On November 27 2013 09:38 iHirO wrote:GameHeart 1.62 Interface Feedback:
- The GameHeart pop up interface has a formatting error when displaying unit counts over 99.
You are not using version 1.62. You are using 1.60, I assume. 1.62 has dots at the upgrades and 1.61 fixed the label positions to better support 3-digit unit death counts.
On November 27 2013 09:38 iHirO wrote:[*]
Consider updating the hotkey tabs in the GameHeart interface to be player coloured. The hotkeys integrate well with the interface but in a mirror match, it is difficult to determine which player is currently selected.
This is not possible, as far as I know. There is no player ID for "current selected player".
Impossible. I can only tell the game which size the minimap has. I can't make it fill out the whole space. It always displays the correct dimensions.
On November 27 2013 09:38 iHirO wrote: The Main Window displays incorrectly in 2v2 mode.
2+ players don't use "Left" and "Right" player identifications. Therefore I would require to code everything for all slots (1,2,3,4,...) and pray that the players are indeed using these slots.
On November 27 2013 09:38 iHirO wrote: Upgrades are displayed incorrectly when Neural Parasite is used. Zerg and Protoss players need a maximum of 5 slots, while Terran requires 4. A maximum of 14 slots would be needed if a Zerg player used Neural Parasite on a SCV and a Probe in a 2v2 game.
14 slots would take up a huge portion of the screen... That's a lot of screen space wasted in most games played.
On November 27 2013 09:38 iHirO wrote: Should the
Hi-Sec Auto Tracking and
Building Armor upgrades be displayed in the Main Window next to the attack and armour upgrades?
Not possible. The trick used to show the weapon and armor upgrades only works because these upgrades have a label.
On November 27 2013 09:38 iHirO wrote: Consider adding a setting in the Lobby screen to switch the Main Window position from centred to flushed, to increase the available screen space. This would also affect the Unit Selection Window.
The Lobby shouldn't be able to alter the UI. Else you are nearly hardcoding the UI into the game which is not the purpose of gameheart light. It adds features to the game that the interface can use, in case it is within the scope of an interface.
On November 27 2013 09:38 iHirO wrote: Consider adding an animated effect when an upgrade completes and is added to the Main Window, to make the audience aware.
Not possible in interfaces.
On November 27 2013 09:38 iHirO wrote: Consider parsing the player names and removing their clan name. The Team Logo textures already display this information and the interface looks inconsistent when only one player is in a clan. This would also increase space on the Main Window to display upgrades.
This should already be included. Try pressing "ctrl + shift + c" like Clan to toggle the clan tag usage.
On November 27 2013 09:38 iHirO wrote:Multiple incorrect items are added or missing from the Unit Selection Window. The current implementation simply displays the bottom row of the Unit Command card causing strange interface behaviour and important upgrades to not be displayed (e.g. A worker displays the bottom row of it's building options). A better implementation is needed to remove unnecessary icons (e.g. the Cancel icon).
It's displaying what Blizzard considered to be part of the simple command card. Other elements are not displayed. It might be possible to edit these settings for the observers in the game mod, though.
On November 27 2013 09:38 iHirO wrote: The Geyser and Mineral information is displayed incorrectly.
All textual information about the unit is actually a single label. I can't format the displayed text. I've used a trick to make it appear properly with a resolution of 1920x1080 and an enUS localization. Different ones can cause these problems.
I'm not able to alter the texts, so the locale wouldn't matter anymore, but the game doesn't read the values I want to use. Testing in the editor lets me edit these texts, but when the interface is really used on battle.net, the texts are not applied to the game.
On November 27 2013 09:38 iHirO wrote: The Hive incorrectly displays a kill count.
You should ask Blizzard about it. Interfaces can't alter game data and this is caused by game data.
On November 27 2013 09:38 iHirO wrote: The Unit Selection Window occasionally fails to hide correctly.
I've noticed that myself today. It's a SC2 bug. There is no unit selected, but it didn't clear the command card data. I think this happens when you switch the observed player, but I'm not sure.
On November 27 2013 09:38 iHirO wrote: Consider adding player coloured borders to the unit icons in the Grouped Selection Window, to make it clearer to the audience which player the units belong to.
I wish I could...
On November 27 2013 09:38 iHirO wrote: Consider removing passive attributes from the Unit Selection Window to free up space in the interface. The audience is generally knowledgeable about what each unit can do (e.g. Colossus has the
Cliff Walk ability) and these abilities are static, so there is no real reason to show the icon.
Out of reach of the interface. Requires game data changes and the gameheart mod shouldn't tinker too much with that as it limits other interfaces.
On November 27 2013 09:38 iHirO wrote: The Tool Tips pop up dialogs have only been partially reformatted for GameHeart. The Upgrade, Grouped Selection name, Timer Progress and Unit Modifier tool tips still use the old font and overlap the interface.
They use the new font, but the old tooltips. It works fine in testing in the editor, but on battle.net the game doesn't fully use the data for the tooltips for some reason. I assume it is a "bug" in sc2 as it works fine in editor tests and it should read the same background image information as all other tooltips.
On November 27 2013 09:38 iHirO wrote: Consider improving the display of progress for buildings with a reactor add on, as it looks awry.
Do you have a suggestion?
Btw, I can't reverse the progress bar as it's not possible to rotate them.
On November 27 2013 09:38 iHirO wrote: Consider displaying researchable passive upgrades in the Unit Selection Window. A major flaw with the streamlined interface is that some important information is getting lost (e.g. The only way to determine if a marine has Combat Shields researched is to look in the Upgrades Tab). Although in some cases it is easy to see when an upgrade has been researched (e.g. The Zergling appearance changes when Metabolic Boost is researched) it is harder for other upgrades.
That's not possible with gameheart light and interfaces as the spectator is a real spectator and its selection cannot be used as input, as far as I know.
On November 27 2013 09:38 iHirO wrote: Consider changing the Unit Selection Window background to improve its appearance.
Actually, that space is kind of required for some units to look nice and I can't alter the UI based on the unit selected.
On November 27 2013 09:38 iHirO wrote: Consider adding an icon to the Unit Selection Window to show when production has been queued. This is useful for highlighting mistakes (e.g upgrades queued) and to show when a player's macro slipping.
This might even be possible...
On November 27 2013 09:38 iHirO wrote: Consider updating the spell icons to display the number of available spells. This implementation is currently used for Creep Tumours and Nukes and is consistent with the rest of the interface.
Same reason as "researchable passive upgrades in the Unit Selection Window". Spectators are no players, therefore their input cannot cause the game to run triggers/etc. Logic based on spectators is kind of impossible, as far as I know, unless the logic is always there like showing/hiding a frame showing some information.
On November 27 2013 09:38 iHirO wrote: Consider hiding the Unit Selection Window automatically if an item hasn't been selected after a specific time. This would free up more screen space for the game.
Same as before.
On November 27 2013 09:38 iHirO wrote: Consider removing the Resources Tab as the information is duplicated on the Main Window. A Structures Lost Tab would be much more useful.
It would still use the same hotkey, but it is possible. I can alter the pulldown's entry name and show whatever I want in the leaderpanel.
On November 27 2013 09:38 iHirO wrote: Consider only displaying gas information once mining has begun, to make the interface more minimalist. This would also affect the Income and Active Forces Tab.
That requires logic. Interfaces have no logic. The mod can add logic, but it shouldn't tinker with existing UI elements as they are different for each used UI.
On November 27 2013 09:38 iHirO wrote: The Units Tab has an incorrect maximum limit of 21, causing units to be removed from the tab.
UI will look terrible in normal games, if I would make it support extreme situations. You would criticize overlapping then and unreadability, because images might be stretched across the screen or just appear as thin lines...
On November 27 2013 09:38 iHirO wrote: Consider merging the Terran add ons in the Structures Tab.
The Tech Lab and Reactor icons are listed in the tab separately depending on what building they are connected to, and can fill up 8 slots (e.g. 2 x Unattached, Barracks, Factory and Starport) when they could fit into 2 slots. This would make the interface cleaner and solve other issues, although the ability to jump to a specific building add on would be lost (would have to cycle through all the add ons instead). If implemented, this will also affect the Production Tab.
Blizzard's job. Also, creep tumors build by the queen and creep tumors that spread (They are different and both appear in production tab).
On November 27 2013 09:38 iHirO wrote: The
Point Defence Drone is not displayed in the Units or Structures Tab, however the
Auto-Turret is displayed as a structure.
Suggest this to Blizzard, but I don't think they would change that as the defence drone is more temporary than the auto-turret, if I'm not mistaken.
On November 27 2013 09:38 iHirO wrote: The Structures Tab has an incorrect maximum limit of 21 items, causing structures to be removed from the tab.
Possible solutions to this problem:
- Only display structures for the main race, with a maximum limit of 25.
- Implement an animated effect (e.g. scrolling) to periodically display structures when the maximum limit is reached.
- Display a second row when the maximum limit is reached.
You want to see all, but no overlap and good looking in low numbers? In most cases you can't realize that.
I can't filter stuff. I can show a second row, since every slot can be repositioned.
On November 27 2013 09:38 iHirO wrote: The Units Lost Tab only displays units that were destroyed by the enemy. Any units killed by friendly fire are not shown.
SC2 bug, go and report.
On November 27 2013 09:38 iHirO wrote: Consider disabling clickable icons in this tab as they serve no purpose (the units have been removed).
Then you can't highlight them neither as it wouldn't react to the mouse anymore. But you could suggest Blizzard to remove the logic of the button clicks for lists of lost units.
On November 27 2013 09:38 iHirO wrote: The Production Tab displays the incorrect icon for the
Transformation Servos upgrade. This also affects the hovering icon.
Tell Blizzard, not me.
On November 27 2013 09:38 iHirO wrote: The progress bars in the Production Tab are thicker on the bottom row than the top for some maps.
The Player color might be the reason. I can't really do anything about that.
On November 27 2013 09:38 iHirO wrote: Creep tumours are occasionally randomly duplicated in the Production Tab. Also the screen occasionally fails to jump to location when a tumour icon is clicked.
Queen's creep tumor is different than the other creep tumors while it is constructed. Ask Blizzard to merge those in the leaderpanel.
On November 27 2013 09:38 iHirO wrote: The Production Tab has an incorrect maximum limit of 21, causing items to be removed from the tab. The maximum limit for each race is the combined total of all upgrades, units and structures. A Zerg player with Neural Parasite in a 2v2 game could engineer a situation where almost every unit, structure and upgrade in the game is started at the same time.
This interface does not support 2vs2 and I think I will hate making 2+ player interfaces in future if people nitpick this. Then there will only be default UI + small modifications where all the data goes acress all of the screen, so you can see all of it.
On November 27 2013 09:38 iHirO wrote: Consider adding an effect when the production progress is accelerated or paused. The progress bar is currently removed when a building is contaminated, de-powered, construction halted, supply blocked or egress is blocked.
Not interface related and pretty much not really possible.
On November 27 2013 09:38 iHirO wrote: Consider hiding numbers for single items in the Production Tab to improve the interface appearance (especially for unique upgrades). This would also affect the Units, Structures, Units Lost and Upgrades Tab.
Consider suggesting it to Blizzard as that would make a lot of sense. This is not possible in interfaces as I can't use a font without a "1" as it would cause problems when someone produced 10 zerglings.
On November 27 2013 09:38 iHirO wrote: Consider updating the Upgrade icons to have transparent backgrounds to be consistent with other icons.
I can't alter images for game data stuff, I believe. It just doesn't read the images, even if I override the position. A mod might be able to apply these for everyone except for the players.
On November 27 2013 09:38 iHirO wrote: The Stronger Colour Mod icon is incorrectly displayed in the Upgrades Tab on some maps.
Gameheart light bug/problem. But I forgot what was necessary to hide upgrades from the leaderpanel.
On November 27 2013 09:38 iHirO wrote: The Upgrades Tab has an incorrect maximum limit of 10 items, causing upgrades to be removed from the tab.
Will fix that.
On November 27 2013 09:38 iHirO wrote: The Actual Supply is incorrectly shown instead of the Maximum Supply. The default Blizzard interface only displays up to a maximum of 200 supply instead of the actual value (e.g. 250). The Actual Supply does provide the audience with extra information however (e.g. is the player in danger of getting supply blocked if the overlord is sniped).
- Consider removing the supply count as it is duplicated in the Main Window.
Uhm... interesting. I will check if there is another score value that displays the correct information for max supply, in case the supply value won't be removed.
On November 27 2013 09:38 iHirO wrote:[list=ordered]
[*]
The APM Tab and EPM Tab display identical data, this needs to be fixed.
[*]
Consider centring the APM Tab and EPM Tab text to ensure that the interface looks consistent. This would also affect the Spending Tab.
I need to check that out. Might be a problem of failing to change entries after copy pasting stuff. :D