badosu Posted July 27, 2020 Author Report Share Posted July 27, 2020 This a little better? prodmod.pyromod Quote Link to comment Share on other sites More sharing options...
badosu Posted July 28, 2020 Author Report Share Posted July 28, 2020 (edited) 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 Edited July 28, 2020 by badosu Quote Link to comment Share on other sites More sharing options...
wraitii Posted July 28, 2020 Report Share Posted July 28, 2020 14 hours ago, badosu said: researchedTechs, which is the one I need to use is a Set and is coming off as empty I think you just have to iterate over it, or use some set-functions: https://developer.mozilla.org/fr/docs/Web/JavaScript/Reference/Objets_globaux/Set Quote Link to comment Share on other sites More sharing options...
badosu Posted July 28, 2020 Author Report Share Posted July 28, 2020 That did the trick, thanks a lot!! Interesting I was not aware Set was not serializable by default. Quote Link to comment Share on other sites More sharing options...
badosu Posted July 28, 2020 Author Report Share Posted July 28, 2020 New version: - Add tech mode - Add config and hotkey: `"hotkey.prodmod.quickShowTech": "Space+e"` - Improve tooltips prodmod.pyromod 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted July 29, 2020 Author Report Share Posted July 29, 2020 New version: - Move to unit position on units view prodmod.pyromod Quote Link to comment Share on other sites More sharing options...
badosu Posted July 30, 2020 Author Report Share Posted July 30, 2020 New version: - Group duplicate templates like trainable fauna and packable siege - Group techs with ranks - Add tech description to tooltip prodmod.pyromod Quote Link to comment Share on other sites More sharing options...
badosu Posted July 30, 2020 Author Report Share Posted July 30, 2020 Somewhat big update: - Optionally show player names and pops - Unit tooltips bring stats - Major refactoring New settings: prodmod.showNames = "true" // if shows player names at start hotkey.prodmod.toggleShowNames = "Space+Tab" // self evident Spoiler prodmod.pyromod Quote Link to comment Share on other sites More sharing options...
badosu Posted July 31, 2020 Author Report Share Posted July 31, 2020 New version: - Resource rates - Fix count shown for techs Spoiler prodmod.pyromod Quote Link to comment Share on other sites More sharing options...
badosu Posted July 31, 2020 Author Report Share Posted July 31, 2020 (edited) Hopefully releaseable version: - Tooltips with additional info Spoiler prodmod.pyromod Edited July 31, 2020 by badosu 2 1 Quote Link to comment Share on other sites More sharing options...
snelius Posted July 31, 2020 Report Share Posted July 31, 2020 It's a very nice mod. Last feature allows even to measure gathered resources per sec. I like that. Would be nice if implemented in next alpha release, as well as your balanced maps bundled into regular 0ad version (out of the box). Thanks a lot @badosu for significant contribution into 0ad polishing and tuning up! 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted August 2, 2020 Author Report Share Posted August 2, 2020 Well, I was gonna wait a while and polish it up. But I am undecided on how to fix colors and etc and want some feedback. This version adds the civ emblem inside the indicator, this is not only useful to show the civ and team but also adds some area to the indicator for hover when showNames is false. prodmod.pyromod Quote Link to comment Share on other sites More sharing options...
asterix Posted August 2, 2020 Report Share Posted August 2, 2020 On 7/31/2020 at 9:59 PM, snelius said: It's a very nice mod. Last feature allows even to measure gathered resources per sec. I like that. Would be nice if implemented in next alpha release, as well as your balanced maps bundled into regular 0ad version (out of the box). Thanks a lot @badosu for significant contribution into 0ad polishing and tuning up! 42 minutes ago, badosu said: Well, I was gonna wait a while and polish it up. But I am undecided on how to fix colors and etc and want some feedback. This version adds the civ emblem inside the indicator, this is not only useful to show the civ and team but also adds some area to the indicator for hover when showNames is false. prodmod.pyromod 21.86 kB · 1 download @Stan` @wraitii @Itms patches are welcome at https://code.wildfiregames.com/differential/diff/create/ Quote Link to comment Share on other sites More sharing options...
badosu Posted August 5, 2020 Author Report Share Posted August 5, 2020 New version: - Use monospace font to avoid names breaking container - Colorize playernames - Color and layout improvements prodmod.pyromod 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted August 24, 2020 Author Report Share Posted August 24, 2020 (edited) No substantial changes, just a bunch of fixes that I don't remember and renaming from specmod,prodmod -> monitor. I recommend removing the specmod folder from your mods folder before installation. If that's not possible, make specmod disabled. A reminder these are development versions, only install them if you know what you are doing. Official releases will be supported, but these ones are for sharing and receiving feedback from power users. monitor.pyromod Edited August 24, 2020 by badosu Quote Link to comment Share on other sites More sharing options...
badosu Posted August 25, 2020 Author Report Share Posted August 25, 2020 (edited) New development version: - Allow user to configure position of monitor on screen. Right click and drag 'Overview' (e.g. Production Overview etc) button to move monitor on screen. New configuration options (x and y set from top to bottom, left to right, e.g. 0, 0 is top left): monitor.pos.x = <anumber> monitor.pos.y = <anumber> - Show player phase as first item monitor.zip Edited August 25, 2020 by badosu 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted August 28, 2020 Report Share Posted August 28, 2020 A few comments after a short test: * strange behaviour of space + [q,w,e] -> maybe just use to switch between modes (tabs?) instead. * bogus spilt of modes: production mixes units and buildings, while units have their own mode buildings/structures do not. Finally tech mixes available and in progress. -> maybe have modes units, structures, and techs and all with the current techs behaviour. * gain per sec stats are to "jumpy" -> maybe replace function or make it configurable. * gain per sec stats also ignore loot. * KD -> maybe reverse order of actual KD and calculation thereof, seems more natural. * KD values in parenthesis only sometimes match with Res. Killed/Res. Lost -> bug? / other meaning, why duplication if not. Anyway, overall a useful and visually pleasing mod, so thanks for your work. Quote Link to comment Share on other sites More sharing options...
badosu Posted August 28, 2020 Author Report Share Posted August 28, 2020 (edited) Hy @hyperion , thanks for the feedback: 3 hours ago, hyperion said: * strange behaviour of space + [q,w,e] -> maybe just use to switch between modes (tabs?) instead. Yes, this is intended for users who don't want the panel present at all times, it's just a quick view. I intended to make a change to switch modes instead when monitor already present but had other priorities so far. 3 hours ago, hyperion said: * bogus spilt of modes: production mixes units and buildings, while units have their own mode buildings/structures do not. Finally tech mixes available and in progress. -> maybe have modes units, structures, and techs and all with the current techs behaviour. Yeah, production mixes units and buildings, the idea is to have an overview of what a player is investing in. Could possibly be changed and configured later. Tech mixing in progress and finished is intended as well. 3 hours ago, hyperion said: * gain per sec stats are to "jumpy" -> maybe replace function or make it configurable. Unfortunately there's not much to be done on that end, it stores each turn gathered res in a buffer of 25 turns (~ 12.5s) then do a delta from last to first, I suppose I could do a moving average too but I want the changes to be at least a bit responsive. Any ideas would be welcome. I also plan to revamp this section when creating a new "Economy" panel which will show the current resources and rates from users, both on presentation and possibly mechanics. After the drag-to-position functionality was implemented this became feasible. So you will be able to have multiple panels on user defined positions at your convenience. 3 hours ago, hyperion said: * gain per sec stats also ignore loot. This is fine for now I think, could be by design or a bug, either way I don't mind it too much. It preserves the real economy while loot can be inspected separately. 3 hours ago, hyperion said: * KD -> maybe reverse order of actual KD and calculation thereof, seems more natural. Can you elaborate? I'm not sure I understand 3 hours ago, hyperion said: * KD values in parenthesis only sometimes match with Res. Killed/Res. Lost -> bug? / other meaning, why duplication if not. Buildings also count as res. killed/lost not sure if you accounted for that. Capture unfortunately does not account AFAIK. I'm using default 0ad statistics (as shown on Summary page) so I don't control that a lot. As long as it's somewhat faithful it's fine I guess 3 hours ago, hyperion said: Anyway, overall a useful and visually pleasing mod, so thanks for your work. Thanks, I appreciate! Edited August 28, 2020 by badosu Quote Link to comment Share on other sites More sharing options...
hyperion Posted August 29, 2020 Report Share Posted August 29, 2020 10 hours ago, badosu said: 13 hours ago, hyperion said: * bogus spilt of modes: production mixes units and buildings, while units have their own mode buildings/structures do not. Finally tech mixes available and in progress. -> maybe have modes units, structures, and techs and all with the current techs behaviour. Yeah, production mixes units and buildings, the idea is to have an overview of what a player is investing in. Could possibly be changed and configured later. Tech mixing in progress and finished is intended as well. Researching can also be considered investing... It still boils down to the current split only making partial sense. Maybe allow 3 rows per player via hotkey as there is enough vertical space for it in 1v1 games. 10 hours ago, badosu said: 13 hours ago, hyperion said: * gain per sec stats are to "jumpy" -> maybe replace function or make it configurable. Unfortunately there's not much to be done on that end, it stores each turn gathered res in a buffer of 25 turns (~ 12.5s) then do a delta from last to first, I suppose I could do a moving average too but I want the changes to be at least a bit responsive. Any ideas would be welcome. So you are already using a moving average, just that most workers won't complete a gathering cycle in 25 turns, so maybe 40-50 turns would be better, hard to say. Getting even better results gets complicated fast, so the current approach might be just good enough. Also updating the displayed number every 0.5s is to fast for comfortably reading it, maybe every second turn instead would be better and help alleviate the feeling of to jumpy. 11 hours ago, badosu said: 14 hours ago, hyperion said: * KD -> maybe reverse order of actual KD and calculation thereof, seems more natural. Can you elaborate? I'm not sure I understand Probably the line should read "K/D: 15.6 [78 (13700) / 5 (1950)]" or similar instead as only the single value 15.6 is usually associated with kd, well really a minor issue thou. 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted August 29, 2020 Author Report Share Posted August 29, 2020 3 hours ago, hyperion said: Researching can also be considered investing... It still boils down to the current split only making partial sense. Maybe allow 3 rows per player via hotkey as there is enough vertical space for it in 1v1 games. I think researching techs show on the production tab. Also, in the future you will be able to choose how many and where the panels are located so I won't increase the number of rows per player for now. Quote Link to comment Share on other sites More sharing options...
badosu Posted August 29, 2020 Author Report Share Posted August 29, 2020 4 hours ago, hyperion said: Probably the line should read "K/D: 15.6 [78 (13700) / 5 (1950)]" or similar instead as only the single value 15.6 is usually associated with kd, well really a minor issue thou. I may implement this, thanks! Though the player stats will probably be changed to a quickview panel too and be refactored. Quote Link to comment Share on other sites More sharing options...
badosu Posted September 28, 2020 Author Report Share Posted September 28, 2020 @leitoso I want to implement the top row bar now, would you mind if I made it similar to your original layout? Quote Link to comment Share on other sites More sharing options...
badosu Posted September 29, 2020 Author Report Share Posted September 29, 2020 In anticipation for the new top bar, I made a custom version that can configure if the topbar resources should be displayed or not. It removes a lot of unneeded gui components for gameplay and spec. Enable with: monitor.replaceTopPanel = "true" @mysticjim This might interest you Spoiler monitor.pyromod 1 Quote Link to comment Share on other sites More sharing options...
mysticjim Posted September 29, 2020 Report Share Posted September 29, 2020 Nice work, just replied to you in your email in a bit more detail. Quote Link to comment Share on other sites More sharing options...
badosu Posted October 2, 2020 Author Report Share Posted October 2, 2020 (edited) Hi Spoiler monitor.pyromod Edited October 2, 2020 by badosu 1 Quote Link to comment Share on other sites More sharing options...
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