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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 by badosu
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For some time now I've been wanting to make a spec mod. Currently the 'chrome', 'dashboard' or whatever the overlay is named provides little insight to what the player is doing. This is true for both

Is the dream real? cc @leitoso

Well, quick and dirty it is then:     The sharpness of the text leaves to be desired, I wonder if there's a way to improve it.

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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.

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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.

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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.

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  • 5 weeks later...

New version:

- Show tooltips when playing as single player with vision to show allies resources, same for kd
- Adjust chat messages to the bottom left
- Handle positioning of hero/relics panel

New options:
 

monitor.showPhase = "false" // Whether to show phase in monitor panel, topbar already shows
monitor.topPanel.showRelicsHero = "true" // Show or hide hero/relics panel

 

monitor.pyromod

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3 hours ago, badosu said:

Gotta love the drama infiltrating my mod, please bring more :-)

No drama i just disabled it and waiting if you address it somehow :) I really don't know well js, look to what i wrote in Custom Rating, it was more or less copy of fpre work .-)  with huge help of nani. 

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