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On September 13 2014 13:26 Garnet wrote: How can I display my APM during an SC2 game? I use fullscreen, should I use windowed modes?
Only windowed mode will work. As far as I know, the only way I can do a HUD over full screen games is by using DirectX. But I would think windowed mode is practically as good as full screen. I'll add a note in there to alert people it only works in windowed modes.
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Sickness, work, and school have been slowing me down. Still working on the program.
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my PC is not good enough to play in Windowed mode though. Would take quite a hit on FPS.
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On September 12 2014 12:38 CalmestRoadkill wrote:Yes it definitely is the program. While active, it is doing key/mouse hooks. When it detects keys A through Z (and only keys A through Z), it captures it and then resends it. If any other keys are hit, it ignores them. So combination keys don't work. I had designed this for SC2, but realized it will mostly work with other games. Let me know what combination keys don't work (like it's CTRL + H to activate a hot key), and I'll make it all work. Yeah, with a little testing, i realise you mean it only disables their function if it is trying to monitor them for apm and if it does, they will add to the apm counter...but the hotkey likely won't work! >_<
Currently, only the A-Z keys and left and right mouse buttons trigger the APM counter but they don't actually trigger the functions those buttons are meant for. Well, i'd need A-Z and Ctrl+ A-Z (i use many, not all of them, but ideally it would have all so that I may remap my hotkeys a little if I change my mind about which letter is better for whatever building or unit), as well as the following list:
1-0 and Ctrl+1-0 surprisingly don't work (they're in SC so i'm surprised they weren't be programmed to work already :p They need to still function but trigger APM once) Spacebar Backspace Delete key Home and End , (on the same key but need to be scripted separately, right?) . (on the same key but need to be scripted separately, right?) / (on the same key but need to be scripted separately, right?) [ (on the same key but need to be scripted separately, right?) ] (on the same key but need to be scripted separately, right?) \ (on the same key but need to be scripted separately, right?) Shift+G combination Alt+F, Alt+T, Alt+D, Alt+C, Alt+E, Alt+S, Alt+G, Alt+O, Alt+N, Alt+R Up, down, left, right need to work, they scroll the screen so typically these sorts of things wouldn't trigger but if mouse clicks count, frankly these should too as screen movement is just as indicative of APM as unit selections and things like that.
I can't help but feel there's got to be a better way than manually coding each button you want to trigger and I'm not sure how you'd get the hotkeys to still work if your urrent method isn't working.
I noticed that if you hold the button (including moues buttons), it actually triggers continuously, which is quite bad for judging real APM really. In SC2, you need that to trigger constantly for zerg but don't really want the APM to trigger more than once or say once per 0.2 seconds or so. For Age of Empires II, you don't want APM being misrepresented just by holding something too long. Really just one APM trigger (waiting for the key's release rather than trigger) is enough until it is pressed down again.
I noticed that for whatever reason, some letters triggers as if Shift is held down even though it's not. Have you made some hotkeys trigger on Shift being pressed without making sure that it checks to see when it is released? The only reason this shift+letter function works (it queues 5 of the unit) is because the shift+letter functions don't trigger APM. We obviously need functions to only send Shift if shift is being held down.
Sometimes when trying to test this, I found hotkeys just stopped being monitored in the live APM. Does it only last a few minutes or is something else going on?
Could you clarify the following? All three normal mouse buttons (scroll wheel button being the third) as well as the scroll wheel - do they trigger APM without being prevented from working while your script is active? Wheel up and wheel down, need to trigger once per scroll; this would only lead to artificially increased APM if people are doing it for spam, but people can do that by hitting a button a lot anyway so no worries there.
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On September 19 2014 16:11 Garnet wrote: my PC is not good enough to play in Windowed mode though. Would take quite a hit on FPS.
What do you mean? I can't imagine full screen being better :p Just lower the resolution. Full screen is simply stretch to fit.
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On September 20 2014 04:29 Fuchsteufelswild wrote:Show nested quote +On September 12 2014 12:38 CalmestRoadkill wrote:Yes it definitely is the program. While active, it is doing key/mouse hooks. When it detects keys A through Z (and only keys A through Z), it captures it and then resends it. If any other keys are hit, it ignores them. So combination keys don't work. I had designed this for SC2, but realized it will mostly work with other games. Let me know what combination keys don't work (like it's CTRL + H to activate a hot key), and I'll make it all work. Yeah, with a little testing, i realise you mean it only disables their function if it is trying to monitor them for apm and if it does, they will add to the apm counter...but the hotkey likely won't work! >_< Currently, only the A-Z keys and left and right mouse buttons trigger the APM counter but they don't actually trigger the functions those buttons are meant for. Well, i'd need A-Z and Ctrl+ A-Z (i use many, not all of them, but ideally it would have all so that I may remap my hotkeys a little if I change my mind about which letter is better for whatever building or unit), as well as the following list: Most of the development I worked with one player who was guiding me. I guess he didn't use hotkeys, so he didn't request anything outside of A through Z. (I believe I added left and right mouse at the request of someone else.) This is why I decided to ask other people as I knew people used more keys than just A through Z.1-0 and Ctrl+1-0 surprisingly don't work (they're in SC so i'm surprised they weren't be programmed to work already :p They need to still function but trigger APM once) Spacebar Backspace Delete key Home and End , (on the same key but need to be scripted separately, right?) . (on the same key but need to be scripted separately, right?) / (on the same key but need to be scripted separately, right?) [ (on the same key but need to be scripted separately, right?) ] (on the same key but need to be scripted separately, right?) (on the same key but need to be scripted separately, right?) Yes, they all need to be entered in separately.Shift+G combination Alt+F, Alt+T, Alt+D, Alt+C, Alt+E, Alt+S, Alt+G, Alt+O, Alt+N, Alt+R Up, down, left, right need to work, they scroll the screen so typically these sorts of things wouldn't trigger but if mouse clicks count, frankly these should too as screen movement is just as indicative of APM as unit selections and things like that. Arrow keys don't count because you're not really doing anything. All you're doing is surveying the map. Mouse clicks count because you can select units, move units, build structures, and so forth. Unless arrow keys are capable of more than map surveying, I'll keep it as is. Feel free to challenge this. Better yet, if you can get someone in here that's knowledgeable in how APM is supposed to be calculated, that'd be cool.Hopefully tonight I'll be able to address most of these issues. I haven't done anything for the last couple weeks due to work and school. I'm not aware of any better method. I don't have access to the game code, so I have use hooks. Current APM monitors for SC2 use the registry information. SC2 outputs APM information, so it does all the calculating and detecting. All the program has to do is display it. I have to do everything the game would do; however, I have no access so it's difficult.I can't help but feel there's got to be a better way than manually coding each button you want to trigger and I'm not sure how you'd get the hotkeys to still work if your urrent method isn't working. I noticed that if you hold the button (including moues buttons), it actually triggers continuously, which is quite bad for judging real APM really. In SC2, you need that to trigger constantly for zerg but don't really want the APM to trigger more than once or say once per 0.2 seconds or so. For Age of Empires II, you don't want APM being misrepresented just by holding something too long. Really just one APM trigger (waiting for the key's release rather than trigger) is enough until it is pressed down again. I was hoping most players wouldn't have that issue. I mean obviously you wouldn't want to misrepresent your own APM. However, if throughout the game it's just genuinely difficult to not spam keys, then I understand. I don't know how most of these RTS games play out. I already have a sound alert for key spamming. However, I can set an option so where it prevents excessive key presses. This option would allow you to set the max number of the same key to be pressed within a certain time frame. (e.g. 5 keys within 3 seconds.)I noticed that for whatever reason, some letters triggers as if Shift is held down even though it's not. Have you made some hotkeys trigger on Shift being pressed without making sure that it checks to see when it is released? The only reason this shift+letter function works (it queues 5 of the unit) is because the shift+letter functions don't trigger APM. We obviously need functions to only send Shift if shift is being held down. Not too sure on how the Shift key works. It was just another key that I hadn't implemented yet (although I didn't see a use for it).Sometimes when trying to test this, I found hotkeys just stopped being monitored in the live APM. Does it only last a few minutes or is something else going on? Are you referring to testing the Shift key?Could you clarify the following? All three normal mouse buttons (scroll wheel button being the third) as well as the scroll wheel - do they trigger APM without being prevented from working while your script is active? Wheel up and wheel down, need to trigger once per scroll; this would only lead to artificially increased APM if people are doing it for spam, but people can do that by hitting a button a lot anyway so no worries there. Left and right mouse are triggered, but only if you allow them to be. There's an option in Settings called "Include mouse Input in report". Anything that I have included will work normally. (This would be keys A through Z, left and right mouse click.) Mouse scroll does not influence APM, and I don't see why it would.
And yes, left and right mouse click work, regardless if "Include Mouse input in Report" is selected. It seems that certain keys are prevented from working. What I mean, for example, is that I do not have keys 0 through 9 included. Yet, they work just fine while the program is active. [/b]
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Considering all the other things that were slowing me down, add my computer to the list. I definitely need a better one, as this one is too slow and too unreliable.
In other news, the HUD can now be set to be transparent. The only "downside" is that you have to click on the text to drag/activate the menu, as the background is transparent.
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Revision 8 is now available. I still have more to add to revision 8, however. I wanted to release it to show that I'm still working on the project.
The HUD updates in real time (every second), and color/sound alerts work a lot better. You can now set the sound alerts to play as often as you'd like. You can also enable both sound and color alerts at the same time now (you couldn't do that before, for some reason).
The big thing I want to add is hot keys (or combination keys). It looks like it'll take more effort than I thought, so I'm not sure when I'll get it done (soon I hope).
I discovered MSDN had the wrong hex codes for the modifier key, which is why I couldn't get combination keys working. The RegisterHotKey function is intended to be used with 2 keys, which made me assume it'd be easy (since I just left the fsmodifier argument as "Nothing"). I assume I'll be able to pull it off after all!
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On September 10 2014 22:06 WinterStarcraft wrote:Thank you, been looking for one to replace the mildly disfunctional one on scelight
Thanks man, means a lot. I never saw this post until now.
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Alright guys I updated the source and program (still revision 8). You can use ALT and CTRL with keys A through Z. I've been trying to get Shift to work, but it's not working right.
If I use my existing method of converting the ID numbers to ASCII (to avoid having to write 25 If/Else or Case Selects)...
It triggers multiple Shift combinations (usually 3).
If I don't use the ASCII method...
For example, you hit "Shift + A". It will trigger Shift + A AND the A key.
No idea what's happening but I'll keep trying. Soon, I will add keys 0 through 9. I also want to add pausing the monitor, as well as function keys that can start, pause, and stop the monitor (without having to pull up the program and click the appropriate button). That way, when you're in a game, you can more easily run the program.
Edit: There may be a solution after all, and so far it seems to be working (referring to Shift combinations)!
Edit 2: Shift combinations work successfully (not released yet).
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Source is updated (the EXE link isn't updated; however, you can find the EXE in the source's debug folder if you really want to run the program lol), but compile at your own risk. I'm currently having issues registering keys 0 through 9. 0 through 9 simply does not want to work. I tested it in a new project, on its own, without any ASCII translation and it still didn't work. It was triggering other number keys, and would send the program into an infinite loop. I assume RegisterHotKey has a bug or something. The only idea I have left is to unregister all hotkeys except the one pressed, and then re-register them (explicitly defining each key, line by line (without using loops or ASCII translation)). It'll be a pain, but it should work.
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EDIT: I figured it out. Number keys are WORKING! Instead of sending the normal keys 0 through 9, I sent the ones on the keypad. It didn't send the program through an endless loop. I'm hoping this will still work on computers (like many laptops) that don't have those keys. (I don't see why it'll be an issue.) Of course, you use the normal number keys as always. If you use the keypad, I'll have to add that in (so the keypad sends the normal keys).
Edit 2: Shift, CTRL, and ALT, can be combined with 0 through 9! Will be uploading shortly.
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I'm using the latest version as of today, but I have a problem where it activates my caps lock key when I type. I'm not able to use it while playing because my building hotkeys don't work when I use it.
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Latest EXE version is a few weeks old. I'll try to push out a working build today.
As for everything being caps, it will still do that. However, I don't think it should affect anything. In the current build I have, all combination keys will work (Shift, Alt, and Ctrl, with 0 through 9 and with A through Z).
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Thanks dude!
Program is now a ClickOnce application. It will install like any other program. I've done this so deploying and updating is easier.
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On October 17 2014 02:19 CalmestRoadkill wrote: Latest EXE version is a few weeks old. I'll try to push out a working build today.
As for everything being caps, it will still do that. However, I don't think it should affect anything. In the current build I have, all combination keys will work (Shift, Alt, and Ctrl, with 0 through 9 and with A through Z).
Thanks for the program. It's the only thing out like this. The only thing is I'll have to wait until the caps issue is fixed because I'm using it for age of kings the conquerors on voobly and I frequently chat with people in game.
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On October 18 2014 04:20 guitarizt wrote:Show nested quote +On October 17 2014 02:19 CalmestRoadkill wrote: Latest EXE version is a few weeks old. I'll try to push out a working build today.
As for everything being caps, it will still do that. However, I don't think it should affect anything. In the current build I have, all combination keys will work (Shift, Alt, and Ctrl, with 0 through 9 and with A through Z). Thanks for the program. It's the only thing out like this. The only thing is I'll have to wait until the caps issue is fixed because I'm using it for age of kings the conquerors on voobly and I frequently chat with people in game.
Alright. Everything else works properly? If I can fix the caps lock issue, all text will be in lower case. I can't guarantee being able to type like normal (where you can use caps lock and/or the Shift key). However, I don't think being grammatically correct is a big deal while playing.
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On October 18 2014 04:50 CalmestRoadkill wrote:Show nested quote +On October 18 2014 04:20 guitarizt wrote:On October 17 2014 02:19 CalmestRoadkill wrote: Latest EXE version is a few weeks old. I'll try to push out a working build today.
As for everything being caps, it will still do that. However, I don't think it should affect anything. In the current build I have, all combination keys will work (Shift, Alt, and Ctrl, with 0 through 9 and with A through Z). Thanks for the program. It's the only thing out like this. The only thing is I'll have to wait until the caps issue is fixed because I'm using it for age of kings the conquerors on voobly and I frequently chat with people in game. Alright. Everything else works properly? If I can fix the caps lock issue, all text will be in lower case. I can't guarantee being able to type like normal (where you can use caps lock and/or the Shift key). However, I don't think being grammatically correct is a big deal while playing.
None of my hotkeys work in game still. Even just trying to build stuff or patrol units. I did fresh restart in the program and ran everything stock. I was able to hit caps lock a couple of times to get text in all lowercase which is nice.
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