am i the only one that gets an ringing/ buzzing in the menus? this is only if all other sound is off, I can notice it. Pretty quiet but definitely there.
this buzzing changes pitch when things change on the screen. its pretty wild. knowing my luck, I am the only one who has this. sound/headphones are fine otherwise, and this sound comes and goes with 1.18 menu screens.
edit: my GTX 970 running at 90% while I am sitting idle in the menus? I mean seriously what the fuck. Did they put effort into making it cycle the shit out of GPU's for absolutely no reason? Then we are going to throw 4k on top of this shit? What the fuck Blizzard goddamnit.
On April 02 2017 10:25 CursOr wrote: am i the only one that gets an ringing/ buzzing in the menus? this is only if all other sound is off, I can notice it. Pretty quiet but definitely there.
this buzzing changes pitch when things change on the screen. its pretty wild. knowing my luck, I am the only one who has this. sound/headphones are fine otherwise, and this sound comes and goes with 1.18 menu screens.
edit: my GTX 970 running at 90% while I am sitting idle in the menus? I mean seriously what the fuck. Did they put effort into making it cycle the shit out of GPU's for absolutely no reason? Then we are going to throw 4k on top of this shit? What the fuck Blizzard goddamnit.
You need to go in game and turn on your fps cap. With it off your gpu just renders 1k+ fps. It is causing the whine too probably.
Thanks dude. Not something I expected to see there. Fixed both. Is there any way of telling what on that unmarked slider is actually capping for fps? I love 60.
(I also noticed Witcher3 made my audio buzz because the video card is so close to my audio jack, I should have realized that is what it was. Thanks dude.)
Thanks for the compilation. Here's a copy of my feedback/issues from the Battle.net forums:
I put my game in fullscreen mode so that it runs at the original 640x480 for a better comparison (I don't like the pixelated look with Windowed Fullscreen anyway). I instantly noticed something was off, so I took screenshots of my 1.16 installation and compared them to the 1.18 version.
Unit portraits are noticeably blurrier in 1.18.
The scanlines for the briefing are much lighter (and transparent?). I don't know if this was intentional.
Text is very pixelated in 1.18, and sometimes it doesn't align properly.
Upgrade icons are darker in 1.18 than 1.16.
Some unit mesh icons aren't aligned properly. I haven't tested every unit, but the SCV and Marine are prime examples.
Not a big deal but the command card buttons sit differently. Looks a little odd for Protoss.
Also I'm sure this was reported but I cannot select any gateways for Battle.net (and by extension can't play on Battle.net) in 1.18. I received a message asking me to whitelist it in my firewall. I tested it with the OK and Cancel responses (it triggers after every restart), but there wasn't any difference.
On March 30 2017 13:59 TT1 wrote: List your suggestions so we can have an organized list of all the issues on 1.18. (ill also copy paste issues/suggestions i see from the blizzard forum)
I'll start us off:
Problems:
- The mouse speed in window fullscreen mode doesn't feel anything like window 6/11 speed, it feels like there's enhanced pointer precision or something. Feels sluggish.
- Pixelation issue when you have the game in window fullscreen. (some say this might be an OpenGL issue)
- Chat channel disconnect (already been report as being a bug tho).
- If you ignore someone it ends up ignoring everyone in the channel until you log out and log back in again.
- Fullscreen mode stretches instead of maintaining aspect ratio on a lot of GPU's.
- "You can't whisper that user" bug (when someone is looking for a game etc.).
- Is there any fix for the Fullscreen bug? Mine either stretches or sets itself to a tiny 600x400 box. Playing super pixelated in windowed fullscreen sucks as well. + Show Spoiler +
- Performance issues (overheating GPU, high CPU usage).
- Can't set mouse sensitivity option properly. Usually default's to another mouse sensitivity.
- Can't friend add people inside a lobby/game.
- When you use one vs one mode on 1.18 you always start in the same map locations. It's always the red/blue dots; you might start on the red one, you might start on the blue one, the variance ends there! Fighting Spirit = always top left/top right
- Enabling v-sync completely messes up my mouse speed (playing on window fullscreen).
- The password field when logging into Battle.net doesn't seem to have a character limit, but when creating an account, the fields for entering and confirming a password have a character limit.
- A lot of general lag issues. (not sure if this is a real issue because its on the PTR)
- Sound cuts out entirely too fast when you switch screens. What I mean by that is, when you quickjump from your Nexus to your scouting Probe, all the sounds that were coming from your Probes mining instantly disappear. In 1.16, the sound fades gradually. Much less jarring.
- Apparently my opponent built a Pylon that didn't provide any power - a bug that was present in BW, if I remember correctly, or there was something similar.
- In the lobby for UMS games with teams you can't cycle through the team position by clicking the team bar. It just keeps you in the first slot of that team. Messes up UMS games.
- Alt-Tabbing from BW to your desktop is a bit buggy.
- My control groups 6 and 8 don't work, I've seen another person reporting it. Other cam keys/hotkeys randomly stop working.
- After kicking someone from the pre-game lobby, it still shows the map dl %. Can't see the map download % sometimes. There is also no way to see who in the lobby already has the map.
- Auto saved replays don't show the preview.
- Failed to join channel: Error 4:102 (not being able to join a channel bug).
- Stuck DL issue.
- Leaderboards in UMS games do not show player colors. This means you can't see who is who on the leaderboard.
- Friend message text is localized (i.e: if you have a polish friend who joins a game it'll announce it in polish to you, even tho your bw is in eglish).
- When using the exclusive full-screen mode with 640x480 resolution the text rendering in the menus looks pretty bad.
- Can't chat in the game lobby/on chat channels unless you select the chat box with your mouse.
- Some people experiencing mouse choppy-ness in fullscreen.
- Creating or Joining a game wipes your channel chat window and prevents whispers from being sent to you.
- Clicking "join" or "create" changes your chat channel.
Suggestions:
- Please add /f o (friend online), /f m and /f l again, being able to see what channel your friends are on has always been really useful in BW.. it's also nice to be able to /f l and /f m when your in a game lobby (as opposed to have to /w people).
- Please add a message whenever someone friend adds you. Make it so that we know we've been friend added by someone.
- Interface needs to be touched up, I'm not asking for an entire re-work but a better background image would be nice. Something that's warm and inviting as opposed to having a black and gloomy page.
- Blizzard UI suggestion by HaN (on TL). Looks amazing. + Show Spoiler +
- Account names being different colour from the text they write.
- Building placement color indicators look very similar (green and red). Try to make the colors more distinguishable.
- Would be nice if we could tab to switch boxes when trying to create a passworded game (so tabbing from game name to the password box).
- Combining all map types into one long list of Open Lobbies isn't optimal and makes it hard to find games. It would be best if we're able to filter open lobbies by game type (e.g. Melee, Use Map Settings... etc.).
- Hotkey re-bind page needs to be more organized, right now everything is mixed in together. We also don't know if we have overlapping hotkeys, there's no error message. At very least it would be nice to have them organized by race.
- Can't view the latency/connection between users in the lobby, so when hosting a game we don't know if someone has a 1 red bar connection.
- Add back the 0 next to people who have yet to download the map in game lobbies
- When choosing a race we're not able to drag our mouse anymore on different options to select them, ditto for closing slots.
- Add localized hotkey profiles. Been playing with german hotkeys ever since and cannot test the patch properly because I don't want to screw up my hotkey set-up nor do I want to spend hours to customize every hotkey to match the german hotkeys by my own.
- Would be nice if we could override the in-game mouse sensitivity and use our windows sensitivity(so we don't need to adjust it). Assuming this is something that they willingly removed (and is not a bug).
- BW has always had an issue where the camera doesnt center on top of the main clump of units on a hotkey. If you have 4 units together in 1 spot and hotkey a rallying unit to the same control group the game should always take you to the 4 units when you double tap the control group hotkey (which it doesn't).
- The colour of the text in the chat really needs to be looked at, very hard to read it.
- Would like status messages to be a different colour (like /help) from regular messages.
- Add an option to show/hide games that only have obs spots open. when I want to play I don't want to see/join games where there's only obs slots open, when I want to obs, I don't want to join games that have obs slots closed. also add an option to have the obs slots closed by default when creating games. have the game remember both of these preferences.
- Don't make long game names wrap in a new line. make them show "..." at the end. or remove game type to give more space to game names. ideally, we'd have all 3 of these if you added a game type dropdown select, and made the names use ... if they're too long. people can see the full name by selecting the game anyway, if they really want.
- Hide passworded games. This would require being able to type the entire game name AND password (which we currently cant).
- Sort games by current number of players in it.
- Add observer chat so players don't read their messages all game long. Also allow observers to change ingame player colors.
- Down/up arrow buttons don't move you to the next/previous game/map, but scroll the scrollbar instead.
- Would be cool to see the number of specific units a player has when obsing/replay. being able to select multiple units, just like in a normal game.
- Being able to see what's in a dropship/shuttle/overlord when obsing.
- Being able to see the energy of casters while obsing.
- Left-pane in join-game view not making effective use of screen real estate. I can only see 8 games at a time. There's something to be said about dead space.
- The player counter as-is is not very useful. I can't tell how many players in a [9/8] game are observers or if a [3/4] 1:1 game is waiting for someone who actually wants to play. I'm going to observers come from the 4 "neutral" players in map triggers?
- Hotkey/commands to minimize observer pane.
- Being able to toggle how much or which information (maybe via cycling) to display in pane.
- In both replays and observer mode, it would be neat to have unit, structure and upgrade counts at a glance for the player that a selected unit belongs to. Toggleable, of course.
- Change auto-saved replay naming. Naming replays by their map isn't very useful, add player names (the ones who 1v1ed only).
- I love how obs can toggle individual player vision from the pane and would like an easy way to do that (hotkeys?) in replays as well.
- For the sake of parity, being able to display all resources/supply counts in replays as well.
- Maybe add a channel join/leave notification.
- I think that having a "Friends" tab that doesn't serve any function other than displaying your friends is a missed opportunity. Wouldn't it be better if you could double-click/right-click on a friend to send them a whisper? (Also, I haven't tried this yet, but can you see if your friends are in-game and what game they are playing?)
- I think campaign / single-player games / replays should be started with the last speed-setting or fastest
- Observer slots should be closed when you host a game.
- Would be cool if we could follow friends into a game.
- Add a slight drop shadow effect to in-game text instead of a black box behind it, would look way better!
- Change Alt-E (create game) to Alt-C (now exit from bnet). Change Alt-C (exit) to Alt-Q. Same shortcuts as before.
- Units with Defense Matrix sustaining 0.5 points of damage per attack received (even if attack damage <= remaining matrix hit-points)
- A full-health Mutalisk cannot be killed in one "perfectly timed" salvo from 12 Ghosts (have tried this many times).
- I found another bug.. if you shift tab to teal as your primary color, then try to build a hatchery, the color of that hatchery in the "build box" will be your original primary color instead of teal if you weren't originally teal. it's not a huge issue but something to fix. not sure if it is the same on other races/zerg buildings
- Morphing sunken colonies from creep colonies, it shows the building as a "creep colony" such that you can't tell what it's morphing into or even if it's just a creep colony building from a drone..
On March 31 2017 04:03 Excalibur_Z wrote: Cross-posting from the chat channel Bnet thread:
I wanted to take some time to go over the old and new UI, detailing the characteristics and aims of each in an effort to optimize the layout based on modern demands. I say this as a Starcraft veteran of 19 years: I don't want nostalgia for nostalgia's sake. The UI that we use in SC:R needs to be functional, aesthetically pleasing with a cohesive theme, and logically designed.
Old UI:
Unnecessary banner (Bnet is no longer ad-supported)
Top 1/3 of the screen is effectively unused
Buttons on the left are equal in size despite different levels of importance
Focus is clearly on the main chat window
Channel userlist is compact with the channel name prominently displayed
New UI:
A lot of empty space in the margins. I'm sure this is mainly to support 4:3 resolutions, but it's not a good look. There needs to be a 16by9 version of the UI with the chat window widened (or something to fill that space). Maybe this is reserved for SC:R though?
It looks like the design here is to make the lobby UI more consistent with the chat UI. This does that... but something's off about it. The lobby UI is a lot more compact and has to cram a lot of information (players, races, chat, map info), but the chat UI doesn't, so they have different aims despite now having the same background and containers. Maybe fixing the first bullet will resolve this, too, but it's hard to say.
The channel name and headers are much harder to read against the background than in the old "plain" black interface. Maybe a darker background layer for the userlist/friends/channel container? Or a different font altogether for everything in that frame... the font itself is fairly stylized (especially compared to the old Arial) so it needs less noise behind it to be readable, and I can understand not using Arial, but something very crisp... Helvetica? Calibri? Verdana?
The userlist also has a lot of empty space between names. There's a max of 9 names per screen. The empty space is a result of the profile icons being larger than the name fields, but there's still quite a bit of space between icons, too. If that gap were to shrink to about 2px from 15px (counting based on 1080p so scale down the numbers accordingly for lower supported resolutions), you could fit about 11. Smaller profile icons would take this even further.
I think the main chat window is pretty good. Again I'm not a super huge fan of the font for general typing/reading (I'm aware it was used mainly in mission briefings, but those had VOs and scrolled slowly so they produce a more detached experience) and would prefer something a little more mainstream. The layout is solid, though.
In this video FBH goes over some of the new changes. I don't speak korean, but from what I could tell he points out:
1) The gametimer/apm counter blocks part of the screen from being clicked. It should keep the clickable part of the screen exactly the same as 1.16 imo.
2) Mass valks aren't going to change the game that much. He attack one battlecruiser w/ like 3-4 scvs repairing and it takes 2 cntrl groups of valks like 1 minute to kill it.
3) Shows off the fix for marines/goons stopping randomly. This one actually looks like it works.
Also one thing I didn't see anyone mention- the autosave filenames still give the "file name too long error". Why can't we have a file name increase, or at least an autosave system that titles our replays correctly!
On April 01 2017 01:41 LaLuSh wrote: I wanted to start a discussion around a request that I had for Brood War remastered. It's about whether Brood War should be able to register mouse inputs and keyboard inputs at the same time (the game currently cannot -- mouse inputs will block all keyboard inputs).
Btw, has anyone noticed that they changed pathing? (I think)
They increased the speed of pathing calculation rate maybe? Or the game simulation rate? (Or maybe its just me playing on good latency finally)
Attack move works differently, as if they increased the hostile unit detection range? (or the own closeby unit under attack auto-attack detection range). It'll take some getting used to, since units respond differently than before.
Pathing itself changed, you can see it causing units to derp sometimes when you send them far away over a cliff, where they have to go in the opposite direction to get there. Some people reported more bizzare things. I mean, pathing before wasnt awesome either, so i guess this is fine once we get used to it.
If you can, make the obs only recieve data and don't wait for their network response, so that they don't cause lag. This would help a great deal to both the obs and players. Previously people either banned obs, or they caused lag.
Make starting positions larger on map preview, at the moment you can barely see them.
Fix the lag hack, where people lag enough that it's unplayable and the drop screen doesn't show up. The lag hack works by lagging the max amount possible, but not enough to show the drop screen. The effect is that units don't move, but the drop screen doesn't show up. Also, where the drop screen shows up for 0.1s, but not enough to actually start the drop countdown. I guess making the drop screen and the game count actual seconds instead of the laggy in-game seconds that stretch forever will help a great deal.
(optional) Let us quit during the drop screen. Let us quit if, when the game is starting, the countdown is stuck for like 5-10 seconds.
On April 02 2017 20:59 TT1 wrote: I haven't felt a difference tbh.
It seems the reason portraits and stuff look different is because they have converted them to webm format, seems like they're doing a lot of changes to modernize the backend. This is very nice, but I'm concerned that with BW's finicky engine it will have some unintended changes to gameplay.
are there 2 fish servers active right now??? because it's fucking impossible to get a game on fish as an american right now (on the PTR), not sure if it's because my connection shows as "red" now or what, but i literally can't host a melee game and get people in it... it's bullshit because playing on "high" latency on 1.18 is smoother than fish was at "low" on 1.16.1 (which was already very smooth). i wish they wouldn't show in the join lobby screen..
On April 02 2017 22:32 Endymion wrote: are there 2 fish servers active right now??? because it's fucking impossible to get a game on fish as an american right now (on the PTR), not sure if it's because my connection shows as "red" now or what, but i literally can't host a melee game and get people in it... it's bullshit because playing on "high" latency on 1.18 is smoother than fish was at "low" on 1.16.1 (which was already very smooth). i wish they wouldn't show in the join lobby screen..
On the join screen every game i see is 1 red so there's definitely connection issues. Don't think were meant to be playing on Fish's PTR tho :D, the server is based in Cali.
On April 02 2017 21:06 quirinus wrote: If you can, make the obs only recieve data and don't wait for their network response, so that they don't cause lag. This would help a great deal to both the obs and players. Previously people either banned obs, or they caused lag.
+1 yes please! Finally playing with spectators without the usual drama
On April 02 2017 22:32 Endymion wrote: are there 2 fish servers active right now??? because it's fucking impossible to get a game on fish as an american right now (on the PTR), not sure if it's because my connection shows as "red" now or what, but i literally can't host a melee game and get people in it... it's bullshit because playing on "high" latency on 1.18 is smoother than fish was at "low" on 1.16.1 (which was already very smooth). i wish they wouldn't show in the join lobby screen..
On the join screen every game i see is 1 red so there's definitely connection issues. Don't think were meant to be playing on Fish's PTR tho :D, the server is based in Cali.
well i mean it was the same on 1.16.1 though, but they didn't care back then?? idk, i would log into normal fish to check but the last version of wlauncher gave me a hefty dose of adload
On April 02 2017 22:06 BossPurple wrote: It seems the reason portraits and stuff look different is because they have converted them to webm format, seems like they're doing a lot of changes to modernize the backend. This is very nice, but I'm concerned that with BW's finicky engine it will have some unintended changes to gameplay.
I just looked in my 1.18 install folder and found all of those webm files. They are all the correct size, so whatever they did in their conversion process must have (unintentionally?) smoothed the pixels. Either way it doesn't look very good.