GameHeart Overlay 2.0 - Page 34
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graNite
Germany4434 Posts
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obszczymucha
3 Posts
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dvorakftw
681 Posts
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Ahli
Germany355 Posts
On September 26 2013 02:36 obszczymucha wrote: I've been using GameHeart 1vs1 v1.61 Observer Interface for some time and it was working fine, but it now displays weird stuff. http://imgur.com/I1O1OEh,o5dDXD4#0 http://imgur.com/I1O1OEh,o5dDXD4#1 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. | ||
Ahli
Germany355 Posts
Changelog: v.1.62 - added pips to the upgrade icons. Special thanks to the MIT Game Lab who assisted us by creating a font. >>> Download GameHeart 1vs1 Observer Interface v.1.62 <<< >>> 16x10 version not displaying army supply <<< | ||
dvorakftw
681 Posts
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Ahli
Germany355 Posts
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. | ||
dvorakftw
681 Posts
http://i.imgur.com/i2VHsRZ.png 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 | ||
Ahli
Germany355 Posts
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: http://i.imgur.com/i2VHsRZ.png 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. | ||
Priidrik
Estonia33 Posts
On September 26 2013 14:59 Ahli wrote: 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. | ||
graNite
Germany4434 Posts
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dvorakftw
681 Posts
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. | ||
bsdaemon
618 Posts
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iHirO
United Kingdom1381 Posts
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True_Spike
Poland3408 Posts
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Ahli
Germany355 Posts
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. | ||
Firkraag8
Sweden1006 Posts
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. | ||
Priidrik
Estonia33 Posts
On September 28 2013 10:58 Firkraag8 wrote: @Ahli 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
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Arachne
South Africa426 Posts
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!!!! | ||
Firkraag8
Sweden1006 Posts
On September 28 2013 20:30 Priidrik wrote: I'm not Ahli, but I can answer that
Excellent, I fixed it with your instructions. Thank you very much. | ||
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