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On January 08 2009 15:41 tec27 wrote:Show nested quote +On January 08 2009 03:37 -orb- wrote: Hrm I enable it and nothing shows up in game -_- Can you give me any more info on that? I haven't had any issues whatsoever getting it to show up. You may want to restore to the default settings and see if that fixes it. If not, what OS are you using? -------------------------------------------------------------------- Show nested quote +On January 08 2009 15:25 Cobalt wrote:On January 08 2009 01:37 Durak wrote:On January 08 2009 01:34 Phrujbaz wrote: Where can I find the latest version of apmalert for 1.15.3? Why would you want it? You can't use APM Alert on iccup and you can't use 1.15.3 on Bnet. I suggest you update to 1.16.0 and use R1ch's fix. I imagine that if someone plays primarily on Hamachi with friends or on a private server using 1.15.3, that this might be useful. Though that's probably a very small group of people. I wasn't planning on keeping support for 1.15.3 since I didn't see much point, but I didn't really consider people playing on Hamachi. I'll try to change the way I utilize game offsets to make this easier and then re-add support for 1.15.3 with all of the fixes implemented, but that'll be a few days away at least. -------------------------------------------------------------------- Show nested quote +On January 08 2009 15:26 fusionsdf wrote: The formula for APM calculation has been changed a bit so that it can actually calculate during early parts of the game (the APM will be very dynamic during this part of the game) [Thanks MoC ] ---
for me this leads to a really annoying thing where if you put the target APM at say 300, its pretty much impossible to get to at the start of the game before the siren goes off, even if you can maintain 300 APM throughout the game. Havent tried the 1.6 version (since I only iccup/singleplayer), but I have the most recent 1.5 version.
before the method was changed I never had a problem.
Other than that, I really like the plugin, so thanks Not sure what could be done to fix this problem. I could very easily add in a safe 20 seconds or so for sound alerts. I'm 90% sure I removed that safe zone when the apm calculation was changed around, but I think that may have been an incorrect choice since you have mentioned having problems with it (I haven't had problems during testing, but I also have a fairly low APM and often test on the default settings). I'll play around with this for the next release. -------------------------------------------------------------------- For the next release, I've fixed the default settings for the local time clock placement so it isn't covered for any of the races, and I also fixed a bug that caused crashing occasionally when you exited games. I also went through and cleaned up a fair amount of code, and found that I had about 4-5 useless game hooks I really didn't need (pausing/unpausing, game start and end) so I removed those, leaving only 3 hooks into starcraft, which is a little safer with warden. I'm gonna hold off on releasing this version until I finish fixing up any other bugs that might crop up.
well the thing is that safe zone slides based on the APM
if I have the target APM set at 80 I need a very small window. If I for some reason wanted to set it to 400APM I would need a larger window. If the window is long enough though to handle 350 APM without beeping, I dont see that causing a problem with lower APM settings. Would be nice to have something a bit more elegant, but sometimes thats just how it works :D
thanks for the response
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Germany2896 Posts
IMO you should activate the alarm the first time after 20 secs the player is 10% above the target APM.
I created an unofficial fixed version for 1.15.3 which is probably the latest available version for 1.15.3 atm: edit: Obsolete now that Tec has published an official version.
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Version 1.0 is now released.
Updates:
- Changed the way alerts are enabled at the beginning of the game. Now you will have 20 seconds after you first reach 110% of your mininmum apm, or the 1:50 mark, whichever comes first, before sound alerts will enable themselves. This should help people with high minimum apm's set to reach them before being alerted.
- Fixed a crash bug that sometimes occurred at the end of games.
- Modified the way offsets are stored and handled internally, making it easier to update for future versions.
- Removed about half the hooks into SC's functions, resulting in a smaller footprint and less ban risk from warden.
- Fixed the default local time clock positioning so its not overlapped by the bottom interface for protoss/zerg. You can either fix this yourself if you already have the 0.9 version using ingame commands (/movelocal), or reset your settings to default through the configuration window and then recustomize your settings.
- Enhanced version number.
There is also now a 1.15.3 version available that will not auto-update. If you use this version, you will need to download the new zip file should you want to re-enable auto-updating. You should be able to have both a 1.16.0 and 1.15.3 version at once if you rename one bwl file to something different (IE: APMAlert1153.bwl).
1.16.0 Version: http://rockify.net/APMAlert/APMAlert.zip 1.15.3 Version: http://rockify.net/APMAlert/APMAlert1153.zip Source: http://rockify.net/APMAlert/APMAlertSrc-1.0.0.0.zip
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Works perfectly for 1.15.3 too, thanks!
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Germany2896 Posts
Might be detected by Warden atm. According to some hacking site Warden checks addr:0x004BD4FF, size:8 and the draw hook of apm alert is at 0x004BD504 which overlap at 2 or 3 bytes. This is probably a side effect when detecting some other hack hooking almost at the same place. So DONT USE ATM
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The 1.16 version should be updated now to fix that issue. Hopefully that won't happen again, but I can't make any guarantees.
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i've downloaded this file, but when i run chaos, it says that it is apmalert version 1.16.0. are you sure you packed it correctly??
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Yeah, I just checked again and its correct. Make sure you're extracting it to the correct folder. The version string on the new one in ChaosLauncher should read "1.0.0.2". Also, the launcher should be able to update you to the latest 1.16.1 version anyway if you check for updates, so you may want to try that.
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copying the downloaded files didnt work, so i just updated. thanks dude, very useful tool to improve hand-speed
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hey you fixed my bug and provided a well commented source :D
thanks
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when im ingame the clocks and the apm monitor are up, but when i go below my specified apm no sound plays. ive tried multiple sounds, toggling the sound ingame and basically everything else. is there any way u can help with my problem?
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On January 26 2009 02:04 Hydraling wrote:when im ingame the clocks and the apm monitor are up, but when i go below my specified apm no sound plays. ive tried multiple sounds, toggling the sound ingame and basically everything else. is there any way u can help with my problem? Hmm, I'm not sure what the problem could be. I just tested a few APM's and situations and it worked fine for me. What APM setting are you using? Also, what operating system?
Also, understand how the alerts work now: You have to get an APM of 10% over your minimum APM setting before they are enabled (or wait until the 1:50 mark, at which point it will be auto-enabled). So if you have the minimum APM set to 100, sound alerts will be enabled at 110 apm.
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Same here... no alert sound for me, windows xp, APM setting 170. I'm almost always below that though, so dunno if that might have something to do with it.
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On January 26 2009 09:36 Supah wrote: Same here... no alert sound for me, windows xp, APM setting 170. I'm almost always below that though, so dunno if that might have something to do with it. Does the sound play when you hit the preview/test button in the config? Cause even if you were always below the target APM, it would start alerting you after the 1:50 mark.
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On January 26 2009 10:20 tec27 wrote:Show nested quote +On January 26 2009 09:36 Supah wrote: Same here... no alert sound for me, windows xp, APM setting 170. I'm almost always below that though, so dunno if that might have something to do with it. Does the sound play when you hit the preview/test button in the config? Cause even if you were always below the target APM, it would start alerting you after the 1:50 mark.
I had the same problem actually. I was using APMAlert to just see my APM so I forgot about it but I never heard the sound either. I just checked and the path was \Starcraft\alert.wav and I had extracted the plugin files to \Starcraft\Chaoslauncher\alert.wav. I changed the path and now it works.
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yeah I hadn't set the path for alert sound as it works when i changed it. I assumed it would use the one I had selected in the earlier version as I thought it remebered my apmsetting. Guess 170 is just the standard setting instead. sorry.
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On January 26 2009 20:14 Supah wrote: yeah I hadn't set the path for alert sound as it works when i changed it. I assumed it would use the one I had selected in the earlier version as I thought it remebered my apmsetting. Guess 170 is just the standard setting instead. sorry. Nah, its not, actually. I'll try to figure out if I screwed something up at some point with the config that might have made it forget. I'll also try to make it default to "<Plugin Directory>\alert.wav" rather than "<SC Directory>\alert.wav"
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