In SC2 go to options -> gameplay and select "Standard Enhanced" from the Observer Interface drop down menu + Show Spoiler +
Resourcepanel guide
Things to note
Current worker count is not to be confused with worker supply (worker supply would be worker count + workers in production). This is why worker count + army supply =/= used supply.
Army supply count is exactly what it says, meaning it represents army units on the map + army units in production, the same way the standard supply count works (units on map + units in production)
Army value (in minerals or gas) however doesn't include units in production
Unit repair cost is not shown in army value, however when a repaired unit is lost, it does appear in army units lost in value (unit does go more expensive when repaired, but the cost is added once the unit is lost)
Workers lost count is actually workers-killed-by-opponent count
Units lost tab, is also actually units-killed-by-opponent tab. This means that manually detonated banelings, banelings detonated against structures or any units killed by friendly fire, direct or splash, aren't shown. Also note that since this feature was enabled by blizzard with patch 2.0.10. (late july 2013), this tab will not work when using replays from previous patches.
User can not be assigned to a player slot when using resume from replay feature (blizzard's design choice) + Show Spoiler +
I can not change any of these due to limitations with interface mods. All these numbers are pulled from the game, I only have control over where they are placed on the screen.
Bugs
Archons, regardless of which templars they are made from, are always considered to cost 100/300 as if they were made from two high templars (blizzard's bug)
Army value count has another blizzard's bug with archons, that templars stay there as "zombies", for exaple let's say you make an archon from two dark templars, your army value is increased by 100/300 without subtracting the dark templars even when archon is killed (was my mistake, redownload file to apply fix, sorry for inconvenience)
Hotkey guide
Use these hotkeys to toggle UI elements on or off. All the default hotkeys follow the combination of Shift+[a specific key]. Below is a chart which shows how the hotkeys are laid out on a standard QWERTY keyboard and list of all hotkeys with UI elements that each of them controls. If you wish to customise hotkeys or change what's on and what's off by default when you load a map scroll down to settings section.
Shift+W - Hides entire UI
Shift+R - Resourcepanel
Shift+T - Additional structures tab (1v1 only)
Shift+U - Additional units tab (1v1 only)
Shift+O - replay controls and player POV selection
Shift+G - upgrades (1v1 only)
Shift+L - Units lost tab (1v1 only)
Shift+X - Unit portrait
Shift+C - Controlgroups
Shift+V - hides commandcard and moves infopanel to the right
Shift+B - Resourcepanel background
Shift+N - Map name
Shift+M - Buttons next to minimap (menu, ping, etc.)
Default hotkeys are set up very similarily to Starcraft II's default english hotkeys. For instance "Shift+U" opens the additional units tab, and "U" is the blizzard's hotkey to set the leaderboard to display the units tab (image: + Show Spoiler +
). Also "Shift+W" is used to hide the entire GameUI, which is similar to blizzard's "Control+W" hotkey, as well as "Shift+O", which is used in blizzard's interface files to do the same thing as it does here - hide observer panel. All other hotkeys are laid out to the bottom row of the QWERTY keyboard to make it easier to try all of them in case the user happens to forget one.
Settings
You can use __SETTINGS.SC2layout file to customise which UI elements are on or off by default and hotkeys that toggle them. The file is contained within the interface file. You can access it by following these steps.
Open the interface file in the SC2 editor
navigate to the UI module (a button in the top middle)
when the UI editor pops, select __SETTINGS file (the top most file on the left hand side file list)
make neccesary modifications on the right hand side panel
Be sure to follow the instructions there (green text). Also don't forget to save.
Don't want to sound too harsh, but have you give some thoughts to the amount of information on the screen ?
IMHO there is way too many numbers on the top right corner of the screen. Information curation is part of my daily life/work, but looking at this, as a viewer I would not even try to understand what all those are...
This would look so much nicer if you removed Total Amount Mined, Army Value, and Army Lost Value. Then, make the player names larger and move that bit over to the right
Thank you man, this is exactly what I need to watch replays, in fact I'd actually prefer to use this for playing over the default interface (ofc without all the numbers as that'd be a hack but just how small/little space mini map ctrl groups etc. take up is amazing.
@Ambre: Maybe I'm misunderstanding but to me this isn't something for viewers, this is something for players. And personally I would have created this myself if I could actually programm, so this is exactly what I need.
On August 28 2013 04:37 DirtyBirD wrote: This would look so much nicer if you removed Total Amount Mined, Army Value, and Army Lost Value. Then, make the player names larger and move that bit over to the right
Unless I'm mistaken, you don't need to use all of the features. Otherwise, I agree fully.
On August 28 2013 04:30 Ambre wrote: Don't want to sound too harsh, but have you give some thoughts to the amount of information on the screen ?
IMHO there is way too many numbers on the top right corner of the screen. Information curation is part of my daily life/work, but looking at this, as a viewer I would not even try to understand what all those are...
The rest seems nice and well polished though.
Gl
I guess some might find it too messy, but personally I think this is perfect, no need to scroll around shitty tabs to find a little piece of information.
It's a shame they don't allow custom UIs for when people play instead of OBS. Age of empire 3 had that, I bad a blast playing with a semi-transparent and streamlined UI. ^^
Anyway, that's a pretty nice effort you put in there OP, you can be proud of your work.
Be careful of small text. Other casters also have like a (+1820) for minerals per minute being mined after the resources, but they're very small.
For those watching at 240 or 360 (now "Low" and "Medium"), these are unreadable. Keep this in mind when creating UIs and content. They're always useful to have and it's a shame if you have to miss out due to bandwidth/Twitch!
On September 14 2013 00:22 vaderseven wrote: Is there a way to make a UI that shows the ordering and timing of buildings (and units and upgrades if thats easy too) that are built?
It would be amazing to show the build orders as they develop.
Sadly no, impossible with just an interface mod, even though it is something as simple as that. Just like highlighting what is being chronoboosted on the production tab, that much customisation isn't simply allowed by blizzard.
On September 14 2013 00:27 Incognoto wrote: It's a shame they don't allow custom UIs for when people play instead of OBS. Age of empire 3 had that, I bad a blast playing with a semi-transparent and streamlined UI. ^^
Anyway, that's a pretty nice effort you put in there OP, you can be proud of your work.
Thank you, glad you like it, and yes, the bottom part would work well for playing as well, if only blizzard would allow that.
On September 14 2013 00:32 Gowerly wrote: Be careful of small text. Other casters also have like a (+1820) for minerals per minute being mined after the resources, but they're very small.
For those watching at 240 or 360 (now "Low" and "Medium"), these are unreadable. Keep this in mind when creating UIs and content. They're always useful to have and it's a shame if you have to miss out due to bandwidth/Twitch!
For streams, that could be a problem, yes but my main target audience were the players, on their own PCs, who want to analyse replays better, with more information, so this allowed me to dodge this issue. But it has been said before, that text is too small, and also that it is in difficult-to-read colors, I will keep all this in mind when making a new version.
Wow, amazing UI mod for analysing your games. Thank you so much for this! Sorry for the bump, but I really wanted to thanks the creator and also there is nothing obsolete about this UI.
Maybe also a popup as overview of all its hotkeys (based on the maybe currently customized ones; TheCore user here) would also be great! Like the GameHeart screen (unfortunately this is without detecting deviant hotkeys).
Although I love the idea behind this, it is a bit visually confusing, especially for the common viewer. Overall, great tool, if maybe too good. Thanks for doing this.