badosu
Balancing Advisors-
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Everything posted by badosu
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Well, it's not upstream but I am striving for something similar on a mod. For now I am making panels which monitor relevant information, mostly as an improvement for spectators but some are very useful for players too (like your current units, techs, production, etc..) End goal would be streamlining to provide more relevant information on screen while giving back screen real estate. Let me know your thoughts:
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That did the trick, thanks a lot!! Interesting I was not aware Set was not serializable by default.
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what qualifies a player to be titled?bronze,silver,gold ect
badosu replied to vinme's topic in General Discussion
Ratings are useless to measure a players tier. Basically you're looking for tiers where players are of comparable strength, and where a tier below defeating one above is a surprising upset (or ptols v kush xD). -
Hopefully one of the last updates before release: - Fix opengl error by assigning size to the main container - Group buildings on production view - Hide rows when player is inactive (due to resigning) prodmod.pyromod
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This a little better? prodmod.pyromod
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We can wait your unban for your cup matches, but stop making effort to prolong your ban
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Unfortunately can't do much in that case, except for lowering the vertical distance between rows. Otherwise it would overlap with the hero and chat notification panels.
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Make another account, 3rd time is the charm
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researchedTechs, which is the one I need to use is a Set and is coming off as empty Did u make the window smaller? What is your resolution?
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Ok, ranks implemented, unfortunately it's getting a bit crumpled on the small image: Now, this warning I've been having for a while, no idea why it happens. My layout might be messing something up that the renderer does not like: `ERROR: CRenderer::EndFrame: GL errors GL_INVALID_VALUE (0501) occurred` It does not hinder the functionality or visual, but definitely something that requires being addressed before release. prodmod.pyromod
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Ok, technology seems to be giving more trouble than I expected. So I am updating with a prerelease version: - Add hotkeys and configs, defaults: hotkey.prodmod.toggleVisibility = "Ctrl+Space" // Self evident hotkey.prodmod.toggleMode = "Shift+Space" // If visible toggle mode, if not visible show and toggle mode hotkey.prodmod.quickShowUnits = "Space+q" // Quick view, hide when key is unpressed hotkey.prodmod.quickShowProduction = "Space+w" // Quick view, hide when key is unpressed prodmod.enabled = "false" // visible at start One small hiccup is that the units display differentiates between rank levels but I am not displaying the ranks themselves, I am still considering if I unify the unit counts or display with separated ranks. prodmod.pyromod
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Well, after all the trouble optimizing and getting units via entity queries I discovered that it comes from the simulation state already. Why are technologies brought by the technology manager interface not being retrieved? The simulation state is bringing also empty techs.
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Unless MarcAurel answers email or on forum until EOD, @afarre won by WO. All other matches were fulfilled for the other players, well done! For this week, all matches for the Group Stage need to be fulfilled, same rules apply. Good luck all!
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Hopefully the last update for the foreseeable future: - Add Units mode (enabled by default), can toggle to Production mode and (in the future) Tech mode prodmod.pyromod
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The following players from the list above already played at least a match this week: @Lenhes, defc0n, @frank93, @LeGenDz These players are not subject to the forfeit rule this week, since they already played at least a match. If they are present but opponent didn't play their match of the week and is not present (as described on previous post) they are forfeit.
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New development version: - Fix issue with single player not adjusted for optimizations Screenshots (on a 4k monitor with 1.5 gui scaling, let me know your experiences with other resolutions/scaling factors): prodmod.pyromod
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Hello folks, This is an email message that I post here on verbatim for those that did not fill out the email field on challonge and/or for visibility: This week ends the deadline for the 1st match, these are the outstanding ones: - @Lorenz11 vs @Lenhes - MarcAurel vs @afarre - defc0n vs @Wendy22 - @LeGenDz vs @frank93 If you have a reason for why you can't play until Sunday EOD please send an email/PM/comment (with me and/or @DerekO on cc) and we can reschedule no problem. If no reason is provided and the player is not present in the lobby at 19 PM CET, player automatically forfeits. If both players are not present in the lobby at specified time, and none provides an alternative schedule, it's a tie. If one of the players is present at the specified time, or has been responsive and provided an alternative schedule in message with copy to me or Derek with no response from opponent, wins by WO. Again, if you can't play for whatever reason, that's not a problem at all, you can play in a more opportune occasion and won't lose the match, just let us know ahead of time. Good luck and ggs! Amadeus.
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Next steps: - Provide option to hide/show production on menu - Provide hotkey to hide/show production - Implement and provide option/hotkey for similar view, but for current units/techs the players have - Put text saying if it's production or units
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@Stan` The problem is the `autociv_patchApplyN` function is not available to that file, which is puzzling since I am using the same format as autociv is. Anyway, I already put the definition and the same file as GuiInterface and called it a day New development version: - Dynamically colored sprites - Brighten progress bar if the player color is too dark (most difficult thing I've done on this project so far ) - Compatible with or without autociv/mods that alter player color prodmod.pyromod
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meh, I want to make it work without autociv, so for the development version it's fine as it is As soon as I figure out how to make dynamically colored sprites the colors mod should work together too
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@nani Any idea with patchApplyN is not available on simulation/components? I brought the definition to simulation/components/autociv_patchApplyN.js and it's still not working. @go2die It should work with autociv loaded before prodmod and without the colors mod.
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New development version: - Inline more stuff related to production retrieval, everything under 5 ms late game 4v4 prodmod.pyromod
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New development version: - Big optimization in code that retrieves production from players, reduced from > 100ms to < 10 ms in late game 4v4, accounting for GUI. Thanks @nani prodmod.pyromod
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Yes, I'm actually making use of autociv code that does that, found by accident after I noticed overwriting the exposed functions broke the added functions by autociv.