer controlling than the interface file?
For example, I don't see a way to change names of players using the interface?
I am trying to use the interface for a tournament I am casting soon, and want to make sure I have a decent idea of how to use it. I have seen the list of instructions in the Message Log.
Is it possible for the options to be hidden by default instead of having to manually ctrl+shift+o every game? If so how do I edit this in?
Thanks, love the UI.
I'm not Ahli, but I can answer that
Open the interface file in the editor
Open UI module (button that says "UI", on the top of the screen)
Now, in the UI module, on the left choose the file named "_observerToolbar"
Then, on the right hand side panel you should see code, replace "false" in this line with "true" <Constant name="Observer+Replay Tools initially hidden?" val="false"/>
Save the file
And its done
Excellent, I fixed it with your instructions. Thank you very much.
On September 28 2013 22:57 Arachne wrote: Hey. I've glanced through the thread, and I am more asking this for my own verification than any major problem
I watched the youtube videos, and it seems a bit different from the .interface file.
What I am asking is: Are the Gameheart maps more 'powerful' for observer controlling than the interface file?
For example, I don't see a way to change names of players using the interface?
I am trying to use the interface for a tournament I am casting soon, and want to make sure I have a decent idea of how to use it. I have seen the list of instructions in the Message Log.
Also, just want to say.
OMG AMAZING!!!!
Since nobody answered you, yes the GameHeart maps are more featured and powerful than the Interface file (due to limitations of the interface file). GameHeart maps are fully featured on maps it is customized for, including stuff like team logos, drawing on the maps, etc. GameHeart interface is simply an interface file that can be used with any map to make it look similar to GameHeart the map's UI, but due to limitations of the filetype it lacks all the special features.
Yeah juicyjames is correct, the interface file is just for tournaments that can't use the custom maps but still want a UI that looks similar to GameHeart.
That said, if you choose to use the custom maps make sure to search "GHClassic" on the arcade as those are most up to date GameHeart maps at the moment. If you are running a tournament or event and want your logo added or need more maps than are currently available with GHClassic please let me know via email at teamgameheart@gmail.com
Really like the Overlay! Im not sure if this is something that could be accomplished with an overlay or would need to be incorporated by Blizz (no programming skills for me) But I always thought it would be really Interesting to have some type of Picture in Picture box to show counter attacks/runbys basically anything else important while the main fight is happening. A game like starcraft has so many things going on at once it really doesnt lend itself to one main screen when watching for entertainment.
Arachne it is not too late for me to update the maps! If you have a logo you would like added to GHClassic maps just email it to teamgameheart@gmail.com and specify whether it is a team logo or a tournament logo and I will get it added for you.
@production tab: possible, except for upgrade numbers. The production tab's slots don't differ between the elements it displays, so you can't differ between upgrades and units. The progress would just be put above the element's icon with a proper image for the progress bar. It might be possible to hide the label for upgrades in the production tab with triggers.
@other aspects: possible. But the interface I've created can't use a transparent info panel background as the information behind would become visible.
Only the league logos are opaque. The problem is that transparency controls for actors in the editor do not affect the decals so the only way to add transparency in the editor for them that I have found is to raise their z-position (height from the ground).
But that does not smoothly change their transparency. It basically does nothing until you get to a certain point and then it makes them massively transparent. You can adjust the transparency manually in photoshop but then if you ever want to change it you have to modify all 50+ of the league logos again.
Hopefully I will find a better way to manage this in the future.
You can batch-edit image files with XnView, so you can have your directory of images and with a few clicks create duplicates of every image in that directory with the transparency set to a certain value. If you ever want to change that value, as long as you have the original images this won't take more than a few clicks.
I'm not sure if this has been mentioned, but is there a way for the spectator to use Stronger Team Colors while allowing the players to choose whether or not they want to as well?
I am having trouble with one thing, with the new GHLight maps found in the custom games section, and using the gameheart interface file, how can I get some of the other GH features up such as bo3 bo5 etc and score? I haven't been able to figure this out since the older arcade version.
Hello Ryan Iam a chinese sc2 player,i found GHLight map dont support in ZhCN client! when i watch uesd GHLight maps played replays 2.1.028667ver, inside the game display has problem,Production unit and MIT technology display param/value/lib bug,i used default observer ui also doesn't work, can u fix it? thank you so much
Unfortunately I am not sure how to do that. I don't think I have access to the Chinese server? All of the GameHeart modules are unlocked though so anyone can download them and reupload them to the Chinese server if they know how. I am doing constant updates though so it wouldn't receive any of those updates unfortunately...
On February 15 2014 10:20 GameHeart wrote: Unfortunately I am not sure how to do that. I don't think I have access to the Chinese server? All of the GameHeart modules are unlocked though so anyone can download them and reupload them to the Chinese server if they know how. I am doing constant updates though so it wouldn't receive any of those updates unfortunately...
OK I'll see if I can upload them then! BTW how can I track if there is an update for GH so I can know I need to update it on Chinese server?
Hmm that is a good question, I don't really post about it anywhere. Most of the updates are really minor, like adding new teams or tournaments to the logos module, or adding new maps to the maps module.
Speaking on teams and logos, you really should make something to include only current logos. I bet a great percentage of included logos are disbanded or teams that dissapeared. Not sure how would you do to check they are current.. but somehow check that the logo still needs to be included. This would make the download smaller and faster for everyone
On February 16 2014 10:57 ColterTV wrote: Speaking on teams and logos, you really should make something to include only current logos. I bet a great percentage of included logos are disbanded or teams that dissapeared. Not sure how would you do to check they are current.. but somehow check that the logo still needs to be included. This would make the download smaller and faster for everyone
Are logos even that big of a file individually?? Would removing one or two even make a difference?
On February 16 2014 10:57 ColterTV wrote: Speaking on teams and logos, you really should make something to include only current logos. I bet a great percentage of included logos are disbanded or teams that dissapeared. Not sure how would you do to check they are current.. but somehow check that the logo still needs to be included. This would make the download smaller and faster for everyone
Its not that simple to remove logos unfortunately. It's actually a lot more work than just leaving them there.
On February 22 2014 03:10 GameHeart wrote: Its not that simple to remove logos unfortunately. It's actually a lot more work than just leaving them there.
I see And doesn't make the mod slow down the game? I've noticed slow response when selecting team logos in the latest versions compared to when it was on every map. Or it is a consecuence of being a mod? Do you plan to add logos forever? Whats the plan? The list will be very long!
Would it be possible to implement something for casters to visually indicate and update their currently estimated winning chances for either player, like a bar or something? I could think of the following benefits:
New viewers will find it easier to follow the game as they have a grahical indication of how imortant e.g. a queen snipe or lack of certain information actually is.
You can go fetch yourself a coffee and when you come to the game you'll immediately be able to estimate the game much better than by just looking at the supply counts.
Rather than try to walk the thin line between overhyping and calling games before they're over, casters can "call" the game by adjusting the winning chances accordingly and still talk about what needs to happen for the game to turn around without seeming false.
With the standard two casters, significant differences between their assigned winning rates would be inherently interesting and worth to talk about even if there's nothing much happening on screen (e.g. during a weird basetrade situation, at the start of the game, or regarding an impending all-in).
Might be interesting to see which casters are really good at judging and predicting the game.
Will make epic comebacks even more (or at least more obviously) epic.
Two such percentage bars could easily fit nearly anywhere on the screen, or even be incorporated into the part with the player names in the top middle of the screen.
The main drawback, or rather difficulty, I see with this is that casters would need to consistently update their assessment of the game. Maybe that's overkill for the job of a caster, I don't know. It would probably be pretty lame if casters were to go crazy about how that one fungal changed the entire game and then not update the winning % bars until like half a minute later.
Or would this be redundant and superfluous anyway? I'd be especially interested in hearing the opinions of people with casting experience on this.
As a caster, I strongly disagree with this idea! Not so much because it would add more work (even though I cannot imagine me doing casting & observing at the same time AND keeping tabs on both mine AND my co-caster's % indicator), but more because well...
Why have any casters at all? When you can just have an observer who will change the win percentage every time something happens? People will figure out the rest, right? I mean part of the job of a caster is to be able to transfer the excitement I feel when I see certain things unfold in-game, onto the audience. I do this with how I use my words, voice, tone, volume etc, just as an actor or musician (yes, I am a musician as well). Having a percentage indicator like this would make half of my job completely redundant and useless. In a bigger picture - this would also potentially erase the casting style differences between many casters, for the same reasons.
Hello, Could you let it show a floating number (like XP point) which can tell us how many units are killed by a WM/ Banling when they kill units (especially Banling)? Thanks.
On May 04 2014 14:38 Penguinator wrote: I wonder if GameHeart will continue to be used in tournaments after today... kind of a big deal to not be able to resume from replay :/
On May 04 2014 12:56 ZeromuS wrote: wait what happened, i left for a bit after game 2.
But, everyone is complaining about gameheart or something?
apparently you can't resume from replay if you use gameheart
Yes you can. Somebody probably just doesn't actually know how to use the game recover function and is just blaming it on GameHeart as has happened a few times in the past. If there is a real problem I will look into it but I honestly doubt it based on the previous times this has come up.
On May 04 2014 14:38 Penguinator wrote: I wonder if GameHeart will continue to be used in tournaments after today... kind of a big deal to not be able to resume from replay :/
Resume from replay has been used with GameHeart many many times in many tournaments. I do not know what their issue was today but I doubt it was GameHeart related. Especially since nobody contacted me on skype to ask for help with the problem, and they continued to use GameHeart after having whatever the issue was.
Just because someone says something was caused by GameHeart does not mean that it was.
Well to be clear, I do not THINK the problem was related to GameHeart. But who knows maybe they found a problem that dozens of other tournaments who have used resume from replay with GameHeart haven't. But I don't know exactly what was going on.
It isn't fair to turn around and throw them under the bus either when I cannot say for certain since I was not involved in the production whether they had an issue with my mod.
However this is not the first time a tournament has said resume from replay did not work with GameHeart, and both previous times they actually just did not know how to use the game recovery feature at all, and it did not matter whether they were using GameHeart... the result would be the same.
I just want people to take what they say while they are under the pressure of running a live event and tournament with a grain of salt.
How about a proof (replay and/or description+screenshots)? I can't see anything here. Atm, it's nothing more than a myth. Most likely only the tournament organizers can deliver that after the tournament. It would be great if they do so.
Or was that on the stream and anyone can describe it or can link a video?
On May 04 2014 14:38 Penguinator wrote: I wonder if GameHeart will continue to be used in tournaments after today... kind of a big deal to not be able to resume from replay :/
Since resume from replay is a feature by Blizzard, I wonder if people should continue using Blizzard's products after the countless bugs I've found/caused in SC2 using the editor over the past 4 years (which were reported and mostly fixed so far)...
As far as I am aware, it's not possible to disable resume from replay unless you disable replay recording in your map/mod.
Did they try to use the "take command" feature while watching a replay with an observer interface selected in sc2's options instead of right clicking the replay entry? It's a stressfull situation, so human errors are natural to be made.
Btw, I've tested take command from a player point of view while writing this and it worked fine for me...
On May 05 2014 05:00 Ahli wrote: How about a proof (replay and/or description+screenshots)? I can't see anything here. Atm, it's nothing more than a myth. Most likely only the tournament organizers can deliver that after the tournament. It would be great if they do so.
Or was that on the stream and anyone can describe it or can link a video?
On May 04 2014 14:38 Penguinator wrote: I wonder if GameHeart will continue to be used in tournaments after today... kind of a big deal to not be able to resume from replay :/
Since resume from replay is a feature by Blizzard, I wonder if people should continue using Blizzard's products after the countless bugs I've found/caused in SC2 using the editor over the past 4 years (which were reported and mostly fixed so far)...
As far as I am aware, it's not possible to disable resume from replay unless you disable replay recording in your map/mod.
Did they try to use the "take command" feature while watching a replay with an observer interface selected in sc2's options instead of right clicking the replay entry? It's a stressfull situation, so human errors are natural to be made.
Btw, I've tested take command from a player point of view while writing this and it worked fine for me...
I can confirm resume from replay works with GH (happened in a tournament I was casting)
On May 15 2014 00:28 PylonBlock wrote: i have 1680 x 1050. That's biggest resolution for my monitor unfortunately.
That issue isn't actually related to the size, it's the scale. The overlay uses 16 ratio because that's the most common monitor resolution ratio that people use - obviously you're like me, on 16:10 and because of that you'll get squishy icons down in the units panel.
There is another version of the GH interface somewhere here in this thread that is a 16:10 edition - alternatively you could change your SC2 resolution to a 16 scale.
On May 04 2014 14:38 Penguinator wrote: I wonder if GameHeart will continue to be used in tournaments after today... kind of a big deal to not be able to resume from replay :/
On May 04 2014 12:56 ZeromuS wrote: wait what happened, i left for a bit after game 2.
But, everyone is complaining about gameheart or something?
apparently you can't resume from replay if you use gameheart
Yes you can. Somebody probably just doesn't actually know how to use the game recover function and is just blaming it on GameHeart as has happened a few times in the past. If there is a real problem I will look into it but I honestly doubt it based on the previous times this has come up.
So confusion over the "resume replay' function is the reason GH isn't being used in WCS? Is there a way to get that cool panoramic map preview back?
For all those suffering with 16:10 displays, I made a new version that fixes the overlapping upgrades problem without removing the army supply counter. Enjoy!
On May 28 2014 22:20 Roshambo786 wrote: For all those suffering with 16:10 displays, I made a new version that fixes the overlapping upgrades problem without removing the army supply counter. Enjoy!
On May 28 2014 22:20 Roshambo786 wrote: For all those suffering with 16:10 displays, I made a new version that fixes the overlapping upgrades problem without removing the army supply counter. Enjoy!
A panel that is visible when no unit is selected displaying income, resources lost and current APM
Toggleable observer and replay tools (Control + Shift + O)
Bottom area of the UI can be hidden (Control + W)
List of commands in the message log window (F11)
Bigger hitpoint, energy labels and bigger behavior icons
Units lost panel displaying which units a player lost with which quantity (Shift + L).
Possibility to replace a fully transparent file within the interface to display a sponsor above the bottom right stats area appearing when no unit is selected.
Toggleable Score Panel (Control + Shift + S) with player's score (Shift + 1,2,3,... for upper, Control + 1,2,3,... for lower value) and best of # (Control + Shift + 1,3,5,...)
Toggleable clan tag appearance in the player name on the bottom bar (Control + Shift + C)
Toggleable control groups (Control + Shift + G)
Toggleable player race icons (Control + Shift + R)
Supports WCS GameHeart and GameHeart Extension Mods
Supports Player Introductions from the SC2Logos.Mod (WCS GameHeart uses it). (hotkey: Control + W to hide the bottom UI and then hit F1 or F2. To return to the normal UI, hit Control + W again)
16x10 screen dimension support. Hide the army supply, if necessary (Control + Shift + A)
Installation: 1. Put it into the Interface folder in your OS's documents folder like this one: Windows: "C:\Users\yourUsername\Documents\StarCraft II\Interfaces" For OSX, you might find it here: "~/Library/Application Support/Blizzard/Heroes of the Storm/Interfaces"
You might have to create the "Interfaces" folder.
If you have Legacy of the Void Beta, you you throw it into the "Interfaces" folder within your installation directory.
2. Pick the "GameHeart 1vs1" or "2vs2" interface in the gameplay options of SC2.
3. Observe a live match or watch a replay.
Controls:
F12 brings up the message log which contains all default hotkeys of this interface.
Please note:
The interface works/looks properly with a resolution of 1920x1080 or 1280x720. Other resolutions might look bad or have problems. You can hide the army supply (Control + Shift + A) to fix overlapping in 16x10 resolution dimensions. In addition to that, you can try hiding the race icon (Control + Shift + R) and hiding player's clan tags (Control + Shift + C).
The message log F11 contains information about the shortcuts the interface uses.
Resume from Replay is disabled as that feature does not work while an Observer Interface is used.
Tips:
Bind the deselection of units to the right mouse button. This allows you to easily switch back to the second score panel behind the unit info. SC2's default button for this is ESC. This does not interfere with your normal play, as this is an observer-only button.
Play maps with the WCS Extension mod for upgrade notifications, workers killed counters and production icons.
v.2.9 (19th February 2017) - remapped hotkeys to toggle Income and Army Supply graphs from Numpad1/2 to Shift+I and Shift+A - Graphs will now hide and be hidden by other panels appearing in the screen's center - added description in Message Log's controls list for these new hotkeys - fixed player intro panels not hiding Structures Lost Panel - widened the Scores button in the observer toolbar to remove label abbreviation at 720p resolution
v.2.8 (28th August 2016) - added workaround to fix non-English characters showing as ? in upgrade notifications - added Scores to the observer toolbar
v.2.7 (31st March 2016) - fixed game result dialog not appearing - moved chat button into the observer toolbar - added workaround to resolve the 0-Zerg-army-supply bug
v.2.6 (15th January 2016) - fixed upgrade timer notifications being slightly transparent - upgrade timer + workers killed notifications now slide in from the side of the screen - fixed Nydus containing units in the unit info panel not hiding the background stats panel making them overlap - removed transparency from map score panel - adjusted game time label to be placed better on 720p - the unit wireframe will now resize to create enough space on all resolutions. This fixes the cut-off energy label on 720p and making it look good on 1080p. - added outlines to leaderpanel numbers, upgrade pips and units/structures lost numbers and adjusted their positions
v.2.5 (8th January 2016) - fixed display of international player names as"?"
v.2.4 (11th October 2015) - fixed introduction panel not appearing - fixed buff tooltips being empty - showing the player comparison panels will now hide the "Units Lost" and "Structures Lost" panels - added animation to the observer toolbar toggle - replays will now show the observer toolbar at the start while live games will not - deselecting units does not play a sound anymore - minimap background is now transparent, border line removed (unfortunately, an automatic resize does not seem possible atm) - fixed bugs concerning visibility of the bottom right stats panel - fixed sponsors image (but I don't think anyone uses it) - removed permanently visible hotkey labels on the command card
v.2.3 (14th April 2015) - fixed colors for the color slots after 8 which are only accessible on maps that contain at least 8 spawn positions - fixed a bug that made only 1 unit ability button appear - raised the maximum amount of upgrade notification panels visible at once to 8 - fixed text cut-off problems in the player introduction panel - added an option to override the rank's title via Logos.SC2Mod, default title is "WCS STANDINGS:" - Player introductions (F1,F2) now only appear when there was an entry selected from Logos.SC2Mod - added hotkey (Ctrl + Shift + L) to show a player's clan logo from Logos.SC2Mod (replaces race icons in the bottom panel). This is the new default setting as it will display the tinted race icon as its fallback icon. - added hotkey (Alt + N) to show a player's name from Logos.SC2Mod (replaces the player names in the bottom panel). The fallback is the normal name with or without clan tag. - added hotkey to show structures lost panel (Shift + K)
v.2.2 - armor and weapon upgrades in the bottom bar are now right-aligned
v.2.1 - added Player Introduction panels which read data from Logos.SC2Mod similar to the WCS 2.0 Observer Interface (hotkeys: F1 / F2) - - player introduction panels are disappearing when the bottom console is made visible again (ctrl + W). Suggested usage: ctrl+W; F1 & talk about the player; F2 & talk about the player; ctrl+W - Ctrl + Shift + Alt + W is now blocked. It used to be able to hide the minimap and unit info panel. Ctrl + W is the hotkey to do this. - improved look of Hotkey descriptions inside the message log window (F11) - removed tooltip of the mission timer - altered tooltip background images from green to the dark blue one (I've found a way to force an update) - reduced the size of buff/debuff icons by 17%, now they are only slightly larger than the original ones - improved the area of the tooltips on the bottom player bars. The tooltip will now always appear above the bar. - reversed the order of the ability buttons to become consistent with every other UI - fixed a bug with the match score being on the screen when the bottom UI should be invisible - changing hotkeys and startup-settings is now easier as all settings and hotkeys can now be found in "_CONTROLS" within the interface file - player colors in the UI are now adjustable (excluding worker deaths, upgrade notification, leaderpanel, player comparison panels) - 16x10 resolutions are now supported by the default version of this interface. - - new hotkey (Ctrl + Shift + A) to hide the army supply in the bottom bar. Use this in 16x10 resolutions, if you run out of space due to the upgrade icons. - - life/shield/energy values are now slightly smaller (font size 18 -> 16) to make it look better on 16x10
v.2.0 - made the Unit Information Panel transparent, thanks to 2.1.4's additions - added support for WCS GameHeart extension mod. Now it displays workers lost and upgrade notifications
v.1.9 - fixed clan tags and player names slightly overlapping. This issue was created by patch 2.1.4.
v.1.8 - fixed problems sc2 patch 2.1.4 created. Now it is using Blizzard's new feature for the weapon/armor upgrades on the bottom bar instead of a weird workaround.
v.1.7 - player comparison panels are now stylized (black instead of green) - Units Lost panel (shift + L) hides player comparison panels (control + R) - toolbar is now hidden by default
v.1.62 - added pips to the upgrade icons. Special thanks to the MIT Game Lab who assisted us by creating a font.
v.1.61 - fixed the "Units lost" unit type count label not being able to properly display 3-digit long numbers
v.1.6 - added compatibility with 2.0.10's new features - removed chat's help label that appears when the first chat message in a game is displayed - polished vertical position of the speed label (replays) and the player's map score - fixed team color of gradient image behind the player name being able to be bugged (Blizzard fixed all other frames that were buggy before) - Units Lost panel is now displaying the units lost - added toggleable clan tags (Control + Shift + C)
v.1.52 - fixed the vertical position of the harvester amount in the leader panel displaying the income - improved constant names in the code for the leader panel offsets (change if you want to alter the position)
v.1.51 - fixed issues with the armor/weapon upgrade display on the bottom panel. It should work without errors in every resolution - fixed issues with map score labels not being displayed in several resolutions
v.1.5 - altered tooltip colors - added control groups (initially hidden), moved observer tools above the control groups - ctrl + alt + w won't be able to hide the minimap and the unit info panel anymore (use ctrl+w instead) - changed worker's tooltip to display workers killed instead of workers lost - units lost panel won't throw error messages anymore, if more the player has more than 10 different unit types - removed rank information on units, removed "Unload" and "Cancel" prefix on button tooltips - added map score in front of the player names (ctrl + shift + S) - shift/ctrl + 1/2/3... will set the upper/lower player's score to 1/2/3... - ctrl + shift + 1/3/5... will set the image to best of 1/3/5... - added more constants for initial settings in the interface. You can alter them in the editor (-> UI module) to change your initial settings and hotkeys. But the texts in the F11 menu won't update automatically. - new look for the leaderpanel - the leaderpanel's pulldown button is now considered a part of the observer/replay toolbar will be hidden, too - long map names and player names don't bug the interface anymore - ctrl + shift + R can now hide/show the player race icons next to the names - general polish of the UI
v.1.41 - fixed missing strings in the non-US locales
v.1.4 - altered tooltip colors - added control groups (initially hidden) [hotkey: Ctrl + Shift + G] - removed "take command" button as SC2 forbids to take command with an observer UI - fixed the existence of an area around the replay progress slider that eats up mouse clicks onto the 3D world - observer tools are now at the top of the screen next to the leaderpanel's button - added tooltip to resources lost score that displays minerals and gas worth of lost army units per player - added tooltip to the APM values that displays average APM
v.1.3 - fixed race icon of Terran and Protoss showing a wrong icon
v.1.2 - fixed race icon always showing Protoss
v.1.1 - fixed missing locales (-> fixed all non-enUS locales)
v.0.9 (19th February 2017) - fixed vertical position of social button in observer toolbar
v.0.8 (28th August 2016) - added workaround to fix non-English characters showing as ? in upgrade notifications
v.0.7 (31st March 2016) - fixed game result dialog not appearing - moved chat button into the observer toolbar - added workaround to resolve the 0-Zerg-army-supply bug
v.0.6 (15th January 2016) - fixed upgrade timer notifications being slightly transparent - upgrade timer + workers killed notifications now slide in from the side of the screen - fixed Nydus containing units in the unit info panel not hiding the background stats panel making them overlap - removed transparency from map score panel - adjusted game time label to be placed better on 720p - the unit wireframe will now resize to create enough space on all resolutions. This fixes the cut-off energy label on 720p and making it look good on 1080p. - added outlines to leaderpanel numbers, upgrade pips and units/structures lost numbers and adjusted their positions
v.0.5 (8th January 2016) - fixed display of international player names as"?"
v.0.4 (11th October 2015) - fixed introduction panel not appearing - fixed buff tooltips being empty - added animation to the observer toolbar toggle - replays will now show the observer toolbar at the start while live games will not - deselecting units does not play a sound anymore - minimap background is now transparent, border line removed (unfortunately, an automatic resize does not seem possible atm) - fixed bugs concerning visibility of the bottom right stats panel - fixed supply label position - removed permanently visible hotkey labels on the command card
v.0.3 (14th April 2015) - fixed supply showing max supply values above 200 and not having a red limit indication - fixed colors for the color slots after 8 which are only accessible on maps that contain at least 8 spawn positions - fixed player clan tags overlapping with the name - fixed a bug that made only 1 unit ability button appear - raised the maximum amount of upgrade notification panels visible at once to 8 - improved the tooltip number's vertical positions and corrected the title of "Wokers Lost" tooltip (was labelled as "Workers Killed") - fixed text cut-off problems in the player introduction panel - added an option to override the rank's title via Logos.SC2Mod, default title is "WCS STANDINGS:" - Player introductions (F1-F4) now only appear when there was an entry selected from Logos.SC2Mod - added hotkey (Ctrl + Shift + L) to show a player's clan logo from Logos.SC2Mod (replaces race icons in the bottom panel). This is the new default setting as it will display the tinted race icon as its fallback icon. - added hotkey (Alt + N) to show a player's name from Logos.SC2Mod (replaces the player names in the bottom panel). The fallback is the normal name with or without clan tag. - added hotkey to show structures lost panel (Shift + K)
v.0.2 - updated to match the 1vs1 version 2.2 in terms of appearance and features - unfortunately, the extension mods don't show workers killed and upgrade notifications in a 2vs2, so these features are not working. The mods for this would require updates to add compatibility for non-1vs1 games.
v.0.1 - initial release
Other Versions:
To download older versions, change the link. All versions are still in my Dropbox folder.
Known problems: - none... Found a bug? Please tell me here on teamliquid.net or via twitter @AhliSC2.
Logos.SC2Mod - usage: The player introduction panel and the bottom panel can display information from Logos.SC2Mod. More information: + Show Spoiler +
Logos.SC2Mod is a mod file that contains logo images and texts about a player. You can select entries in the game lobby to be associated with the player ingame. This allows tournaments to display player information within the ingame UI, if they've properly set up the Logos.SC2Mod before the tournament.
The following three lists are for reference, you might want to skip them.
Identical elements from WCS UI:
FrameLogoText: PlayerName - name of the player (e.g.: "dayvie")
FrameLogoText: PlayerRealName - real name of the player (e.g.: "David Kim")
FrameLogoText: PlayerRank - rank of the player (e.g.: "1")
FrameLogoText: PlayerScore - score value of the player (e.g.: "9001")
FrameLogoText: PlayerFlavorText - some information about the player (e.g.: "it's nurfin time")
FrameLogoImage: PortraitCutout - photo of the player (transparent)
FrameLogoImage: Trophies - image about achievements (transparent)
FrameLogoImage: Flag - country's flag of the player (transparent)
FrameLogoImage: LogoSmall - small logo of the team (transparent)
FrameLogoImage: LogoText - logo of the team displaying its name (transparent)
FrameLogoImage: Sponsors - sponsors (transparent)
New elements in this UI:
FrameLogoText: PlayerRankTitle - optional new title of the rank (default name is "WCS STANDINGS:" which is displayed if your logos mod does not contain this entry. This would be the case, if your mod was created for WCS 2.0 UI.)
FrameLogoText: PlayerScoreTitle - optional new title of the score (default name is "POINTS:" which is displayed if your logos mod does not contain this entry.)
Elements the GameHeart / WCS mod uses to display information on the ground in the game world:
FrameLogoImage: FrameLogoImage: Logo - Logo of the team (transparent)
PlayerLogoEntry: PrimaryLogo - image next to every base (transparent)
PlayerLogoEntry: SecondaryLogo - second image next to the starting base at the beginning of the map (transparent)
LeagueLogoEntry: PrimaryLogo - league logo placed on the map (transparent)
LeagueLogoEntry: SecondaryLogo - league logo placed on the map? (transparent)
Unfortunately, the file you need to edit isn't editable within the editor directly. So, you would save the mod as a "SC2 Component Folder" via File -> Save As -> file type: SC2 Component Folder. In case you encounter an error saving, use another file name. The mod is saved uncompressed as a folder instead of compressed into a single mod file. This makes it easy for you to edit and add new images.
Within the folder, there is a text file "LogoConfig.xml". It contains the player entries with its texts and image references. I suggest that you copy an existing entry and edit it as you like.
To convert the folder back to a mod, you open up the contained "ComponentList.SC2Components" in the editor and save it as a SC2 Mod.
Usage: The Logos.SC2Mod needs to be placed at: Windows: "C:\Users\yourUsername\Documents\StarCraft II" For OSC, you might find it here: "~/Library/Application Support/Blizzard/Heroes of the Storm"
If everything is fine (location of the mod + its content), then you will see additional dropdowns for each player in a lobby. They allow you to chose a player entry from the mod which will be used for that player. Only the observers need to do this, though. The selection is local on your computer only, so it's impossible to alter the game of the other players using this.
Logos.SC2Mod will add this dropdown with entries.
My interfaces are set up in a way that it won't display the mod's information when the information don't exist. So, it's optional to use the mod.
Also, it is possible to use entries only for some players. For example:
The race icon and the default player name will be displayed instead. The player introduction panel will simply not show up, if no entry was selected.
On June 06 2014 12:48 graNite wrote: Thanks. Is it possible to add scans to the minimap just like in GSL?
Elaborate please (e.g. post a video).
On June 07 2014 00:38 feardragon wrote: Thanks for the update! I especially appreciate being able to skip the ctr+shift+o at the start of every game!
I've seen so many casters that don't know/learn the gameheart hotkeys having the ugly bar at the top visible at all times. So, I've decided to drop the noob compatibility (= menu button on screen by default). I hope everyone that uses an interface is aware of the F10 hotkey for the main menu.
Btw, i has always been possible to edit that and other settings using the editor. Just load up the interface, go into the UI module, select a green layout whose name seems correct (ignore the thousand warnings you might receive, the editor isn't smart). Then edit the constants as you please. You can define other hotkeys, too. To compile, click the green XML button at the top and save the file.
On June 06 2014 12:48 graNite wrote: Thanks. Is it possible to add scans to the minimap just like in GSL?
Elaborate please (e.g. post a video).
When somebody scans, a small version of the scan appears on the minimap over the area which was scanned. Just like the nydus and nuke icons in replays.
MIT Game Lab is adding that to one of their new modules which I do plan to add to GameHeart when available though so you will at least get that functionality when using the GameHeart extension mod.
Anyone know how to add logos / player pics to the official 1v1 maps using the WCS Gameheart stuff. Do I need to drop files in a specific folder or something? I can see from the original post that you can mod your own maps using "logos.sc2mod" (however that works, never did any map editing), but I don't know how you simply update the logos for the next game.
On August 29 2014 16:43 lordsaul wrote: Anyone know how to add logos / player pics to the official 1v1 maps using the WCS Gameheart stuff. Do I need to drop files in a specific folder or something? I can see from the original post that you can mod your own maps using "logos.sc2mod" (however that works, never did any map editing), but I don't know how you simply update the logos for the next game.
Ryan will have a detailed post about adding custom logos and such using the new method.
Yeah I will go into detail on how the Logos.SC2Mod works soon. I want to have a nice sample mod available for you when I post about it. It isn't too complicated though.
I'm having issues getting WCS Gameheart to work. It seems to not be able to access some resources and displays paths instead. Not sure if this helps, but I'm using it on the EU server. Can someone help me out please?
I just yesterday started to set up my streaming for twitch and got into different overlays for observers. I got a little confused with all the "fragmentation" of GameHeart mods/interfaces especially with the recent fusion with official WCS 2.0 overlay. From what i understand we have these options right now :
Interface files (appart from the old ones) a) new ingame WCS 2.0 b) GameHeart 1v1 1.9 (downloadable)
Mods/Addons a) GameHeart Mod b) WCS GameHeart (basically the same but graphically adjusted to fit new WCS 2.0 interface)
My questions :
1) Is this thread the only place to search for updated GameHeart interfaces ? Frankly i wasnt able to find any "official" site/blog where clear and accessible version history/changelog would be broken down and download link presented.
2) Can the functionality of Mods be included directly in interface files so i dont have to "create game with mod" each time i want to cast/observe a game ?
If mods stay being mods - 3) Is it possible to give us the old style Stronger Team Colors as an option for GameHeart Mod (as far as i understand it wouldnt even get in conflict with the new shader style activated in the game menu as the old style was just using texture overlays) ? I really love the old style of Stronger Team Colors i saw on many events on twitch. I loved the fat/cartoonish look on zerg structures and fullcolor glowing banes were heavenly (much better than the actual shaders technique used)
4) Is it possible to implement WCS 2.0 style of player intros (F1,F2) in the Gameheart 1.9 interface file ? I much prefer the information breakdown on the Gameheart 1.9 than on WCS 2.0 but the player intros are very cool
And for your questions: 1) there is no such "download link", you use the mod in the game itself, if you are referring to the interfaces, then the WCS interface comes with the game itself, and the Gameheart interface can be found in the signature of TL user Ahli.
2) mods stays being mods, interfaces have their limits and won't provide features beyond that.
3) I believe the old STC mods are not removed and you can still use them, but it has been mostly rendered obsolete, the new in-game options are simply easier to setup and more efficient in every way.
4) the player intros are strictly WCS interface only I believe.
Is it possible to use GameHeart on normal ladder? I like the colours of banes and scans and all other stuff a lot. I am a bit confused if its just for observing or not. Sorry :/
is it possible to have "take command" button in Gameheart interface UI ? I would like to have an option to recover the game from replay and i think this functionality was removed in version 1.4
It perturbs me that the viewing area gets so much clutter. Not all pixels are made equal! Some are worked on for months by talented artists, others are implemented in a day by logic wizards. Yes, I am referring to health bars and the like. But, my hope is stronger than ever with innovators, such as those responsible for the successes of GameHeart.
is it possible to have "take command" button in Gameheart interface UI ? I would like to have an option to recover the game from replay and i think this functionality was removed in version 1.4
thanks !!
It is not possible to "take command" using an observer interface. Thus, I removed that non-functional UI element.
Hello, it is possible to make it compatible with teamgames, or at least remove all those blank and glitched UI for team games? Also, as stated above the Take Command button is missing, it would be nice to see the new worker, upgrade, queue thumbnails things, and the text is of some weird blue color, dunno why, it's a bit uncomfortable. Also it would be nice that the infos are saved, like having show control group permanently turned on. Oh, and I still don't get how to draw arrows on the map as observer. Those are just some suggestions I wanted to give, hoping to see new updates soon: this is the BEST observer UI after the default observer UI, and it will truly be the BEST if those things are fixed. HFGL
On November 14 2014 22:42 Wombat_NI wrote: The MIT gamelab additions, especially the ones for workers lost and upgrades finishing, how do I get them to work?
I'd assumed they were integrated into the observer interfaces that Blizzard added to the game, but haven't figured how to get them working yet.
Use an extension mod that uses the mods providing these features, for example the gameheart or wcs extension mod.
On November 21 2014 07:52 alfxItaly wrote: Hello, it is possible to make it compatible with teamgames, or at least remove all those blank and glitched UI for team games?
1vs1 UI does NOT work outside 1vs1 and cannot be made functional. Blizzard would need to add a feature that is capable of selecting different layout files depending on the game played to make such a thing work. I really would like to be able to put 1vs1 and a non-1vs1 UI into the same interface, but it just isn't possible at this point of time.
On November 21 2014 07:52 alfxItaly wrote: Also, as stated above the Take Command button is missing, it would be nice to see the new worker, upgrade, queue thumbnails things, and the text is of some weird blue color, dunno why, it's a bit uncomfortable.
Take Command feature is not supported while using observer interfaces. Blizzard would need to keep track of the UI of the players to properly support that. But that takes a bit of performance and it would require development time, so forcing the players to not use observer UIs is the cheaper, easier and better performing option.
On November 21 2014 07:52 alfxItaly wrote: Also it would be nice that the infos are saved, like having show control group permanently turned on.
Not possible. But you could edit the interface using the editor to change the Constant I've put there controlling the visibility. To do that: 1. Open the Interface file in the editor. 2. Open the UI editor module. 3. Select the green file on the left side labeled "_controlGroups". 4. Change the constant in the code on the right side. Its name is "Control Groups initially hidden?" and you should replace "true" with "false". Then hit the green-white button labeled XML with a down-arrow. It's tooltip states that it commits XML changes. (hotkey: ctrl + alt + x) 5. Save the file. (hotkey: ctrl + s) 6. Use the interface ingame and check if it shows it immediately now.
You can change hotkeys and other settings with the editor, too. I've added quite a lot of constants.
On November 21 2014 07:52 alfxItaly wrote: Oh, and I still don't get how to draw arrows on the map as observer. Those are just some suggestions I wanted to give, hoping to see new updates soon: this is the BEST observer UI after the default observer UI, and it will truly be the BEST if those things are fixed. HFGL
That was a feature in the old gameheart arcade maps. The extension mods don't have this feature as it is not possible as a real observer. In the arcade maps, players were real players (= not real observers) and could potentially interact with the units (there have been a few cases in the early versions that allowed that).
I would like to gather feedback/bugs about a 2vs2 interface. The UI is not 100% polished, yet, but I would like to gather feedback before I make a proper release.
I would like to gather feedback/bugs about a 2vs2 interface. The UI is not 100% polished, yet, but I would like to gather feedback before I make a proper release.
I would like to gather feedback/bugs about a 2vs2 interface. The UI is not 100% polished, yet, but I would like to gather feedback before I make a proper release.
2vs2 interfaces are not compatible with 1vs1 matches..
Nice to have a 2v2 UI!!
assuming some things like leader bar not working is just something temporary? (or something to do with using only AI players)
Leaderpanel is working. I just hid the observer toolbar by default (ctrl + Shift + o), so the buttons aren't displayed by default. You just need to press the hotkey for each panel. If that is not the problem you are describing, please provide more information for me.
i am still using the "old" gameheart interface. i find it more comfortable and you have a lot of informations in one command. but for some reason the "upgrade-part", where the completed attack/armor upgrades are located, is messed up.
On November 27 2014 22:15 Terence Chill wrote: i am still using the "old" gameheart interface. i find it more comfortable and you have a lot of informations in one command. but for some reason the "upgrade-part", where the completed attack/armor upgrades are located, is messed up.
anybody with the same problem?
Use the most recent version of the "old" gameheart interface? The recent sc2 patch made my previous implementation buggy, so I had to fix a few aspects, Luckily they added a comfortable feature to display weapon/armor upgrades (due to Blizzard's WCS GameHeart project with Ryan).
Follow the link in my signature to reach the post with my updated versions.
I'm currently looking into adding WCS Gameheart extension mod support, so expect updates soon-ish. :D
I would like to gather feedback/bugs about a 2vs2 interface. The UI is not 100% polished, yet, but I would like to gather feedback before I make a proper release.
2vs2 interfaces are not compatible with 1vs1 matches..
Nice to have a 2v2 UI!!
assuming some things like leader bar not working is just something temporary? (or something to do with using only AI players)
Leaderpanel is working. I just hid the observer toolbar by default (ctrl + Shift + o), so the buttons aren't displayed by default. You just need to press the hotkey for each panel. If that is not the problem you are describing, please provide more information for me.
I'm sorry - yes, leaderpanel is fine. The name/resource/supply at the bottom doesn't work (at least on a custom 2v2 with all AI players).
Edit - I remembered that I recently played some 2v2 and the replays of all human players works.
I would like to gather feedback/bugs about a 2vs2 interface. The UI is not 100% polished, yet, but I would like to gather feedback before I make a proper release.
2vs2 interfaces are not compatible with 1vs1 matches..
Nice to have a 2v2 UI!!
assuming some things like leader bar not working is just something temporary? (or something to do with using only AI players)
Leaderpanel is working. I just hid the observer toolbar by default (ctrl + Shift + o), so the buttons aren't displayed by default. You just need to press the hotkey for each panel. If that is not the problem you are describing, please provide more information for me.
I'm sorry - yes, leaderpanel is fine. The name/resource/supply at the bottom doesn't work (at least on a custom 2v2 with all AI players).
Edit - I remembered that I recently played some 2v2 and the replays of all human players works.
That works for me... weird. I've overwritten the file that I've tested again. Does it work when you dl it again? If not, can you give me a screenshot?
I would like to gather feedback/bugs about a 2vs2 interface. The UI is not 100% polished, yet, but I would like to gather feedback before I make a proper release.
2vs2 interfaces are not compatible with 1vs1 matches..
Nice to have a 2v2 UI!!
assuming some things like leader bar not working is just something temporary? (or something to do with using only AI players)
Leaderpanel is working. I just hid the observer toolbar by default (ctrl + Shift + o), so the buttons aren't displayed by default. You just need to press the hotkey for each panel. If that is not the problem you are describing, please provide more information for me.
I'm sorry - yes, leaderpanel is fine. The name/resource/supply at the bottom doesn't work (at least on a custom 2v2 with all AI players).
Edit - I remembered that I recently played some 2v2 and the replays of all human players works.
That works for me... weird. I've overwritten the file that I've tested again. Does it work when you dl it again? If not, can you give me a screenshot?
v.2.0 - made the Unit Information Panel transparent, thanks to 2.1.4's additions - added support for WCS GameHeart extension mod. Now it displays workers lost and upgrade notifications
v.1.9 - fixed clan tags and player names slightly overlapping. This issue was created by patch 2.1.4.
v.1.8 - fixed problems sc2 patch 2.1.4 created. Now it is using Blizzard's new feature for the weapon/armor upgrades on the bottom bar instead of a weird workaround.
v.1.7 - player comparison panels are now stylized (black instead of green) - Units Lost panel (shift + L) hides player comparison panels (control + R) - toolbar is now hidden by default
v.1.62 - added pips to the upgrade icons. Special thanks to the MIT Game Lab who assisted us by creating a font.
v.1.61 - fixed the "Units lost" unit type count label not being able to properly display 3-digit long numbers
v.1.6 - added compatibility with 2.0.10's new features - removed chat's help label that appears when the first chat message in a game is displayed - polished vertical position of the speed label (replays) and the player's map score - fixed team color of gradient image behind the player name being able to be bugged (Blizzard fixed all other frames that were buggy before) - Units Lost panel is now displaying the units lost - added toggleable clan tags (Control + Shift + C)
v.1.52 - fixed the vertical position of the harvester amount in the leader panel displaying the income - improved constant names in the code for the leader panel offsets (change if you want to alter the position)
v.1.51 - fixed issues with the armor/weapon upgrade display on the bottom panel. It should work without errors in every resolution - fixed issues with map score labels not being displayed in several resolutions
v.1.5 - altered tooltip colors - added control groups (initially hidden), moved observer tools above the control groups - ctrl + alt + w won't be able to hide the minimap and the unit info panel anymore (use ctrl+w instead) - changed worker's tooltip to display workers killed instead of workers lost - units lost panel won't throw error messages anymore, if more the player has more than 10 different unit types - removed rank information on units, removed "Unload" and "Cancel" prefix on button tooltips - added map score in front of the player names (ctrl + shift + S) - shift/ctrl + 1/2/3... will set the upper/lower player's score to 1/2/3... - ctrl + shift + 1/3/5... will set the image to best of 1/3/5... - added more constants for initial settings in the interface. You can alter them in the editor (-> UI module) to change your initial settings and hotkeys. But the texts in the F11 menu won't update automatically. - new look for the leaderpanel - the leaderpanel's pulldown button is now considered a part of the observer/replay toolbar will be hidden, too - long map names and player names don't bug the interface anymore - ctrl + shift + R can now hide/show the player race icons next to the names - general polish of the UI
v.1.41 - fixed missing strings in the non-US locales
v.1.4 - altered tooltip colors - added control groups (initially hidden) [hotkey: Ctrl + Shift + G] - removed "take command" button as SC2 forbids to take command with an observer UI - fixed the existence of an area around the replay progress slider that eats up mouse clicks onto the 3D world - observer tools are now at the top of the screen next to the leaderpanel's button - added tooltip to resources lost score that displays minerals and gas worth of lost army units per player - added tooltip to the APM values that displays average APM
v.1.3 - fixed race icon of Terran and Protoss showing a wrong icon
v.1.2 - fixed race icon always showing Protoss
v.1.1 - fixed missing locales (-> fixed all non-enUS locales)
Patch 2.1.4 added the technology that I could exploit to show/hide panels depending on the selection of a unit. Thus, now I can show a panel when no unit is selected.
Known problems: - Changing player vision can cause both panels in the bottom right corner of the screen to either be drawn. The problem is that the new features added in 2.1.4 does not properly update when player vision is changed. More information can be found here: http://us.battle.net/sc2/en/forum/topic/15355287168#1 If this is a problem for you, you can downgrade to v.1.9a which is v.1.9 with WCS GameHeart support. Download v.1.9a, Download v.1.9a 16x10
On November 29 2014 21:50 Terence Chill wrote: nice work ahli! is there the option to have the replays tools "on" by default or do i have to toggle (ctrl+shift+o) it every replay i load?
I've added a constant for that, so you should be able to easily set it to true/false, if you open the interface in the editor. The green xml button compiles the code and then you need to save the file. The editor will throw a ton of messages at you after opening the UI module, but don't worry about those...
I would like to gather feedback/bugs about a 2vs2 interface. The UI is not 100% polished, yet, but I would like to gather feedback before I make a proper release.
2vs2 interfaces are not compatible with 1vs1 matches..
For the 2v2 interface, there is a glitch that players who leave will have a mineral income of "146" (for the bottom UI) when he may have more than that income.
In case you have suggestions what to change for the 1vs1 UI, please tell me.
I'm currently working on an update.
changes so far: v.2.1 (work in progress) - added Player Introduction panels which read data from Logos.SC2Mod similar to the WCS 2.0 Observer Interface (hotkeys: F1 / F2) - player introduction panels are disappearing when the bottom console is made visible again (ctrl + W). Suggested usage: ctrl+W; F1 & talk about the player; F2 & talk about the player; ctrl+W - Ctrl + Shift + Alt + W is now blocked. It used to be able to hide the minimap and unit info panel. Ctrl + W is the hotkey to do this. - improved look of Hotkey descriptions inside the message log window (F11) - removed tooltip of the mission timer - altered tooltip background images from green to the dark blue one (I've found a way to force an update) - reduced the size of buff/debuff icons by 17%, now they are only slightly larger than the original ones - improved the area of the tooltips on the bottom player bars. The tooltip will now always appear above the bar. - reversed the order of the ability buttons to become consistent with every other UI - fixed a bug with the match score being on the screen when the bottom UI should be invisible - changing hotkeys and startup-settings is now easier as all settings and hotkeys can now be found in "_CONTROLS" within the interface file - player colors in the UI are now adjustable (excluding worker deaths, upgrade notification, leaderpanel, player comparison panels) - 16x10 resolutions are now supported by the default version of this interface. - new hotkey (Ctrl + Shift + A) to hide the army supply in the bottom bar - life/shield/energy values are now slightly smaller (font size 18 -> 16) to make it look better on 16x10
Btw, do you have color preferences for the bottom right info panel UI? Right now, it is the Terran green, but I might alter its colors.
v.2.1 - added Player Introduction panels which read data from Logos.SC2Mod similar to the WCS 2.0 Observer Interface (hotkeys: F1 / F2) - - player introduction panels are disappearing when the bottom console is made visible again (ctrl + W). Suggested usage: ctrl+W; F1 & talk about the player; F2 & talk about the player; ctrl+W - Ctrl + Shift + Alt + W is now blocked. It used to be able to hide the minimap and unit info panel. Ctrl + W is the hotkey to do this. - improved look of Hotkey descriptions inside the message log window (F11) - removed tooltip of the mission timer - altered tooltip background images from green to the dark blue one (I've found a way to force an update) - reduced the size of buff/debuff icons by 17%, now they are only slightly larger than the original ones - improved the area of the tooltips on the bottom player bars. The tooltip will now always appear above the bar. - reversed the order of the ability buttons to become consistent with every other UI - fixed a bug with the match score being on the screen when the bottom UI should be invisible - changing hotkeys and startup-settings is now easier as all settings and hotkeys can now be found in "_CONTROLS" within the interface file - player colors in the UI are now adjustable (excluding worker deaths, upgrade notification, leaderpanel, player comparison panels) - 16x10 resolutions are now supported by the default version of this interface. - - new hotkey (Ctrl + Shift + A) to hide the army supply in the bottom bar. Use this in 16x10 resolutions, if you run out of space due to the upgrade icons. - - life/shield/energy values are now slightly smaller (font size 18 -> 16) to make it look better on 16x10
v.2.0 - made the Unit Information Panel transparent, thanks to 2.1.4's additions - added support for WCS GameHeart extension mod. Now it displays workers lost and upgrade notifications
v.1.9 - fixed clan tags and player names slightly overlapping. This issue was created by patch 2.1.4.
v.1.8 - fixed problems sc2 patch 2.1.4 created. Now it is using Blizzard's new feature for the weapon/armor upgrades on the bottom bar instead of a weird workaround.
v.1.7 - player comparison panels are now stylized (black instead of green) - Units Lost panel (shift + L) hides player comparison panels (control + R) - toolbar is now hidden by default
v.1.62 - added pips to the upgrade icons. Special thanks to the MIT Game Lab who assisted us by creating a font.
v.1.61 - fixed the "Units lost" unit type count label not being able to properly display 3-digit long numbers
v.1.6 - added compatibility with 2.0.10's new features - removed chat's help label that appears when the first chat message in a game is displayed - polished vertical position of the speed label (replays) and the player's map score - fixed team color of gradient image behind the player name being able to be bugged (Blizzard fixed all other frames that were buggy before) - Units Lost panel is now displaying the units lost - added toggleable clan tags (Control + Shift + C)
v.1.52 - fixed the vertical position of the harvester amount in the leader panel displaying the income - improved constant names in the code for the leader panel offsets (change if you want to alter the position)
v.1.51 - fixed issues with the armor/weapon upgrade display on the bottom panel. It should work without errors in every resolution - fixed issues with map score labels not being displayed in several resolutions
v.1.5 - altered tooltip colors - added control groups (initially hidden), moved observer tools above the control groups - ctrl + alt + w won't be able to hide the minimap and the unit info panel anymore (use ctrl+w instead) - changed worker's tooltip to display workers killed instead of workers lost - units lost panel won't throw error messages anymore, if more the player has more than 10 different unit types - removed rank information on units, removed "Unload" and "Cancel" prefix on button tooltips - added map score in front of the player names (ctrl + shift + S) - shift/ctrl + 1/2/3... will set the upper/lower player's score to 1/2/3... - ctrl + shift + 1/3/5... will set the image to best of 1/3/5... - added more constants for initial settings in the interface. You can alter them in the editor (-> UI module) to change your initial settings and hotkeys. But the texts in the F11 menu won't update automatically. - new look for the leaderpanel - the leaderpanel's pulldown button is now considered a part of the observer/replay toolbar will be hidden, too - long map names and player names don't bug the interface anymore - ctrl + shift + R can now hide/show the player race icons next to the names - general polish of the UI
v.1.41 - fixed missing strings in the non-US locales
v.1.4 - altered tooltip colors - added control groups (initially hidden) [hotkey: Ctrl + Shift + G] - removed "take command" button as SC2 forbids to take command with an observer UI - fixed the existence of an area around the replay progress slider that eats up mouse clicks onto the 3D world - observer tools are now at the top of the screen next to the leaderpanel's button - added tooltip to resources lost score that displays minerals and gas worth of lost army units per player - added tooltip to the APM values that displays average APM
v.1.3 - fixed race icon of Terran and Protoss showing a wrong icon
v.1.2 - fixed race icon always showing Protoss
v.1.1 - fixed missing locales (-> fixed all non-enUS locales)
v.1.0 - initial release
More Information: To receive more information, head to this post earlier in this thread.
If you run into problems, you can message me here on teamliquid, try to post in this thread or reach out to me via twitter (AhliSC2).
The upgrade countdown works better on the left side above the minimap where we are already often glancing. I'm sure it can fit in with the workers killed popup.
Also I seem to recall at one point there was an alternate victory screen before defaulting back to SC2s. That should emphasize the player name and team as well as the ingame color and minimize the race.
And this may be beyond Gameheart but it would be nice if there was a view chat log so it is easy to bring up nice and large whatever players type right before they gg and it disappears. It wouldn't be used too often but it would be nice to have when players do say something at the end of a game.
Is it possible to have the replay interface on by default? I dont want to have to toggle it on every time It wasnt like that before. (I had v1.6 before)
On February 16 2015 17:02 graNite wrote: Is it possible to have the replay interface on by default? I dont want to have to toggle it on every time It wasnt like that before. (I had v1.6 before)
On February 16 2015 19:25 `dunedain wrote: Is there no timer option? How do I learn from replays with timings and the need for rewinding and such?
This is exactly what happens when you dont have it on on default.
dunedain, press F11 to learn the hotkeys. crtl+shift+o toggles the replay ui.
On February 16 2015 17:02 graNite wrote: Is it possible to have the replay interface on by default? I dont want to have to toggle it on every time It wasnt like that before. (I had v1.6 before)
Both 1vs1 and 2vs2 have been updated! Just a small change in 1vs1 as the weapon/armor upgrade icons are now right-aligned on the bottom bar. This will ensure that 16x10-screen dimension users are able to get the most of the very recent version merge.
The 2vs2 version is still fairly experimental. It does not contain anything to help with the problem of the players being in the wrong slots. But apart from that, the 2vs2 UI is now on the same level as the 1vs1 UI.
v.2.2 - armor and weapon upgrades in the bottom bar are now right-aligned
v.2.1 - added Player Introduction panels which read data from Logos.SC2Mod similar to the WCS 2.0 Observer Interface (hotkeys: F1 / F2) - - player introduction panels are disappearing when the bottom console is made visible again (ctrl + W). Suggested usage: ctrl+W; F1 & talk about the player; F2 & talk about the player; ctrl+W - Ctrl + Shift + Alt + W is now blocked. It used to be able to hide the minimap and unit info panel. Ctrl + W is the hotkey to do this. - improved look of Hotkey descriptions inside the message log window (F11) - removed tooltip of the mission timer - altered tooltip background images from green to the dark blue one (I've found a way to force an update) - reduced the size of buff/debuff icons by 17%, now they are only slightly larger than the original ones - improved the area of the tooltips on the bottom player bars. The tooltip will now always appear above the bar. - reversed the order of the ability buttons to become consistent with every other UI - fixed a bug with the match score being on the screen when the bottom UI should be invisible - changing hotkeys and startup-settings is now easier as all settings and hotkeys can now be found in "_CONTROLS" within the interface file - player colors in the UI are now adjustable (excluding worker deaths, upgrade notification, leaderpanel, player comparison panels) - 16x10 resolutions are now supported by the default version of this interface. - - new hotkey (Ctrl + Shift + A) to hide the army supply in the bottom bar. Use this in 16x10 resolutions, if you run out of space due to the upgrade icons. - - life/shield/energy values are now slightly smaller (font size 18 -> 16) to make it look better on 16x10
v.0.2: - updated to match the 1vs1 version 2.2 in terms of appearance and features - unfortunately, the extension mods don't show workers killed and upgrade notifications in a 2vs2, so these features are not working. The mods for this would require updates to add compatibility for non-1vs1 games.
More Information: To receive more information, head to this post earlier in this thread.
If you run into problems, you can message me here on teamliquid, try to post in this thread or reach out to me via twitter (AhliSC2).
On February 17 2015 09:31 cheeseheadlogic wrote: O_o 2v2 UI.
Will be testing this out on cstarleague stream, Already looks good just messing around with it
Problems that I am aware of:
- max supply can go over 200 AfaIk, there is no way to cap a value at 200 nor a score value with max supply that is capped at 200. update: fix is en route... thanks to Ryan Schutter. He told me that there is a new frame that was added along with his WCS UI that displays it properly.
- first two players listed might not be teammates You might be able to work around this via having one team hosting the lobby and make sure that team is in the lobby before any other player joins the lobby. Once both teammates entered the lobby, they should invite the enemy and the observers. update: I've a horrible solution in my head which consists out of two hotkeys and two UI alternatives which you switch out... so, triple the code to make it work. =/
- Extension mod features: upgrade notifications & worker kills (WCS GameHeart / GameHeart extension mod) For some reason, the extension mods don't provide these features outside 1vs1 matches. Most likely this will not be fixed in the mods very soon.
- Extension mod feature: production icons on structures having buggy texture with colors > 8 Problem in the extension mods. Can't fix. The mods were not created to support non-1vs1 features.
- Colors not belonging to the first 8 slots is displayed as white in the UI Bug fix en route... I'm confident that my fix will work.
I hope these problems can be resolved in future. At least for the second one, LotV will most likely give me new features that can fix the problem.
edit: Oh, I just see on the Collegiate Starleague stream that the clan labels in the 2vs2 UI are "broken" aka not sc2 patch 2.1.4+ compatible. I will fix that.
edit: I've found more problems. I've updated and extended the list above.
Is it possible to have more than 1 tab open at a time, for instance the production tab and the units lost tab? I'm wondering it that would make casts more interesting to watch for more casual viewers.
On February 19 2015 12:45 hborrgg wrote: Is it possible to have more than 1 tab open at a time, for instance the production tab and the units lost tab? I'm wondering it that would make casts more interesting to watch for more casual viewers.
If you deselect the building/units you are selecting (ESC), it will show the secondary panel with income/units lost resources/apm, so you can see production + units lost resources. You can also Shift + L to open the units lost info panel at the same time to see which units were lost.
On February 19 2015 15:17 BasetradeTV wrote: Is there a way to disable the F1 ugly thing that pops up?
Edit the controls of the UI within the SC2 Editor right now.
I hope to be able to add a way to make the panel not appear, if you don't have a Logos.SC2Mod entry selected for that player. Then you can't call it unless you've explicitly set it up in the lobby.
Can some one explain how the player introduction panels work? even with the files imported and the xml in place i have no idea how to link this data to the correct in game animation when players are playing.
I've some new features. Most exciting might be the addition of player clan logos and player names from the Logos.SC2Mod have been added to the bottom bar. In addition to that, the Logos.SC2Mod features will hide themselves for players that don't use them. For example, the clan logo will show the race's icon, if the player's Logos.SC2Mod entry has no small logo image.
Clan logos are used by default since the fallback shows the race icon. You can toggle them via "Control + Shift + L". Mod's player names are not on by default. But you can use "Alt + N" to use them. Their fallback value is the default name (respecting your clan tag setting toggled by "Control + Shift + C"). If you want to show the race icons and not the clan logos, then you can force their usage via "Control + Shift + R".
Also, I've added a Lost Structures panel similar to the Lost Units one. The hotkey is "Shift + K", so right next to "Shift + L" for the units.
v.2.3 (14th April 2015) - fixed colors for the color slots after 8 which are only accessible on maps that contain at least 8 spawn positions - fixed a bug that made only 1 unit ability button appear - raised the maximum amount of upgrade notification panels visible at once to 8 - fixed text cut-off problems in the player introduction panel - added an option to override the rank's title via Logos.SC2Mod, default title is "WCS STANDINGS:" - Player introductions (F1,F2) now only appear when there was an entry selected from Logos.SC2Mod - added hotkey (Ctrl + Shift + L) to show a player's clan logo from Logos.SC2Mod (replaces race icons in the bottom panel). This is the new default setting as it will display the tinted race icon as its fallback icon. - added hotkey (Alt + N) to show a player's name from Logos.SC2Mod (replaces the player names in the bottom panel). The fallback is the normal name with or without clan tag. - added hotkey to show structures lost panel (Shift + K)
v.0.3 (14th April 2015) - fixed supply showing max supply values above 200 and not having a red limit indication - fixed colors for the color slots after 8 which are only accessible on maps that contain at least 8 spawn positions - fixed player clan tags overlapping with the name - fixed a bug that made only 1 unit ability button appear - raised the maximum amount of upgrade notification panels visible at once to 8 - improved the tooltip number's vertical positions and corrected the title of "Wokers Lost" tooltip (was labelled as "Workers Killed") - fixed text cut-off problems in the player introduction panel - added an option to override the rank's title via Logos.SC2Mod, default title is "WCS STANDINGS:" - Player introductions (F1-F4) now only appear when there was an entry selected from Logos.SC2Mod - added hotkey (Ctrl + Shift + L) to show a player's clan logo from Logos.SC2Mod (replaces race icons in the bottom panel). This is the new default setting as it will display the tinted race icon as its fallback icon. - added hotkey (Alt + N) to show a player's name from Logos.SC2Mod (replaces the player names in the bottom panel). The fallback is the normal name with or without clan tag. - added hotkey to show structures lost panel (Shift + K)
More Information: To receive more information, head to this post earlier in this thread. I've added a lot of information about Logos.SC2Mod in there including an example mod and instructions how to edit it, too.
If you run into problems, you can message me here on teamliquid, try to post in this thread or reach out to me via twitter (AhliSC2).
This might have been the last update for Heart of the Swarm. The next expansion Legacy of the Void will add a new feature to the UI called animations. They will allow me to add small animations to the UI like panels moving and fading.
On April 14 2015 15:02 graNite wrote: Thank you so much. Will it ever be possible to merge the 1v1 and 2v2 overlays into one (that detects the game setting and chooses what to load)?
On April 14 2015 15:02 graNite wrote: Thank you so much. Will it ever be possible to merge the 1v1 and 2v2 overlays into one (that detects the game setting and chooses what to load)?
or could be toggled via hotkey...
It's very, very difficult to do that in HotS. I would need to anchor everything in a clever way to do that and I'm sure that it will interfere with the confusing implementations required to realize some of my UI's features. But I assume I will be able to do that in LotV due to animations allowing me to show/hide any amount of frames of both categories, newly added and default UI's ones, easily with a single hotkey.
v.0.1 (8th May 2015) - fixed bugs caused by LotV's engine upgrade
More Information: To receive more information, head to this post earlier in this thread. Btw, the Logos.SC2Mod is working in LotV, too, in case you were wondering.
If you run into problems, you can message me here on teamliquid, try to post in this thread or reach out to me via twitter (AhliSC2).
In the future I'm going to try to create a UI that works in 1vs1 and 2vs2 in LotV due to a new UI feature added by Blizzard called animations.
Hey that's me you played in the screenshot! I remember you mentioned Gameheart during the game but I didn't know you're the coder. It's pretty cool that a game of mine was used to fix Gameheart.
Hi! GameHeart appears slightly broken by patch 3.0. There is an unhideable & clickable "Help" button. Is this issue fixable? We were hoping to use GameHeart for an upcoming tournament
On October 07 2015 06:53 eSportsHeaven wrote: Hi! GameHeart appears slightly broken by patch 3.0. There is an unhideable & clickable "Help" button. Is this issue fixable? We were hoping to use GameHeart for an upcoming tournament
Please use the Legacy of the Void version in HotS and WoL as SC2 is now running the updated engine.
I will update the UI with proper compatibility in the next days, most likely tomorrow.
On October 07 2015 06:53 eSportsHeaven wrote: Hi! GameHeart appears slightly broken by patch 3.0. There is an unhideable & clickable "Help" button. Is this issue fixable? We were hoping to use GameHeart for an upcoming tournament
Please use the Legacy of the Void version in HotS and WoL as SC2 is now running the updated engine.
I will update the UI with proper compatibility in the next days, most likely tomorrow.
Stay tuned...
Will F1/F2 functions work with a logos file when patched up?
Thank you for your interface i love it. I have a little bug with it, sometimes the army population for zerg drop to zero even if the zerg have some army unit. Am i the only one ?
v.2.4 (11th October 2015) - fixed introduction panel not appearing - fixed buff tooltips being empty - showing the player comparison panels will now hide the "Units Lost" and "Structures Lost" panels - added animation to the observer toolbar toggle - replays will now show the observer toolbar at the start while live games will not - deselecting units does not play a sound anymore - minimap background is now transparent, border line removed (unfortunately, an automatic resize does not seem possible atm) - fixed bugs concerning visibility of the bottom right stats panel - fixed sponsors image (but I don't think anyone uses it) - removed permanently visible hotkey labels on the command card
v.0.4 (11th October 2015) - fixed introduction panel not appearing - fixed buff tooltips being empty - showing the player comparison panels will now hide the "Units Lost" and "Structures Lost" panels - added animation to the observer toolbar toggle - replays will now show the observer toolbar at the start while live games will not - deselecting units does not play a sound anymore - minimap background is now transparent, border line removed (unfortunately, an automatic resize does not seem possible atm) - fixed bugs concerning visibility of the bottom right stats panel - fixed supply label position - removed permanently visible hotkey labels on the command card
More Information: To receive more information, head to this post earlier in this thread.
Remember, you still need to use the extension mod to receive upgrade countdowns, workers killed counter and production icons.
If you run into problems, you can message me here on teamliquid, try to post in this thread or reach out to me via twitter @AhliSC2 .
On October 15 2015 15:39 cheeseheadlogic wrote: In LotV Beta with replays the observer controls pop and won't go away. Can't ctrl+shift+o it away. please help if possible.
The beta uses an outdated version of the engine... :< An animation event short form is not supported and the behavior tooltip has a different format. I fixed these two aspects in the files above.
Thanks. I'm a Korea user. I found an error of your interface. I can't read all Korean characters. You can see this in first screenshot. 1st screenshot is captured in ladder game. Also, in custom game, that error still exist. Each user name is displayed '?????????'. If you don't mind, could you fix that error?
On January 05 2016 10:52 QJTJT wrote: Thanks. I'm a Korea user. I found an error of your interface. I can't read all Korean characters. You can see this in first screenshot. 1st screenshot is captured in ladder game. Also, in custom game, that error still exist. Each user name is displayed '?????????'. If you don't mind, could you fix that error?
Can anyone give/link me a replay with a player using Korean characters in his name? Then I can test it properly. This problem requires me to use another font for player names which is able to display all characters.
edit: Alright, I have identified the issue and fixed it.
v.2.6 (25th January 2016) - fixed upgrade timer notifications being slightly transparent - upgrade timer + workers killed notifications now slide in from the side of the screen - fixed Nydus containing units in the unit info panel not hiding the background stats panel making them overlap - removed transparency from map score panel - adjusted game time label to be placed better on 720p - the unit wireframe will now resize to create enough space on all resolutions. This fixes the cut-off energy label on 720p and making it look good on 1080p. - added outlines to leaderpanel numbers, upgrade pips and units/structures lost numbers and adjusted their positions
v.0.6 (25th January 2016) - fixed upgrade timer notifications being slightly transparent - upgrade timer + workers killed notifications now slide in from the side of the screen - fixed Nydus containing units in the unit info panel not hiding the background stats panel making them overlap - removed transparency from map score panel - adjusted game time label to be placed better on 720p - the unit wireframe will now resize to create enough space on all resolutions. This fixes the cut-off energy label on 720p and making it look good on 1080p. - added outlines to leaderpanel numbers, upgrade pips and units/structures lost numbers and adjusted their positions
More Information: To receive more information, head to this post earlier in this thread.
Remember, you still need to use the extension mod to receive upgrade countdowns, workers killed counter and production icons.
If you run into problems, you can message me here on teamliquid, try to post in this thread or reach out to me via twitter @AhliSC2 .
If you have ideas for improvements, find bugs, etc, let me know!
I think I have asked this before, but is it possible to remove the numbers from the production tab on upgrades? there will always be only one storm, one charge and one +2 upgrade upgrading, there is no need to show the "1"
On January 25 2016 22:35 graNite wrote: I think I have asked this before, but is it possible to remove the numbers from the production tab on upgrades? there will always be only one storm, one charge and one +2 upgrade upgrading, there is no need to show the "1"
Unfortunately not. So, Blizzard are the only ones that can do that.
I would love Blizzard doing that change, though. There is really no point in showing a "1".
On January 25 2016 22:35 graNite wrote: I think I have asked this before, but is it possible to remove the numbers from the production tab on upgrades? there will always be only one storm, one charge and one +2 upgrade upgrading, there is no need to show the "1"
Didnt know this can be misleading. upgrade with 2 should mean upgrade lvl 2.
On January 25 2016 22:35 graNite wrote: I think I have asked this before, but is it possible to remove the numbers from the production tab on upgrades? there will always be only one storm, one charge and one +2 upgrade upgrading, there is no need to show the "1"
Didnt know this can be misleading. upgrade with 2 should mean upgrade lvl 2.
In the production tab, there is usually never a "2" for an upgrade as multi-researchable upgrades only occur in custom mods, not in melee/ladder sc2. On the other hand, in the upgrade tab, there is a "2" displaying the level of a level-able upgrade (weapon/armor/shield upgrades). But I think that is fine.
So, I assume he refers to the production tab where "1" is displayed for everything when its sole icon appearance tells you that there is 1 in production.
So happy we have the improvements that Gameheart has brought us and continues to bring. Are there new features planned? Would something like an overview of how mined out active bases are be possible?
Anyone know how to use the graphs in Gameheart Mod/Interface? I just saw it in a BaseTradeTV game, tried to look for the specific hotkey, and it even shows in the Gameheart Mod Update 8#, but it never states how to show the graphs.
On February 06 2016 13:52 samgamgi wrote: Anyone know how to use the graphs in Gameheart Mod/Interface? I just saw it in a BaseTradeTV game, tried to look for the specific hotkey, and it even shows in the Gameheart Mod Update 8#, but it never states how to show the graphs.
It's a specific beta feature of a mod made for us. It doesn't have anything to do with this overlay
if you do use our in game mod its numpad 1, 2 and 3
Hi Ahli! First of all - Thank you! Interface is the best of all that I saw. Compact, comffort, perfect!
There is a bug with zerg limits - sometimes It shows 0 army when zerg have army units. I'm not sure what triggers it, seems more like random. Also, i'm not sure that I saw this on BasetradeTV, TakeTV, and dreamhack. I saw this on russian stream, so may be its something about locale? I talk to one russian streamer, give him a link - he set up last 25 jan version, but bug is still present. Here are 2 screens tooked up one after another http://imgur.com/a/4qFJU No production changes or units morphing. Just some dead lings.
Could you, please, fix this or give me a clue, may be I miss something?
p.s. forgot to say, it happens in almost every game and very very often =( If you need a link to a video, let me know, i'll find some.
On February 06 2016 22:46 RussianBear wrote: Hi Ahli! First of all - Thank you! Interface is the best of all that I saw. Compact, comffort, perfect!
There is a bug with zerg limits - sometimes It shows 0 army when zerg have army units. I'm not sure what triggers it, seems more like random. Also, i'm not sure that I saw this on BasetradeTV, TakeTV, and dreamhack. I saw this on russian stream, so may be its something about locale? I talk to one russian streamer, give him a link - he set up last 25 jan version, but bug is still present. Here are 2 screens tooked up one after another http://imgur.com/a/4qFJU No production changes or units morphing. Just some dead lings.
Could you, please, fix this or give me a clue, may be I miss something?
p.s. forgot to say, it happens in almost every game and very very often =( If you need a link to a video, let me know, i'll find some.
Thanks for the screenshots. Unfortunately, I don't control the logic behind the counter. The UI merely uses a label with the following text:
<d Player="Left" Score="FoodUsedArmy"/>
The displayed value is calculated by SC2. Since it returns 0, something is wrong in Blizzard's code for this score value. 0 is the fallback value, so I assume the calculation fails for some reason.
If you have a replay of a game where this is reproducible, I would love to have it, to send it to Blizzard helping them understand the problem behind this.
On February 07 2016 21:00 Ahli wrote: If you have a replay of a game where this is reproducible, I would love to have it, to send it to Blizzard helping them understand the problem behind this.
Hi Ahli! Thanks for getting invovled! I send you a link to replay in pm and here is video of that game youtu.be I have some more, if you need it.
On February 07 2016 21:40 graNite wrote: Is it possible to have a tab or a counter that shows the total minerals and gas mined for each player? Does the game even track these stats?
The game should track these stats, yes.
Btw, if the army supply bug is still occurring in SC2, please tell me. I have no idea what the localization bug fix refers to, but it might be that.
v.2.7 (31st March 2016) - fixed game result dialog not appearing - moved chat button into the observer toolbar - added workaround to resolve the 0-Zerg-army-supply bug
v.0.7 (31st March 2016) - fixed game result dialog not appearing - moved chat button into the observer toolbar - added workaround to resolve the 0-Zerg-army-supply bug
More Information: To receive more information, head to this post earlier in this thread.
Remember, you still need to use the extension mod to receive upgrade countdowns, workers killed counter and production icons.
If you run into problems, you can message me here on teamliquid, try to post in this thread or reach out to me via twitter @AhliSC2 .
If you have ideas for improvements, find bugs, etc, let me know!
On February 07 2016 21:40 graNite wrote: Is it possible to have a tab or a counter that shows the total minerals and gas mined for each player? Does the game even track these stats?
Hi. Ahli! Seems like your workaround shows drones limit instead of army. Here are some screens taken from stream (russian locale): https://imgur.com/a/DIjQg Tell me, if you need replays or a link to video (video will be available tomorrow).
On April 27 2016 21:48 RussianBear wrote: Hi. Ahli! Seems like your workaround shows drones limit instead of army. Here are some screens taken from stream (russian locale): https://imgur.com/a/DIjQg Tell me, if you need replays or a link to video (video will be available tomorrow).
Replay and video would be great as I will throw that at Blizzard including what I am using as workaround... again.
The workaround is always present, so the reason why you see a super weird and wrong value at some random(?) points of time is beyond my understanding. In theory, it should always work or never work, given the engine works properly. Seems like for some reason, the engine has this weird bug and for some reason only in Russian?
I was able to reproduce the bug, more info in next post.
On February 07 2016 21:40 graNite wrote: Is it possible to have a tab or a counter that shows the total minerals and gas mined for each player? Does the game even track these stats?
The game should track these stats, yes.
Will you implement that?
I could add that, but the question is how to access it. For example, would you like to have it in the leaderpanel of an existing tab? I imagine it would fit into the resources one.
Unfortunately, I don't have a lot of spare time, so I don't know when I will do that. I might add an experimental panel into the observer toolbar that lists all raw data stats the game provides for each player. It could potentially help tracking down the problem with the above army score value bug, if multiple values are affected or just to spot other statistics that might be interesting.
On February 07 2016 21:40 graNite wrote: Is it possible to have a tab or a counter that shows the total minerals and gas mined for each player? Does the game even track these stats?
The game should track these stats, yes.
Will you implement that?
I could add that, but the question is how to access it. For example, would you like to have it in the leaderpanel of an existing tab? I imagine it would fit into the resources one.
Unfortunately, I don't have a lot of spare time, so I don't know when I will do that. I might add an experimental panel into the observer toolbar that lists all raw data stats the game provides for each player. It could potentially help tracking down the problem with the above army score value bug, if multiple values are affected or just to spot other statistics that might be interesting.
that would be great, thanks! maybe you could create a beta version of the overlay just to try stuff like this out.
On April 27 2016 21:48 RussianBear wrote: Hi. Ahli! Seems like your workaround shows drones limit instead of army. Here are some screens taken from stream (russian locale): https://imgur.com/a/DIjQg Tell me, if you need replays or a link to video (video will be available tomorrow).
In addition to what I wrote above, I would like to know if the streamer uses the 32bit or the 64bit game version. This might be a weird problem in the 64bit version (since 64bit is new in the engine and it had a couple of bugs at release already).
And maybe the streamer should post a dxdiag in my bug report thread, too. Pretty much everything that might help Blizzard understanding what could have caused the issue.
I was able to recreate the bug on my computer. I listed everything I know about this to Blizzard to help their QA and devs recreating and fixing the problem. http://us.battle.net/sc2/en/forum/topic/20742314189
Your MODs are incredible. Is it permitted to edit it a bit to our streams? I can not solve the problem with the PLayerIntroPanel. I'm trying to reduce the size of the PortraitCutoutBG and PortraitCutout frames. But changes in the Base.SC2Data/UI/Layout/_PlayerIntroPanel.SC2 do not displayed in the game. For example change the values of the constants PortraitCutoutBGSize and PortraitCutoutSize (is BG BackGround?). At the same time, for example, the change in the DOCSTR_playerintro_rankTitle is displayed in the game. So Starcraft uses the correct interface, the one that I want. I choose the interface in the game settings as the default for Replay and Observer. I hope my fault there is not difficult. And very sorry my English.
I've been trying to see if the GameHeart Overlays and such support the drawing functionality on Legacy of the Void but have not been able to get it to work.
I read through this forum and saw that drawing was only available on GameHeart maps as the GameHeart Interface does not have that ability.
Is this still the case? I feel like this answer is somewhere in this thread but I missed it, so don't hesitate to redirect to the appropriate already made answer.
Unfortunately, there are no GameHeart maps in Legacy of the Void
On June 10 2016 03:30 N30Z wrote: I read through this forum and saw that drawing was only available on GameHeart maps as the GameHeart Interface does not have that ability.
Is this still the case? I feel like this answer is somewhere in this thread but I missed it, so don't hesitate to redirect to the appropriate already made answer.
This is still the case, no drawing support in the gameheart observer interface
On June 10 2016 03:30 N30Z wrote: I read through this forum and saw that drawing was only available on GameHeart maps as the GameHeart Interface does not have that ability.
Is this still the case? I feel like this answer is somewhere in this thread but I missed it, so don't hesitate to redirect to the appropriate already made answer.
This is still the case, no drawing support in the gameheart observer interface
I think it is possible to add drawing support in the 2D UI (instead of inside the game world). But that would eat a huge amount of performance (because each pixel needs to be a UI frame which reacts to mouse clicks). With huge, I imagine that it might constantly eat 90% of your FPS.
I was wondering why i can't see the worker kill count or the damage stats of a unit while hovering on the worker count icon at the bottom or on the weapon/armor icons (even by using the extension mod). Basically everything works like when i see casters using it but not when it involves hovering on things i suppose, any idea?
I was wondering why i can't see the worker kill count or the damage stats of a unit while hovering on the worker count icon at the bottom or on the weapon/armor icons (even by using the extension mod). Basically everything works like when i see casters using it but not when it involves hovering on things i suppose, any idea?
Great mod btw!
Did you modify your tooltip settings of the game? E.g. it is possible to make tooltips require a certain hotkey to be pressed before any tooltips are shown in the UI. I believe it is in gameplay options.
I was wondering why i can't see the worker kill count or the damage stats of a unit while hovering on the worker count icon at the bottom or on the weapon/armor icons (even by using the extension mod). Basically everything works like when i see casters using it but not when it involves hovering on things i suppose, any idea?
Great mod btw!
Did you modify your tooltip settings of the game? E.g. it is possible to make tooltips require a certain hotkey to be pressed before any tooltips are shown in the UI. I believe it is in gameplay options.
Damn it i had it unchecked for some reason, it was listed under observer and replay though. I didn't know that's what it did, i don't understand why you would need them turned off considering how useful it is for either casting or studying replays.
Patch 3.4 added the possibility to adjust the UI for each game mode (1vs1, 2vs2, 3vs3, 4vs4, None). That means that I will merge 1vs1 and 2vs2 into a single version (which also supports the other modes in some way).
If you have suggestions what else I could add/change, let me know.
If you are an observer UI developer yourself, you might want to have a look at the end of the _bottomPanel layout as I've added a snippet of code that detects the game mode.
I kept the production info when a single structure is selected, but I removed both the production tab in leaderpanel and the icons from the GameHeart extension mod.
On August 28 2016 01:17 olimoley wrote: Is there a way to include Korean language support? Upgrade popups just show "???????"
Keep up the great work!
Thanks for letting us now. I will notify Ryan and we will look into this.
I think I might be able to fix that just via the observer interface, but a proper solution would be fixing it in the extension mods. The core of the problem are the definitions of the text styles most likely not having fallback fonts set (which is a feature since version 3.0).
On November 12 2016 18:33 Azhrak wrote: Do you Ahli or someone else know what was this obs UI used at WCS Global Finals?
I believe this is the WCS overlay, comes with the game.
Yes it is very similar to the WCS 2.2 obs UI but it's not the same. The unit selection box is here on top of the production tab, while in version 2.2 they can't be shown simultaneously.
On November 12 2016 18:33 Azhrak wrote: Do you Ahli or someone else know what was this obs UI used at WCS Global Finals?
I believe this is the WCS overlay, comes with the game.
Yes it is very similar to the WCS 2.2 obs UI but it's not the same. The unit selection box is here on top of the production tab, while in version 2.2 they can't be shown simultaneously.
Probably a new/specific version for Blizzcon that is yet to be released I guess?
That interface was built for BlizzCon. A version of it (improved) will become available eventually though I do not have an exact release date for you yet. The version at BlizzCon was setup pretty specifically for that event so a lot of changes need to be made to make it more flexible for general use.
On November 15 2016 08:27 GameHeart wrote: That interface was built for BlizzCon. A version of it (improved) will become available eventually though I do not have an exact release date for you yet. The version at BlizzCon was setup pretty specifically for that event so a lot of changes need to be made to make it more flexible for general use.
Thanks for the info. The UI looks like a very good alternative for the current WCS obs UI, so I'm hoping a general release soon.
v.2.9 (19th February 2017) - remapped hotkeys to toggle Income and Army Supply graphs from Numpad1/2 to Shift+I and Shift+A - Graphs will now hide and be hidden by other panels appearing in the screen's center - added description in Message Log's controls list for these new hotkeys - fixed player intro panels not hiding Structures Lost Panel - widened the Scores button in the observer toolbar to remove label abbreviation at 720p resolution
v.0.9 (19th February 2017) - fixed vertical position of social button in observer toolbar
More Information: To receive more information, head to this post earlier in this thread.
Remember, you still need to use the extension mod to receive upgrade countdowns, workers killed counter, production icons, Income and Army Supply Graphs.
If you run into problems, you can message me here on teamliquid, try to post in this thread or reach out to me via twitter @AhliSC2 .
FYI, I wanted to let you know that I am working on a new version of GameHeart:
3.0 alpha changelog:
- added support for 1vs1, 2vs2 and Archon Mode - cleaned up minimap's border; it is now 2 pixel wider, bottom bar is 2 pixel shorter - Control+Shift+R will now toggle between three states for race icons: - - 1./default: show LogosMod team icon with race icon as fallback - - 2. hide race icon - - 3. show race icon - Control+Shift+L hotkey has been removed as its functionality is now included in Control+Shift+R - fixed minimap preview of replays being cut off - increased width of observer toolbar's vision dropdown - "1" is now hidden on all slots in leaderpanel except for the Upgrades tab - Seeking in replays now hides the map score panel - alert tooltips now follow the dark color scheme - Tooltips of the bottom bar have been removed - added hotkey to toggle the chat's visibility (Control + Alt + C) - added hotkey to toggle the entire UI (Control + Alt + U) - toggling the observer toolbar will now move the top center panels downwards - fixed 1vs1 comparison frames (e.g. units/workers killed on default Control+R) not hiding graphs panels (created by GameHeart extension mod) - fixed chat bar's chat help tooltip using the old green background color on first UI load - added blur effect to the bottom panel's background images
Also, I have released a program that allows you to edit an Observer UI's hotkeys and settings. You can find download links and future updates on my google site.
If you have feature requests, bugs, suggestions or any feedback, you can reach out to me via twitter (@AhliSC2).
v.3.0 (14th November 2017) - added support for 1vs1 (includes Archon mode) and 2vs2 - - other modes show the default resource panel in the top right for the selected player - cleaned up minimap's border; it is now 2 pixels wider, bottom bar is 2 pixels shorter - Control+Shift+R will now toggle between three states for race icons: - - 1./default: show LogosMod team icon with race icon as fallback - - 2. hide race icon - - 3. show race icon - Control+Shift+L hotkey has been removed as its functionality is now included in Control+Shift+R - fixed minimap preview of replays being cut off - increased width of observer toolbar's vision dropdown - "1" is now hidden in the units/structures lost panels and the leaderpanel except for the Upgrades tab - Seeking in replays now hides the map score panel - alert tooltips now follow the dark color scheme - many labels now scale instead of being truncated - added basic support for Ahli's 'Observer UI Settings Editor' - fixed EPM (Control+V) background image not extending behind the title label - added hotkey to toggle the chat's visibility (Control + Alt + C) - added hotkey to toggle the entire UI (Control + Alt + U) - toggling the observer toolbar will now move the top center panels downwards - fixed 1vs1 comparison frames (e.g. units/workers killed on default Control+R) not hiding graphs panels (created by GameHeart extension mod) - fixed chat bar's chat help tooltip using the old green background color on first UI load - added blur effect to the bottom panel's background images - fixed active forces comparison bars' height - hid chat bar's help label that usually appears below the bar - the leaderpanel moves downwards if the top name panel is shown - re-added the unit rank labels
Remember, you still need to use the extension mod to receive upgrade countdowns, workers killed counter, production icons, Income and Army Supply Graphs.
If you run into problems, you can message me here on teamliquid, try to post in this thread or reach out to me via twitter @AhliSC2.
The RSS feed on the site for an automatic check for updates might be interesting for you. Just subscribe to the 1vs1 changelog.
There are minor problems left in the UI and I cannot guarantee that some future SC2 patch breaks some features like the race icon toggle, but right now everything seems to work fine.
If you have ideas for improvements, find bugs, etc, let me know!
Enjoy!
BTW, I've recently fixed and updated Gawliq's UI, too.
Hey Ahli, and anyone else who might be able to help. Is there any chance you happen to have the original versions of the GameHeart overlay? In the process of recording the WCS 2014 Season 3 replays (up to the Ro16 only, my SC2 install refuses to play Ro8 and up, or the global finals) and I think the reason is that the GameHeart overlay was used - and they can't be replayed without the overlays.
How do we use this? Do we need to download a file or just pick the option when creating a custom game? Do replays of games played with this automatically display the overlay?
@DSK The 2nd video should use an early version of the WCS GameHeart extionsion mod as it has a panel that switches content and Ryan coded that in that mod to be used by the WCS observer interface. Potentially that is required.
Observer interfaces do not alter the game and are not recorded in replays, so they are not the issue.
Potentially you need a Logos.Sc2Mod. I do not know how well that was supported when it was recorded. It was a feature that Ryan and Blizzard created together. Potentially it is required as picked indexes during the live game are saved in the replay if I remember it correctly.
Btw, I still have all GameHeart obs UI versions in my dropbox. Let me know if you want those. 70 versions by now.
@Zzroram You can follow the installation instructions here. Basically, you download a file and then select it in the game options. Then observing matches and watching replays will use that UI. Also, there are extension mods that add a few extra features like production icons above structures and notifications on the sides of the screen. Host a game with the "WCS GameHeart", "GameHeart" or "HomeStoryCup XX" extension mod. The last one is my own one with bug fixes and performance improvements to GameHeart's extension mod.
On April 04 2020 06:44 Ahli wrote: @DSK The 2nd video should use an early version of the WCS GameHeart extionsion mod as it has a panel that switches content and Ryan coded that in that mod to be used by the WCS observer interface. Potentially that is required.
Observer interfaces do not alter the game and are not recorded in replays, so they are not the issue.
Potentially you need a Logos.Sc2Mod. I do not know how well that was supported when it was recorded. It was a feature that Ryan and Blizzard created together. Potentially it is required as picked indexes during the live game are saved in the replay if I remember it correctly.
Btw, I still have all GameHeart obs UI versions in my dropbox. Let me know if you want those. 70 versions by now.
@Zzroram You can follow the installation instructions here. Basically, you download a file and then select it in the game options. Then observing matches and watching replays will use that UI. Also, there are extension mods that add a few extra features like production icons above structures and notifications on the sides of the screen. Host a game with the "WCS GameHeart", "GameHeart" or "HomeStoryCup XX" extension mod. The last one is my own one with bug fixes and performance improvements to GameHeart's extension mod.
That would be great, only if it isn't too much hassle for you to do so. If it is then I will just have to make do. I appreciate you reaching out to me so quickly <3.
On April 04 2020 06:44 Ahli wrote: @DSK The 2nd video should use an early version of the WCS GameHeart extionsion mod as it has a panel that switches content and Ryan coded that in that mod to be used by the WCS observer interface. Potentially that is required.
Observer interfaces do not alter the game and are not recorded in replays, so they are not the issue.
Potentially you need a Logos.Sc2Mod. I do not know how well that was supported when it was recorded. It was a feature that Ryan and Blizzard created together. Potentially it is required as picked indexes during the live game are saved in the replay if I remember it correctly.
Btw, I still have all GameHeart obs UI versions in my dropbox. Let me know if you want those. 70 versions by now.
@Zzroram You can follow the installation instructions here. Basically, you download a file and then select it in the game options. Then observing matches and watching replays will use that UI. Also, there are extension mods that add a few extra features like production icons above structures and notifications on the sides of the screen. Host a game with the "WCS GameHeart", "GameHeart" or "HomeStoryCup XX" extension mod. The last one is my own one with bug fixes and performance improvements to GameHeart's extension mod.
That would be great, only if it isn't too much hassle for you to do so. If it is then I will just have to make do. I appreciate you reaching out to me so quickly <3.
On April 04 2020 06:44 Ahli wrote: @DSK The 2nd video should use an early version of the WCS GameHeart extionsion mod as it has a panel that switches content and Ryan coded that in that mod to be used by the WCS observer interface. Potentially that is required.
Observer interfaces do not alter the game and are not recorded in replays, so they are not the issue.
Potentially you need a Logos.Sc2Mod. I do not know how well that was supported when it was recorded. It was a feature that Ryan and Blizzard created together. Potentially it is required as picked indexes during the live game are saved in the replay if I remember it correctly.
Btw, I still have all GameHeart obs UI versions in my dropbox. Let me know if you want those. 70 versions by now.
@Zzroram You can follow the installation instructions here. Basically, you download a file and then select it in the game options. Then observing matches and watching replays will use that UI. Also, there are extension mods that add a few extra features like production icons above structures and notifications on the sides of the screen. Host a game with the "WCS GameHeart", "GameHeart" or "HomeStoryCup XX" extension mod. The last one is my own one with bug fixes and performance improvements to GameHeart's extension mod.
That would be great, only if it isn't too much hassle for you to do so. If it is then I will just have to make do. I appreciate you reaching out to me so quickly <3.
Thanks, Ahli. It seems you were right on the money, those overlay files did not resolve the playback issue. Still, I thank you for giving me the opportunity to try.
On August 09 2024 01:31 juliusprotobius wrote: Hi, I'm wondering if there's any way to "take command" during a replay with Gameheart replay interface, like there is in the default interface?
Thanks a lot!
As stated in the lobby when a player does not have the default interface selected:
"Take Command will not be available unless this player disables the custom replay interface in their 'Observer and Replay' options."