Feedback/suggestions strongly encouraged(esp. a good formula for a macro rating)
There was a bug with buildorder generation, please download the new version as the bug is fairly serious.
New Features(Latest update: customizable layout/more worker stats/display): + Show Spoiler +
A new worker stat is added: Total number of idle worker seconds as well as the total amount of minerals that could've been harvested by the idle workers.
The idle worker seconds work like this: if there are 4 idling workers idling for 1 second each, that's 4 worker seconds, it's the same if there's one worker idling for 4 seconds. The number of minerals "missed" from idling is calculated by this: if the worker is idling for that frame(1/24th of a second), the number of minerals missed is equaled to the instantaneous mining rate per frame of that player's workers divided by the number of workers. E.g. If the player is on one base with 50 workers mining 8 patches, an idling worker will not increase the "amount of minerals missed" as much if the player is on one base with 4 workers mining 8 patches, simply because one added worker in the oversaturated mineral field is not going to be that big of a deal where as one added worker in an undersaturated mineral field makes a bigger impact. This is a fairly accurate measurement of the amount of minerals missed from idling workers. This will help you refine your builds as you can see how much more minerals you could've gotten if you had better mechanics.
This was fairly late into the game, but you can see that the amount of minerals missed by both players is a pretty big amount. You can also see that the ratio of minerals:minutes is not the same. This is because the mining rates of each player is different when their workers are idling.
Units making in production facilities, research/upgrades, unfinished buildings are all labeled as you can't tell what they are unless you click on them. This just saves a bit of time:
The option to turn them off is in the settings file under the field "showHiddenNames".
The bug of not reading options correctly is also fixed.
The layout is now customizeable. As well as 5 new commands:
/hide <1 or 2>
Hide the info from player 1 or 2.
/unhide <1 or 2>
unhide the player info.
/load <layout scheme filename>
Loads a file containing a set of layout options. I included 2 basic files (basicinfo.ini, buildorder.ini)
/load basicinfo
/load buildorder
In the beginning of the replay the plugin will automatically load replaypp.ini. So just edit that file to your liking. The default file scheme is: + Show Spoiler +
You can decide which info is displayed from changing to 1 or 0. Notify is the option to turn off the notification everytime the buildorder list increases.
/default
loads replaypp.ini(the default file)
/notify
Toggles the notification of build orders.
Old: The timing of RESEARCH/UPGRADES is now tracked throughout the whole game.
Throughout the game(even after the supply count limit), the timing of important tech structures, and the first instance of units is tracked. E.g. If you want to practise a build that focuses on a midgame push with guardians, the timing/supply count of the FIRST guardian will be recorded regardless of what your supply is.
Throughout the whole game, the timing of EXPANSIONS will be recorded as well. This is not equivalent to a cc/hatch/nexus, as ONLY cc/hatch/nexus that serve as a mining base is recorded. E.g. you build a second hatch next to your first hatch, it's not counted as an expansion.
Poll: Should the info display in a window outside of BW? (Vote): Definitely yes. (Vote): Definitely no. (Vote): Depends.. (state your condition) (Vote): Fix your bugs before you do this!
Bug fixes: Fixed the bug where you can't follow lurkers. You can follow lurkers all you want. Fixed the bug where the game crashes if you type /highlight or /find or /follow with no parameters. Fixed the bug where it can't recognize when lair/hive tech is.
To update you just need to change the replaypp.dll, and replaypp.ini with the new one. No need to replace everything.
Instead of using bwapi to make an AI that does things for you, I made something that makes watching a replay/obsing a game on iccup, or even practising. This is replay++: it makes watching a replay as exciting as watching the TSL.
Features
Detailed Macro stats:
In addition to knowing only the resources/supply of each player, you now know many more useful stats that can help you analyse your own replays to become a better player.
This is taken from the infernal vs mondragon replay found in the replays section.
From the top to bottom: First row: shows minerals, increase in minerals per minute, gas, increase in gas per minute, and supply. Second row: # of production facilities built(in white), and currently building(in grey). If you're a zerg this shows the number of hatcheries. Third row: # of units queued and how much minerals/gas is wasted in queueing. Zergs don't have this because they laugh at nubs queueing. Fourth row: Average number of units queueing at any given time, and the corresponding resources. (Infernal's being a champ and has a super low queueing average) Fifth row: Number of units building. Self explanatory. Zergs have the number of units morphing. Sixth row: Number of production facilities not building stuff. This includes everything so it's normal to have 3-4 from robo bays, scouting raxes, etc. Zerg's equivalent to this is the number of idle larva at the time, as well as average. Seventh row: Overall macro rating is something random formula that incorporates everything that I made up. It is by no means perfectly accurate or even useful. I just did it for kicks. But it's working here as you can see how mondi's rating's quite low as he is supply blocked, with 10 idle larvae.
Detailed worker stats:
This is pretty self explanatory. The number of patches currently being mined means the number of patches that are physically being mined, aka if a worker is returning cargo, the number of patches being mined is 0.
Real time build order generation:
This list is generated as the game is played. You can change up to how many supply the build order is being tracked. The default is 50, you can change it in the .ini file. A timestamp is provided here so you can compare your own times for each build order execution as you practise. It also outputs the build order to a text file with the players names in the bwapi-data folder. Do not open the text file while the game is going or it will crash. It's safer for you to rename the text file to a unique name because the name is based on the 2 players. It's possible that it will be overridden by another game with the same players.
Chat commands
/count <unit name>
Entering this will make the AI count all the units with the specified name. The entered name has to be contained in the actual name of the unit.
/follow <unit name>
This will make your screen constantly follow the biggest group of the unit entered. You lose control of the screen until you type /unfollow. This is pretty entertaining for watching muta harass. E.g Entering /follow muta when there's a group of 7 mutas will make your screen constantly follow that group until a bigger group of mutas appear somewhere else or /unfollow
/unfollow
explained above.
/find <unit name>
Moves your screen to the the biggest group of the specified unit in the game currently.
/highlight <unit name>
Covers all the units with the specified name with a bright retina burning cyan. The command /hon must be typed before this can be used.
/unhighlight
Turns off highlighting.
/hon
Turns on highlighting
/hoff
Turns off highlighting, but the next time /hon is called, the previously highlighted unit will still be highlighted, where as /unhighlight doesn't remember the previously highlighted unit
/clear
Turns off everything.
/all
Turns on everything.
/macro or /ma
Toggles macro info.
/rally
Shows the rally point of all the buildings. Buildings without a rally point set yet is shown to have a rallypoint to the top left corner(usually. Unless they want to hide carriers there.)
/workers
Toggles worker info.
/order
Shows the exact orders of each unit and the exact coordinate the game interpretes that command. This means it's not necessarily what the player clicked, but rather what the game interpreted that click as.
Different colors mean different orders: Black = Hold position. The command that Bisu forgets to do in important games. Grey = Patrol. The micro button. White = Nothing. It's doing it on its on free will Green = Move. Red = 1a2a3a.
/bo
Toggles build order info.
/hp
Toggles HP bars.
/hide <1 or 2>
Hide the info from player 1 or 2.
/unhide <1 or 2>
unhide the player info.
/load <layout scheme filename>
Loads a file containing a set of layout options. I included 2 basic files (basicinfo.ini, buildorder.ini)
/load basicinfo
/load buildorder
In the beginning of the replay the plugin will automatically load replaypp.ini. So just edit that file to your liking. The default file scheme is: + Show Spoiler +
You can decide which info is displayed from changing to 1 or 0. Notify is the option to turn off the notification everytime the buildorder list increases.
/default
loads replaypp.ini(the default file)
/notify
Toggles the notification of build orders.
Misc Features:
Mouse Guided Unit Counting:
This makes counting how many mutas are in a stack. All you have to do is draw a selection box, and all the units in the selection box is counted and displayed.
Showing hp bars
Size appropriate HP bars are shown above units.
Changing game speed:
You can only change the game speed with the +/- on the numpad.
Upon extraction, you will see 3 folders. Copy the folder inside Starcraft into your starcraft folder. Copy the files inside WINDOWS into your WINDOWS folder. Copy the files inside Chaoslauncher into your Chaoslauncher folder.
Inside the bwapi-data folder(Starcraft/bwapi-data) there is a file called replaypp.ini. Open it. Edit it to your liking. 0 is no, 1 is yes.
Start chaoslauncher tick BWAPI injector, and you might want to untick apm alert because the text overlaps with the text generated by my plugin.
Holy shit. I've always thought BWAPI was amazing stuff, but I never thought it could be used for something like this. It does make a lot of sense in hindsight though.
Honestly, the count unit feature where you just draw a selection box around the units is truly amazing. I can't even begin to count all the times i wanted to know how many mutas were being used while harassing.
On February 06 2010 14:18 GTR wrote: I tried using it, I assume it's not safe to use at a fast speed right? Because my SC crashed :3
What do you mean? It should be fine at all speeds. It seems a lot of people are getting crashes. So I'm trying to find out why things are crashing. I'm downloading a clean version of SC and trying to see why it crashes.
On February 06 2010 14:44 StoLiVe wrote: The only thing i'm sad about it , it dont take all the BO he show only first part
I don't see how a set build order is useful after 20-30 supplies...
Well, it only goes to 26 and builds like 3 base spire 5 hatch hydra has a lot of important variations that one would want to pay attention to in the 30s and 40s. Something like doublegate speedzeal PvZ is another one that is supposed to be set past 30 as well. Watching a variation in the build order is one of the most important things, and those variations often occur around 30-50 supply.
I made an account just to tell you how awesome this is. However it crashes for me. I know you made a post about it. In case it matters im using Windows 7. If you could smooth that over this would probably be the best plugin ever.
edit: seems fine now. got a fresh copy of chaos launcher. also before i was hitting the buttons on screen for faster speeds. I think that may have had somthing to do with it.
On February 06 2010 14:44 StoLiVe wrote: The only thing i'm sad about it , it dont take all the BO he show only first part
I don't see how a set build order is useful after 20-30 supplies...
can you modify it to be upto 50-60? Some BOs dont really lose units (or not substantial amounts) upto that point
Sure. In fact I'll set it to be modifiable.
thanks <3 thats fantastic. Will it take long? If not I'll wait for you to upload that instead of downloading it now
Just updated. Now it also outputs the build order to a text file in the bwapi-data folder. Do not open the text file while the game is going or it will crash.
On February 06 2010 14:44 StoLiVe wrote: The only thing i'm sad about it , it dont take all the BO he show only first part
I don't see how a set build order is useful after 20-30 supplies...
can you modify it to be upto 50-60? Some BOs dont really lose units (or not substantial amounts) upto that point
Sure. In fact I'll set it to be modifiable.
thanks <3 thats fantastic. Will it take long? If not I'll wait for you to upload that instead of downloading it now
Just updated. Now it also outputs the build order to a text file in the bwapi-data folder. Do not open the text file while the game is going or it will crash.
On February 06 2010 14:44 StoLiVe wrote: The only thing i'm sad about it , it dont take all the BO he show only first part
I don't see how a set build order is useful after 20-30 supplies...
can you modify it to be upto 50-60? Some BOs dont really lose units (or not substantial amounts) upto that point
Sure. In fact I'll set it to be modifiable.
thanks <3 thats fantastic. Will it take long? If not I'll wait for you to upload that instead of downloading it now
Just updated. Now it also outputs the build order to a text file in the bwapi-data folder. Do not open the text file while the game is going or it will crash.
There are no words to describe how amazing you are except....
On February 06 2010 13:45 jalstar wrote: HOLY FUCKING FUCK MY DICK IS ROCK SOLID
I cant begin to tell you how awesome this is it's a lot of information but it's so awesome that I could probably cast replays with this once I get used to all the information on the screen. This is so EPIC just wow man.
Can't connect to b.net with this on. ICCup works fine, b.net gives me a "can't identify application version" message. Not sure if it's a fixable issue, but I thought I'd mention it.
i ask apologizes if this has been discussed already but with a fast reading couldnt find anything related to it. and since this isnt a crash i dont know how to deal with it
holy shit this is so amazing tried it out, works great but it would be nice if you could see how fast your playing the replay (for me it always shows "fast" no matter how often I've pressed +)
Also the /follow command doesnt seem to be working perfectly yet. I watched a game between sea vs mondi and when I entered /follow lurker it didnt do anything. Then I typed /follow lurkers and it started following the biggest marine group. A few seconds later when I typed /follow lurker it focused on this one lurker egg, despite there being a larger group somewhere else.
Anywaays, thank you sooo much, I can't wait to watch my first Jaedong replay with this!!
On February 06 2010 19:09 Cu(oCo) wrote: i ask apologizes if this has been discussed already but with a fast reading couldnt find anything related to it. and since this isnt a crash i dont know how to deal with it
sorry again if this problem was already solved
Double check that the files are in the right folders: WINDOWS, Starcraft and chaoslauncher folders.
Fantastic tool. I have been working on a similar replay watcher in BWAPI that automatically selects the most interesting part of the map just like when watching a VOD with pro casters. It is analyzing the different "stories" in the game like: scouts, production, build orders, fights, drops ... and then using some algorithms and image analyzing techniques selects what it considers to be the most interesting story at the moment.
I would like like to join Your project and contribute with some code and future ideas!? Pretty please
On February 06 2010 14:44 StoLiVe wrote: The only thing i'm sad about it , it dont take all the BO he show only first part
I don't see how a set build order is useful after 20-30 supplies...
Some matchups builds go way longer than that, especially pvz where tech choices aren't decided until after 30 supply frequently. I would love if the game was capable of just extracting the build order of a replay just straight into a text file.
On February 06 2010 14:44 StoLiVe wrote: The only thing i'm sad about it , it dont take all the BO he show only first part
I don't see how a set build order is useful after 20-30 supplies...
Some matchups builds go way longer than that, especially pvz where tech choices aren't decided until after 30 supply frequently. I would love if the game was capable of just extracting the build order of a replay just straight into a text file.
Definitely. Many Terran BO's go into the 40's, and there are a couple up to the 50's. The BO thinger should definitely go past 26.
This is absolutely amazing, it's certainly a great tool for me as a new player. Watching replays normally I usually don't say the following:
"oh hey my opponent has 2x the workers on only one more base, why?" "oh hey I'm attacking and I have 5+ idle production facilties, why?" "oh hey I'm queueing units but not building more production, why?" "oh sweet my build order was very good"
Thanks, this'll make catching all those types of mistakes millions of times easier.
I've try to find any bug in this program for anyone get fuck by this. And i found one, you can't go on battlenet thay say you have a problem and go contact his support
I just saw the thing about a request for a good formula... not certain if I'm capable of coming up with one, because it's totally different for each race and it's been a while since I did math.
I do have a replay of tempest where he gets a maxxed out army in 11:30 in pvt, it's pretty sick and you might be able to extrapolate a bit from it. By the current thing at that point he has an avg of 17000/18000 (somewhere in between there) and later on peaks in 23000s for overall. One thing to note is that you shouldn't count having idle nexus' against the player after a certain number of probes/expansions. He had 60 probes on 3 bases with only one geyser, so it wouldn't really be beneficial to him to make more.
For protoss it's a combination of never queueing, keeping money <500 for the first 10 or so minute, and never ever missing a pylon. After hitting 200/200 all bets are off. Terran is similar except it's a bit more acceptable to queue mnm. There's also the caveat that it's ok to get supply blocked if there are no idle buildings (ie, they're all producing and the next pylon/depot will be done before the next round of production). It's easiest to measure for zerg because it's just all about how many idle larva they have compared to their resource count. This may do funny things like giving 5 poolers perfect macro, but whatever.
edit : On a different note, how do you change the game speed when watching with this? It's a bit annoying to have to watch it on fast in single player and also to not be able to go faster than fastest online.
create an output file which contains information not found in replays (e.g. unit/building creation/destruction). with such a file one could create an advanced version of bwchart with tons of more information than what is inferable from a replay (e.g. graphical representation of army compositions, kill statistics for single units/unit types, etc).
iirc rwas (replays with audio) somehow included the audio into the replay file, so i guess it would be possible that after you watch some replay 'replay.rep" a file "replay_extended.rep" which contains the extra information, but is still usable for programs which require vanilla replay files.
i know this is possibly a huge task (determining the relevant events to store, finding an efficient encoding, creating a parser, etc), but i think it would be a really nice addition.
On February 07 2010 00:03 RaGe wrote: btw, since hotkeys are stored in replays, can't you make a /follow # command that follows a certain hotkey group?
This would mean you could basically just /follow 1 and watch the replay without even touching your mouse
this, and if you could add a virtual keyboard on the screen where the key pressed are highlighted "live"
On February 07 2010 00:03 RaGe wrote: btw, since hotkeys are stored in replays, can't you make a /follow # command that follows a certain hotkey group?
This would mean you could basically just /follow 1 and watch the replay without even touching your mouse
this, and if you could add a virtual keyboard on the screen where the key pressed are highlighted "live"
Maybe a follow command for "last units boxed" or something. I could box a muta stack and follow it during the harrassment, then later box a MnM group and follow them around, etc
On February 06 2010 19:50 7mk wrote: holy shit this is so amazing tried it out, works great but it would be nice if you could see how fast your playing the replay (for me it always shows "fast" no matter how often I've pressed +)
Also the /follow command doesnt seem to be working perfectly yet. I watched a game between sea vs mondi and when I entered /follow lurker it didnt do anything. Then I typed /follow lurkers and it started following the biggest marine group. A few seconds later when I typed /follow lurker it focused on this one lurker egg, despite there being a larger group somewhere else.
Anywaays, thank you sooo much, I can't wait to watch my first Jaedong replay with this!!
Thanks for that input. I tracked down the bug and now it's working properly. I will upload a new fixed version along with a couple new features.
On February 06 2010 23:52 RaptorX wrote: HOLY RAPTOR JESUS....!!
Dude this shit is amazing! now as somebody else asked, is there a way to choose which player to follow when you have a mirror match up?
As you mentioned, it will follow the biggest blob of units... but what if I dont want to follow that particular player?
I think it would be better to make it work like:
/follow [unit] [player number] where player number would be a number between 1-8.
/follow lurker 1 would follow the lurkers of player 1
Good idea. I will add this soon.
On February 07 2010 00:03 RaGe wrote: btw, since hotkeys are stored in replays, can't you make a /follow # command that follows a certain hotkey group?
This would mean you could basically just /follow 1 and watch the replay without even touching your mouse
Currently there's no way to access the stored hotkeys with the API. Although it might be available in the future though.
On February 07 2010 02:20 Nevuk wrote: Anyway you could post what your current macro formula is? I'm positive there are people who would be able to understand it and comment on it.
Sure:
//rating starts at 5000 rating -= idle*150; rating -=larvae*150; rating -=queuedMin*15; rating -=queuedGas*15; rating -=(idleGates-4)*330; if(supplyMax-supply<3&&supplyMax>30){ rating -=2000; } rating+=pow((supply/200.0),1.5)*8000; rating+=gates*320; double factor = pow((201-supply)/200.0,2); //dMin is the increase in minerals whild dGas is for gas. curMin/curGas is the current min/gas int upkeep = ((dMin[playerNum-1]-curMin*4*factor)*2+(dGas[playerNum-1]-curGas*2*factor)*2); if(upkeep<-3000)upkeep = -3000; rating+=upkeep;
Really cool stuff here. However, it crashed on me after 5 minutes. It worked fine until then, but crashed suddenly and without any Runtime error boxes. Just a "StarCraft has encountered a problem" box.
EDIT: This seems to be tied to either Stormplugin or Repfix. With those off it ran a replay fine. However, upon exiting StarCraft I got the same message. No harm done, but still odd. I'm on Windows Vista SP1, if that helps. I wonder how well this works with iCCup TV.
EDIT 2: The bug mentioned in the last edit didn't seem to occur again. Perhaps it came up because of the first mentioned crash. Also, iCCup TV seems to work fine with this.
New features: The timing of RESEARCH/UPGRADES is now tracked throughout the whole game.
Throughout the game(even after the supply count limit), the timing of important tech structures, and the first instance of units is tracked. E.g. If you want to practise a build that focuses on a midgame push with guardians, the timing/supply count of the FIRST guardian will be recorded regardless of what your supply is.
Throughout the whole game, the timing of EXPANSIONS will be recorded as well. This is not equivalent to a cc/hatch/nexus, as ONLY cc/hatch/nexus that serve as a mining base is recorded. E.g. you build a second hatch next to your first hatch, it's not counted as an expansion.
Bug fixes: Fixed the bug where you can't follow lurkers. You can follow lurkers all you want. Fixed the bug where the game crashes if you type /highlight or /find or /follow with no parameters. Fixed the bug where it can't recognize when lair/hive tech is.
I think this tool provides very important infromation for casters, GREAT JOB! Hope they try this out on a TSL cast, maybe people get used to start talkin about macro ratings.
I love the fact you can use the tool with fast text commands. The FIND command ROCKS!
I thought observer mode and FP reps, when they came out, were the greatest thing to ever happen to replays, but I was wrong. Oh so wrong. I need to go do some work but...ah, fuck it, I've gotta test this out.
Every time I try to start up the BWAPI injector in chaos launcher I keep getting the error "Could not get hLibModule". Anyone got any solutions for this? I tried reinstalling chaos launcher and the various parts of the replayPP but nothings working.
I keep getting the error "Could not get hLibModule" also, and when I start a replay it says it couldn't find the ai_dll. I reinstalled SC, Chaos Launcher, and the replayPP, and made sure everything is in its right place, but nothing helped.
On February 07 2010 11:36 zergnewb wrote: I keep getting the error "Could not get hLibModule" also, and when I start a replay it says it couldn't find the ai_dll. I reinstalled SC, Chaos Launcher, and the replayPP, and made sure everything is in its right place, but nothing helped.
Have you tried using ICCUP's version of starcraft?
On February 07 2010 11:36 zergnewb wrote: I keep getting the error "Could not get hLibModule" also, and when I start a replay it says it couldn't find the ai_dll. I reinstalled SC, Chaos Launcher, and the replayPP, and made sure everything is in its right place, but nothing helped.
i also keep getting this message does anyone know how to fix it?
On February 07 2010 11:36 zergnewb wrote: I keep getting the error "Could not get hLibModule" also, and when I start a replay it says it couldn't find the ai_dll. I reinstalled SC, Chaos Launcher, and the replayPP, and made sure everything is in its right place, but nothing helped.
i also keep getting this message does anyone know how to fix it?
Make sure the bwapi-data folder is INSIDE your starcraft folder. Like the entire folder. Your starcraft directory should look like this:
Anyone with the "hLibModule" problem should make sure that they are taking the contents of the folders out and then putting the contents into the respective folders. Not putting the entire folder into the respective folders.
ie "Starcraft" -------->>> "Starcraft" is wrong "Starcraft" -------->>> drag file contents into ---------->>> Starcraft is right.
This solved the problem for me at least :/. I was just copying the entire folder instead of just the contents
@AssuredVacancy: I had the bwapi-data folder in the Starcraft folder that it came in when downloaded so I fulled it out but went back to getting the hLibModule error.
@Vasoline73: I pulled the contents for the chaoslauncher folder out then it all started working.
I'm still getting that hLibModule error even though I copied all the files inside the folders to the chaoslauncher directory, starcraft directory and windows directory.
I have my windows folder at C://Windows by default. Is that Where I am supposed to put it at?
Hi AssuredVacancy, is it possible for the build order to be listed on the right hand side as green text only? (Without the left hand side listing them again)
On February 07 2010 14:33 LOcDowN wrote: Hi AssuredVacancy, is it possible for the build order to be listed on the right hand side as green text only? (Without the left hand side listing them again)
Yep, I'll add the option to turn it off on the next version.
this is fucking amazing, i am going to get a lot better because of this, I have been waiting for this exact tool! you should include a paypal donations link in the OP ^_^
On February 07 2010 15:02 dethrawr wrote: this is fucking amazing, i am going to get a lot better because of this, I have been waiting for this exact tool! you should include a paypal donations link in the OP ^_^
Internet panhandling hmmm.. Hmm added a link. I wonder how this goes down.
On February 07 2010 15:23 BlueRainGo wrote: Thanks AssuredVacancy, this is really cool.
Is there a way this can work for 2v2 games?
No because there is not enough room to display all the info. At least not currently.
Holy crap, I've been watching PvPs (my worst MU) with this and my mind is blown even more thoroughly now than when I first read this. Just amazing.
BTW, I don't guess there's anyway to have the BO and/or worker info move to the left if you turn off the macro information, is there?
A last note, this probably doesn't need to be said but just in case, when you speed up the replay your replay progress bar will still list you at fastest (or whatever) but the game itself will speed up.
On February 07 2010 15:23 BlueRainGo wrote: Thanks AssuredVacancy, this is really cool.
Is there a way this can work for 2v2 games?
No because there is not enough room to display all the info. At least not currently.
Ok, thanks for the response. What I have noticed when trying to view 2v2 games with your tool is that it automatically displays the information for the first two players in the game. If there was a way to select the player you want to track, it would be pretty cool. That way you would be able to see the information for player 3 or player 4 if desired.
Thanks again though man, this is an excellent tool.
No because there is not enough room to display all the info. At least not currently.
Ok, thanks for the response. What I have noticed when trying to view 2v2 games with your tool is that it automatically displays the information for the first two players in the game. If there was a way to select the player you want to track, it would be pretty cool. That way you would be able to see the information for player 3 or player 4 if desired.
Thanks again though man, this is an excellent tool.
Hmm I think that if I output the information into a seperate window outside of BW, there might be a lot more room for additional stats. The downside is that if you were to cast it in a stream, the audience wouldn't be able to see it.
On February 07 2010 15:23 BlueRainGo wrote: Thanks AssuredVacancy, this is really cool.
Is there a way this can work for 2v2 games?
No because there is not enough room to display all the info. At least not currently.
Ok, thanks for the response. What I have noticed when trying to view 2v2 games with your tool is that it automatically displays the information for the first two players in the game. If there was a way to select the player you want to track, it would be pretty cool. That way you would be able to see the information for player 3 or player 4 if desired.
Thanks again though man, this is an excellent tool.
Hmm I think that if I output the information into a seperate window outside of BW, there might be a lot more room for additional stats. The downside is that if you were to cast it in a stream, the audience wouldn't be able to see it.
Probably you can put it as an option for 2v2 replays only because it is really not needed for 1v1's.
I am not sure how easy/doable is this but is it possible to allow the player to position the text for his liking?
ex. ApmLive allows you to put an x-y location in which the apm counter will show up.
If that is possible and is not much work I think it could come really handy, because if I want to only see the BO, I wouldnt want it to be in the middle of the screen.
On February 07 2010 17:44 Falling wrote: This is so excellent. I just can't figure out how to speed it up. I hit the + on my number pad, but nothing happens (num lock pressed, depressed, etc)
manually click the faster and slower icons on the screen.
I have 2 recommendations: 1 is could you move the build orders to the very left of the screen and give the option to only view the build order of the player that you see in the replay? Second is if you could color code units/buildings/upgrades in the build order list.
I really appreciate the work you have done with this and hope for max user functionality!
On February 07 2010 17:44 Falling wrote: This is so excellent. I just can't figure out how to speed it up. I hit the + on my number pad, but nothing happens (num lock pressed, depressed, etc)
manually click the faster and slower icons on the screen.
I had tried that before with little success. I think I know what the problem was- the replay was a 3v3 (bogs down too much with bwapi.) My 1v1's speeds up just fine.
Finally got mine working right and let me say this is AMAZING! With these tools, commentators will be able to provide so much more details! I really wonder if they will be using this for TSL because it is seriously one of the greatest things i have ever witnessed.
On February 07 2010 13:30 Vasoline73 wrote: Anyone with the "hLibModule" problem should make sure that they are taking the contents of the folders out and then putting the contents into the respective folders. Not putting the entire folder into the respective folders.
ie "Starcraft" -------->>> "Starcraft" is wrong "Starcraft" -------->>> drag file contents into ---------->>> Starcraft is right.
This solved the problem for me at least :/. I was just copying the entire folder instead of just the contents
I like this very much. The problem with this though is that visually it is cluttered and messy. It obscures actual replay and with the many numbers, which are constantly changing, it is impossible to follow real time with /all option. To Developer: Could you add a very simple version akin to used in TSL live stream?
I've noticed that the mining workers seem to show their orders as the orders of your non-mining workers and military. For example, if you only have mining workers, their order line is white. If you have a worker who has just been produced going to mine, the miners' lines become green. If you have some of yur military hold posiyion at your front ramp while some are out scouting, about half of the miners' lines are black, and the other half are green.
Why is this not implented in the iccup launcher, instead of the obsolete chaos launcher? And where can I get that lanucher btw..cant remember any site that has it..
i think you are wrong, with exact timings and people who innovate and have great game sense know exactly when to push and have a much greater chance of success as they can practice a special build over and over until its perfect and can be executed live at a tourny
Just one thing about the "hLibModule" problem. I was having it too, even having extracted everything properly. However I fixed it by running the Chaoslauncher from the proper .exe file rather than from a shortcut. Dunno why.
The layout is now customizeable. As well as 5 new commands:
/hide <1 or 2>
Hide the info from player 1 or 2.
/unhide <1 or 2>
unhide the player info.
/load <layout scheme filename>
Loads a file containing a set of layout options. I included 2 basic files (basicinfo.ini, buildorder.ini)
/load basicinfo
/load buildorder
In the beginning of the replay the plugin will automatically load replaypp.ini. So just edit that file to your liking. The default file scheme is: + Show Spoiler +
You can decide which info is displayed from changing to 1 or 0. Notify is the option to turn off the notification everytime the buildorder list increases.
It might be cool if you could pipe the info into the overlay that TSL/GOM TV uses to place over the replay buttons. Then you could clear up the screen and still have the data showing up.
On February 08 2010 07:35 cgrinker wrote: It might be cool if you could pipe the info into the overlay that TSL/GOM TV uses to place over the replay buttons. Then you could clear up the screen and still have the data showing up.
That seems kind of complicated though.
Yeah that seems kinda hard unless someone can teach me the basics of drawing on the starcraft canvas.
Although someone else can make a seperate module that draws the overlays. My plugin could output the necessary outputs to a seperate file while the other plugin/program reads from it. Shouldn't lag too much because it's just a couple numbers.
I just downloaded the updated version and tried it out watching a rep and found that it only shows the first unit/building on the bo list. Is there a way to change it back to how the previous version was where it showed all units/buildings built? I found that it was extrememly helpful looking at production facility timings where a player suddenly throws down 3 factories for a timing push and comparing your own build to those timings.
On February 08 2010 08:45 FoieGras wrote: I just downloaded the updated version and tried it out watching a rep and found that it only shows the first unit/building on the bo list. Is there a way to change it back to how the previous version was where it showed all units/buildings built? I found that it was extrememly helpful looking at production facility timings where a player suddenly throws down 3 factories for a timing push and comparing your own build to those timings.
Ugh that's a stupid bug that happens for reasons unknown to me. Maybe someone who's more experienced in the language can tell me what's going on:
//this will print 50, the default value printf("%d",supplyCount);
//read the values in the file fscanf(pop,"%s %d",temp,&supplyCount); //this will print what's in the file printf("%d",supplyCount); . . .// a bunch of fscanf() calls to read other values
//at this piont it will print out 0, although supplyCount is not read nor written to since the last //access. printf("%d",supplyCount);
This only happens when the fscanf calls increase. I'll try to put out a bug fix by tonight.
A new worker stat is added: Total number of idle worker seconds as well as the total amount of minerals that could've been harvested by the idle workers.
The idle worker seconds work like this: if there are 4 idling workers idling for 1 second each, that's 4 worker seconds, it's the same if there's one worker idling for 4 seconds. The number of minerals "missed" from idling is calculated by this: if the worker is idling for that frame(1/24th of a second), the number of minerals missed is equaled to the instantaneous mining rate per frame of that player's workers divided by the number of workers. E.g. If the player is on one base with 50 workers mining 8 patches, an idling worker will not increase the "amount of minerals missed" as much if the player is on one base with 4 workers mining 8 patches, simply because one added worker in the oversaturated mineral field is not going to be that big of a deal where as one added worker in an undersaturated mineral field makes a bigger impact. This is a fairly accurate measurement of the amount of minerals missed from idling workers. This will help you refine your builds as you can see how much more minerals you could've gotten if you had better mechanics.
This was fairly late into the game, but you can see that the amount of minerals missed by both players is a pretty big amount. You can also see that the ratio of minerals:minutes is not the same. This is because the mining rates of each player is different when their workers are idling.
Units making in production facilities, research/upgrades, unfinished buildings are all labeled as you can't tell what they are unless you click on them. This just saves a bit of time:
The option to turn them off is in the settings file under the field "showHiddenNames".
The bug of not reading options correctly is also fixed.
could you add an option to see players hotkeys? I know replays can already do that, but only if you're in the slot of the player in the replay... It would be nice to look at the other players hotkeys without having to test which slot = which player.
Wow, this is really slick! Glad to see all the options to turn things on/off as well. Some of this new data such as total idle worker time, takes analyzing reps to a whole new level.
On February 08 2010 10:00 Nevuk wrote: It's kind of difficult to tell whether it's speed up or not- sometimes I hit + / - and nothing happens.
It increases in kind of a weird fashion, usually you have to hold + or - to see a difference.
Is it possible to change the command currently used for changing speed? I have a laptop keyboard so I don't have keypad numbers...
Hmm good idea, laptops usually have a numpad though(if you have a numlock, then you have a numpad, it's just overlapped with the normal keyboard)
That's true, but for some reason it hasn't been working very consistently - speed toggling isn't very precise at the moment. The best solution I've found is to watch replays in multiplayer mode so at the very least "fastest" game speed will always be an option.
I think ihave a good macro formula . I think u should calculate the amount of time the building is t making units . And you'll obviously want that time to be low. And for zergs u can do he same thing but for he time a larvae is idle. These should be applied 5 mins after the game cuz in he beginning players sometimes purposely leave them idle. I'm not really sure what you meant by macro formula or if his is what your seeking
On February 08 2010 15:37 YPang wrote: I think ihave a good macro formula . I think u should calculate the amount of time the building is t making units . And you'll obviously want that time to be low. And for zergs u can do he same thing but for he time a larvae is idle. These should be applied 5 mins after the game cuz in he beginning players sometimes purposely leave them idle. I'm not really sure what you meant by macro formula or if his is what your seeking
Posted this a bit earlier in the thread:
//rating starts at 5000 rating -= idle*150; rating -=larvae*150; rating -=queuedMin*15; rating -=queuedGas*15; rating -=(idleGates-4)*330; if(supplyMax-supply<3&&supplyMax>30){ rating -=2000; } rating+=pow((supply/200.0),1.5)*8000; rating+=gates*320; double factor = pow((201-supply)/200.0,2); //dMin is the increase in minerals whild dGas is for gas. curMin/curGas is the current min/gas int upkeep = ((dMin[playerNum-1]-curMin*4*factor)*2+(dGas[playerNum-1]-curGas*2*factor)*2); if(upkeep<-3000)upkeep = -3000; rating+=upkeep;
This number is calculated every frame, so naturally if you have idle buildings, you'll get penalized every frame and so you'll end up with a lower macro rating. This seems somewhat accurate right now as my replays never get above 9000, while flash/best gets up to 15k easily.
hey, I got the hlibmodule error. What worked for me (I use Vista) is that I initially had my chaos launcher folder INSIDE my Starcarft folder. So I just moved the ChaosLauncher folder outside the Starcraft folder and voila! the great bwapi works like a charm for me.
I recall I might run the chaos launcher as an admin... just in case.
This program just makes me feel even worse about my Macro... not ONLY now do I see my 1k minerals pile up but I see my 500 etc. minerals missed from having idle workers. Ha ha
very very nice tool though. Must have taken a lot of work great job and keep up the good work.
Oh yeah on a note something I noticed. When I used your tool all of the menus in the game sped up. For example the animation that makes the menuse move in and out of the screen as you navigate to single player/lan etc. all moved faster. Kind of an odd thing to have happen and not super important but just weird. lol
On February 08 2010 15:46 AssuredVacancy wrote: This number is calculated every frame, so naturally if you have idle buildings, you'll get penalized every frame and so you'll end up with a lower macro rating. This seems somewhat accurate right now as my replays never get above 9000, while flash/best gets up to 15k easily.
Have you taken into account that certain MU's have idle buildings as a matter of course? For example, in TvP, the Terran isn't using their barracks for production after the first few minutes, but it still counts as idle here.
On February 08 2010 15:46 AssuredVacancy wrote: This number is calculated every frame, so naturally if you have idle buildings, you'll get penalized every frame and so you'll end up with a lower macro rating. This seems somewhat accurate right now as my replays never get above 9000, while flash/best gets up to 15k easily.
Have you taken into account that certain MU's have idle buildings as a matter of course? For example, in TvP, the Terran isn't using their barracks for production after the first few minutes, but it still counts as idle here.
Good question. Another common example I can think of is Zerg saving larvae for mutas.
On February 08 2010 15:46 AssuredVacancy wrote: This number is calculated every frame, so naturally if you have idle buildings, you'll get penalized every frame and so you'll end up with a lower macro rating. This seems somewhat accurate right now as my replays never get above 9000, while flash/best gets up to 15k easily.
Have you taken into account that certain MU's have idle buildings as a matter of course? For example, in TvP, the Terran isn't using their barracks for production after the first few minutes, but it still counts as idle here.
Well then you can choose to ignore the provided macro rating for that period of time. The rating was never meant to be an end all be all estimate of one's skill, but rather provide a rough estimate of your current macro progress.
But something like you suggested is already implemented, as idle buildings/supply blocks are not counted for supply numbers lower than 50, because I realize there are certain timings that require you to either be stuck at 17/17 supply(10/15 ranged goon for example) or for you to have idle larvae, like mutas.
Also I noticed while watching some replays that a Zerg that went 3 hatch muta's macro rating was dropping from saving 9 larva... as soon as he used all 9 larva his rating jumped from like 2000 to 10000 so it seems to take that into account to some degree. Remember from his equation early game is going to have a lot more jumps on your macro score than late game so things like that will probably affect it less. It is more the longer games that will show you better "macro scores" through this formula.
Now what would be really awesome would be if someone like Day[9] or the Korean professional scene decided to use the data this program is able to grab from replays and come up with their own macro formula.
edit: the one thing I noticed is that command centers and nexus are counted as production facilities and that you do eventually stop producing workers in long games. So those will count against this "macro score" produced.
However if you don't try to compare a "terran" to a "zerg" and just compare terrans to terrans etc. then that isn't an issue as all players will have the same handicap there.
I have copied all the files as it is written. Then when I launch 'BWAPI_ChaosLauncherInjector.bwl' Windows offers me to chose a program to open that file. I chose Scraft, but when I started game nothing happened. Can some1 tell me what's wrong?
On February 09 2010 07:24 pro100Lu wrote: I have copied all the files as it is written. Then when I launch 'BWAPI_ChaosLauncherInjector.bwl' Windows offers me to chose a program to open that file. I chose Scraft, but when I started game nothing happened. Can some1 tell me what's wrong?
I believe you need to launch the chaos launcher itself and then choose the BWAPI Injector and start BW that way. EDIT:
On February 06 2010 13:57 Megalisk wrote:
Just wanted to say this is my favorite post right now in this thread lol
On February 06 2010 16:26 hellokitty[hk] wrote: My starcraft menu's move a lot faster...? Oh well tis a desirable side-effect!
On February 06 2010 18:40 Crahptacular wrote: Can't connect to b.net with this on. ICCup works fine, b.net gives me a "can't identify application version" message. Not sure if it's a fixable issue, but I thought I'd mention it.
I'm experiencing both of these issues. Does anyone know what causes them/how to fix them?
The thingie that shows BO doesnt work right If a dragoon is made at 15 supply, and that changes the supply to 17, it shows 17 - goon, which makes it pretty much totally wrong throughout sorry if this has been mentioned Also it doesnt show the supply you get upgrades/research at
On February 09 2010 23:05 TheAntZ wrote: The thingie that shows BO doesnt work right If a dragoon is made at 15 supply, and that changes the supply to 17, it shows 17 - goon, which makes it pretty much totally wrong throughout sorry if this has been mentioned Also it doesnt show the supply you get upgrades/research at
Hmm that's pretty serious, I'll look into that and put out a fix by today.
On February 10 2010 00:40 AssuredVacancy wrote: Nvm, it was a pretty simple fix. The new version has been uploaded now. No new features, just fixing that bug.
thank you! does it show the supply you start a research/upgrade at?
On February 10 2010 00:40 AssuredVacancy wrote: Nvm, it was a pretty simple fix. The new version has been uploaded now. No new features, just fixing that bug.
thank you! does it show the supply you start a research/upgrade at?
Yep. The thing is that it counted the player's supply AFTER the unit has been queued. So I just had to subtract the player's supply with how much the unit's required supply is. Researches aren't affected because they don't take up supply.
On February 10 2010 00:40 AssuredVacancy wrote: Nvm, it was a pretty simple fix. The new version has been uploaded now. No new features, just fixing that bug.
thank you! does it show the supply you start a research/upgrade at?
Yep. The thing is that it counted the player's supply AFTER the unit has been queued. So I just had to subtract the player's supply with how much the unit's required supply is. Researches aren't affected because they don't take up supply.
I think a better way of representing how well your zerg macro is, is by counting the number of 'wasted larvae'.
A 'wasted larva' occurs when a hatchery tries to generate a larva when there's already 3 idle larvae. When this happens, you lost that larva forever, and you'll never get it back, and you shame the hive mind.
Even if you are letting some larvae sit idle, as long as you aren't wasting any, you have extremely good macro, and you will still have just as many units as someone who uses their larvae as soon as they are generated (assuming equal hatcheries).
I don't know if something like this is possible to implement though.
Hey I know this is slugging work but I was wondering if you can think about a /condense command. Where the captions for the properties would be condensed into acronyms. This will save a lot of screen room and you can always /uncondense if you forget what one is. For example (ie. workerstats)
WS for Question: TW: 36 WM: 27x10 P. Avg:10.027 TWoG: 6 TiW: 1
On February 10 2010 00:40 AssuredVacancy wrote: Nvm, it was a pretty simple fix. The new version has been uploaded now. No new features, just fixing that bug.
thank you! does it show the supply you start a research/upgrade at?
Yep. The thing is that it counted the player's supply AFTER the unit has been queued. So I just had to subtract the player's supply with how much the unit's required supply is. Researches aren't affected because they don't take up supply.
nice, thanks a lot!
GAH sorry guys. I reuploaded a new version because the last version didn't fix zerg units, because zerg units morphing are more like buildings than units, so I didn't put that into consideration.
I know I commented about this before, but is it possible to add a notification concerning what speed the game is currently running at? It's pretty difficult to tell if the speed increase happens at all and trying to fast forward to a specific part of a replay is pretty difficult to do.
Oh, the only other solution to your macro formula I have come up with would be to give everyone perfect scores for macro every frame initially(Say 10k/20k points) and then subtract points for each frame depending on certain criteria - so everyone would start out with perfect macro and then decrease in it as the game goes on. I think this might be a bit more accurate than the current method, which performs a different role, in telling you how impressive their late game macro is without providing an accurate analysis of the early game macro. (IE, a player with really bad macro early game will only have like 3-4k less than a perfectly macroing player atm while later game with more gates it becomes progressively more apparent). The current formula you have wouldn't really need much alteration to go to this method. Basically just do it in the same method but never add points and only subtract them. Doing it this way I believe would provide a more accurate analysis of their macro using fewer calculations.
Something like =
//rating starts at 10000 rating -= idle*150; rating -=larvae*150; rating -=queuedMin*15; rating -=queuedGas*15; rating -=(idleGates-1)*330; if(supplyMax-supply<3&&supplyMax>30){ rating -=2000; } //dMin is the increase in minerals whild dGas is for gas. curMin/curGas is the current min/gas
Is something I would use for protoss/zerg. Idlegates-1 is purely for tech builds, but I would use a similar formula for terran for the same reason.
The only thing I would actually add points for is making drones, to account for the differing zerg economic structure. Idle nexus/ccs should subtract from the score under this algorithm until 60 are made, but I don't know how to use this code well enough to indicate that. Also I think I removed the 200 supply rule, etc. Mostly it's just an example - the idea is that since it is possible to calculate what perfect macro should be, the macro rating should indicate how far away from perfect macro the players are.
Macro rating is something that's going to be fairly comparative no matter the formula (As long as a player with terrific macro has a higher rating at a point in the game than a player with worse macro, it's working well). Each frame will stay fairly consistent (the calculation is performed every frame) so that if you have 5 idle gates for 30 frames, the macro rating of the player will be 10000-1650=8350. The average macro rating would then provide an idea of how distant they are from having totally ideal macro over the entire course of the game, rather than at that moment.
The problem is that you can run into negative macro with this method, but I think it's fairly safe to say that if a player has 50 idle gates then they're probably out of money or have atrocious macro. (this formula sucks for bgh).
There are one problem I see with this. My formula gives the player a perfect score at the start of EACH frame, and subtracts/adds points on his state in that particular frame. This means that you could have a horrendous score in one frame and an amazing frame in the next. So to counter this "lack of memory" issue, there's an average score per frame. This number will reflect on the person's macro ability regardless of the length of time the game is.
Your formula however, is very time dependent. In one game he could have a really highscore because the game is really short, while the next game he could have a really low score because the game is very long. This means it is hard to compare like say 10 games and see the trend of your macro ability, because they're going to be fairly random.
For the speed issue though, I can put up a counter in the next version. I do want to put out a pretty big update next version though, so it's going to take a while.
There are one problem I see with this. My formula gives the player a perfect score at the start of EACH frame, and subtracts/adds points on his state in that particular frame. This means that you could have a horrendous score in one frame and an amazing frame in the next. So to counter this "lack of memory" issue, there's an average score per frame. This number will reflect on the person's macro ability regardless of the length of time the game is.
Your formula however, is very time dependent. In one game he could have a really highscore because the game is really short, while the next game he could have a really low score because the game is very long. This means it is hard to compare like say 10 games and see the trend of your macro ability, because they're going to be fairly random.
For the speed issue though, I can put up a counter in the next version. I do want to put out a pretty big update next version though, so it's going to take a while.
Oh, I meant to do it the same way you currently do and give them a perfect score at the start of each frame, however, to merely never add points and only subtract points - in THAT frame, then to redo the calculation every frame. And yes, average would still have to be left in. I do see that it would result in scores getting progressively lower as the game goes on however, due to the increased difficulty of macroing later in the game.
On February 09 2010 23:17 PrEeNnIoSb wrote: When watching a replay i cannot speed up, slow down or pause the game...its stuck in "fast" which is so slow
Don't know if this was addressed yet or not (haven't read the last page) if it is I'll edit this out.
You have to have a unit or building selected in order to change the speed of the replay. Not sure why that is but I noticed that and that's how it is.
-a hatchery that is being upgraded to lair/hive should not count as a 'building hatchery'
-split up the production facilities somehow. Either do 2 categories, one for # of Nexus/CC & one for the rest, or split each into it's own category (like # of barracks, # of starports, # of factories, etc.)
On February 09 2010 23:17 PrEeNnIoSb wrote: When watching a replay i cannot speed up, slow down or pause the game...its stuck in "fast" which is so slow
Don't know if this was addressed yet or not (haven't read the last page) if it is I'll edit this out.
You have to have a unit or building selected in order to change the speed of the replay. Not sure why that is but I noticed that and that's how it is.
The normal keys/buttons work if you have someone's units/buildings selected and this will show the correct speed, if you don't have anything selected you can change the speed with numpad +/- as said in the OP and this doesn't show the change the speed as displayed in the bottomright corner.
On February 10 2010 08:16 BlasiuS wrote: I have some other suggestions:
-a hatchery that is being upgraded to lair/hive should not count as a 'building hatchery'
-split up the production facilities somehow. Either do 2 categories, one for # of Nexus/CC & one for the rest, or split each into it's own category (like # of barracks, # of starports, # of factories, etc.)
In the build order list it's still listed as lair/hive tech.
Right now I can't find room to find in the stuff for seperate production facilities.
On February 10 2010 08:16 BlasiuS wrote: I have some other suggestions:
-a hatchery that is being upgraded to lair/hive should not count as a 'building hatchery'
-split up the production facilities somehow. Either do 2 categories, one for # of Nexus/CC & one for the rest, or split each into it's own category (like # of barracks, # of starports, # of factories, etc.)
In the build order list it's still listed as lair/hive tech.
what i mean is:
if zerg player has 6 hatcheries, and 1 of them is upgrading to lair, it will say # hatcheries: 5(1)
On February 11 2010 02:16 nosliw wrote: So I need chaos launcher to use this right? The one that comes with Iccup isn't compatible?
Iccup launcher isn't compatible, but the other way around yes. Chaoslauncher is compatible with iccup (ofc you can't use these plugins while on iccup server however, and chaos makes sure of that).
On February 12 2010 14:31 alexpnd wrote:Iccup launcher isn't compatible, but the other way around yes. Chaoslauncher is compatible with iccup (ofc you can't use these plugins while on iccup server however, and chaos makes sure of that).
Actually, either the latest version of chaoslauncher, or chaoslauncher with the iccscbn.icc plugin in it, allows you to change the "StarCraft 1.16.1" dropdown menu item to "iCCup 1.16.1", which then restricts you to iCCup-compatible plugins (Chaosplugin, wMode, iCCup TV) and lets you use the AH properly. I'm fairly certain this doesn't work if you change the .icc extension to .bwl, which some people have done in the past for this purpose.
I tried everything to fix the hLibModule thing, the only thing that seems to fix that problem was starting chaos launcher from the original .exe instead of a shortcut. Is there a way to fix that or this is a problem directly from the chaos launcher, maybe a problem with the file path or something.
It is good to note that when i took the chaos folder out of the starcraft folder the plug-in worked for a while, then I started getting the same issue.
Until now opening the chaos launcher directly havent failed. If you can go in to it would be amazing!
EDIT
This only works with the ICCup version of StarCraft... I will try replacing file by file to see which is the file causing the problem. I will post back with the info.
scratch that, I have no idea what is going on, I just put the ICCup SC and put the chaos launcher folder out and still didnt work, then I "re-installed" replay++ and then it worked again...
I moved chaos launcher inside the Starcraft folder again and it is still working fine... so here is the idea.
Download and install the ICCup Starcraft file and then install replay++. Open chaos launcher directly from the original .exe file instead of a shortcut and it should always work without any errors.
this is pretty sweet. Once i figured everything out and toggled the setting to my liking, it becomes such a nice tool for analyzing the more mathematical parts of play. Awesome awesome awesome.
hi, can i suggest replaypp.ini option to disable Units Select with Mouse Box dialog, and also would it be possible to restore the double clicking hotkey back to its original state (transfers view to hotkeyed unit). At the moment it appears to be disabled.
On February 13 2010 02:46 RaptorX wrote: scratch that, I have no idea what is going on, I just put the ICCup SC and put the chaos launcher folder out and still didnt work, then I "re-installed" replay++ and then it worked again...
I moved chaos launcher inside the Starcraft folder again and it is still working fine... so here is the idea.
Download and install the ICCup Starcraft file and then install replay++. Open chaos launcher directly from the original .exe file instead of a shortcut and it should always work without any errors.
What you do is take out the folders inside the replaypp in SC and put them out like a regular folder in the SC folder. Then you Take the Chaos Launcher ReplayPP folders out and do the same like in the SC folder. Should work.
Maybe this will work
B and C are Inside A. A is inside D. Take B and C out of A and put them inside D. So A B and C are inside D.
ya this is a little weird. I downloaded the program yesterday, ran it and it worked extremely well without any problems. closed SC, opened it up, tested it as the day went on, worked fine. I shut my computer off and go to bed, turn it on this morning, try to look at one of my reps from last night, and I get the infamous, "missing hlibmodule" icon. now i can open it well from the original .exe, but not the shortcut or start menu.
Do we know exactly what hlibmodule is, and why this issue is causing so many problems?
Edit: Looks like i'm an idiot and this can already be done as well by chatting "/clear." I'll leave it though for ther dumb people like me who don't like to ready instructions. V ^^ Another question I have, sort of off topic, is there anyway to toggle the certain lists on and off in-game? it'd be really useful to take off say the Build Order and worker stats lists off during important battles, or just when stuff is blowing up in general, and then put them back on when the action subsides.
EDIT: also, i just thought of this, would it be possible to implement something like what the TSL has where it calculates how much minerals/gas you're gather per every 30 or 60 seconds (maybe make it adjustable from 30,45,60 and so on.
so that is possible - to run ICCUP - LAUNCHER - with that BWAPI with one chaoslauncher plugin or someshings like that? plz Coz after playing on iccup i dont want to turn SC off and start chaoslauncher again for watching a few replays and then again with Iccup-launcher to internet!! will apreciate you help guys!!
Everything works beautifully but I somehow cant change speed with +/- buttons in starcraft.
When I press +/- button to change speed nothing happens, then I close starcraft and it says "the instruction at 0x1000f99a referenced memory at 0x01019120. The memory could not be read"
I think perhaps it's time to give this thread a little bump. Especially as a lot of people have started joining BW from SC2. This is a pretty cool replay analyzer which you can toggle which features you want to see.
Thanks for bumping this thread, man I almost forgot about this program, truly one of the most amazing innovations in the BW community, this thing is sick.
I've always thought it would be really cool if they used this in an official Proleague cast, even if only for the replay highlights they do now after each game. There's a lot of room for analysis of things like army orders and rally locations during a battle.
Yeah, it was with this program that I realized that while I often had way more workers than my opponent, I often had 10 workers idle throughout my base as I'd lose track of them after building something and keep taking a new one off the mineral line. Pretty embarassing realization- shift-clicking back to minerals is so good!