DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1928531:date=Apr 22 2012, 07:20 PM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Apr 22 2012, 07:20 PM) <a href="index.php?act=findpost&pid=1928531"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A few small suggestions that I would make:
1) Ability to zoom in and out via scroll wheel
2) ability to pan by left clicking & holding, and moving mouse. Sorta like how you move a phones touchscreen around
3) Ability to click the "player icons" and instantly zoom to that player
Looks great though!<!--QuoteEnd--></div><!--QuoteEEnd--> 1) Already tried that one. The input system is seriously messed up. I can't figure out how to do this at all.
<!--quoteo(post=1928537:date=Apr 22 2012, 10:35 AM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Apr 22 2012, 10:35 AM) <a href="index.php?act=findpost&pid=1928537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) Already tried that one. The input system is seriously messed up. I can't figure out how to do this at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
Alternatively then, maybe if you right click & hold and move mouse up and down, it zooms? Basically trying to avoid using the up & down keys, use WASD and mouse.
Okay, brain-fart, but wouldn't it be interesting if Extractors/Harvesters had a bar above it that shows the progress of it actually paying for itself? Once it has paid for itself, the bar disappears.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
I don't think that's necessary. Too much information is bad. It might be very confusing for viewers (the current res details are already confusing enough) and doesn't add much in my opinion.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1928537:date=Apr 22 2012, 06:35 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Apr 22 2012, 06:35 PM) <a href="index.php?act=findpost&pid=1928537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) Already tried that one. The input system is seriously messed up. I can't figure out how to do this at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
The mouse wheel event id is InputKey.MouseZ that gets sent to your control's SendKeyEvent function. The direction is just passed in the down arg. I think true is scroll down and false is scroll up. If the cursor is visible MouseTracker_SendKeyEvent seems to pointlessly eat the mouse wheel/InputKey.MouseZ event and does nothing with it. you could just hook it like I do for my menu and keybind system and feed the mousewheel event into your mod that way.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> function MouseTracker_SendKeyEvent(key, down)
if not Shared.GetIsRunningPrediction() and #gCursorStack > 0 then
if key == InputKey.MouseX or key == InputKey.MouseY or key == InputKey.MouseZ then
some code omitted here "key" not used at all in it
// notify about mouse movement for index, listener in ipairs(gMouseMovementListeners) do listener:OnMouseMove(gLeftButtonPressed) end
return true elseif<!--c2--></div><!--ec2-->
See InputHandler.lua for the full flow of input events take note that the player/spectator entity can have its own SendKeyEvent function/handler
1) some players weapons/lifeforms in the player frames are hard to identify, especially the onos
2) what about having the marine player frames on the left side and the alien on the right? or switched?
3) u could add a nano/umbra animation to the player frames
4) what about making some researched icons gray, after the team lost access to them, because they lost the necessary building/structure
5) I watched alot of progames via n s2hd stream. it was awesome, but he never used the 3rd person spectating. doesnt i work together with his mod? if yes, is it possible to fix? and maybe if u click on a player frame, you see that player in 3rd person would be awesome :)
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1928733:date=Apr 23 2012, 11:39 AM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Apr 23 2012, 11:39 AM) <a href="index.php?act=findpost&pid=1928733"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[snip]<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks a lot. :) Not sure I understand all of it, but I'll figure it out.
<!--quoteo(post=1928788:date=Apr 23 2012, 03:29 PM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Apr 23 2012, 03:29 PM) <a href="index.php?act=findpost&pid=1928788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[snip]<!--QuoteEnd--></div><!--QuoteEEnd--> 1. The currently released version is getting a major overhaul, as you can see in the thread.
2. Unnecessary division imo. It requires more space, especially if you think about where to put the death messages.
3. This may be too much information to convey in a simple, clearly represented manner. We can't make the frames too big and/or too cluttered with information.
4. Good idea.
5. The Skycam mode is currently placed instead of the 3rd person spectating. It is possible to reenable it, though I don't see much use for it, as a freelook camera is hugely more versatile, doesn't unwillingly clip into walls, etc. Clicking on a player or tech point frame is currently under development.
<!--quoteo(post=1929022:date=Apr 24 2012, 12:37 AM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Apr 24 2012, 12:37 AM) <a href="index.php?act=findpost&pid=1929022"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Display hive maturity level, and augmentation upgrades.<!--QuoteEnd--></div><!--QuoteEEnd--> Hive type and maturity level are under development. Augmentation is technically already enabled in our mod, but it's up to UWE to fix it, just as all building upgrades are currently bugged (can only display it once it is fully researched).
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/YE1mFcl8Y74"></param><embed src="http://www.youtube.com/v/YE1mFcl8Y74" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center> I swear, it was accident! Me no cheat!
<!--quoteo(post=1930515:date=Apr 26 2012, 07:54 PM:name=Strayan (NS2HD))--><div class='quotetop'>QUOTE (Strayan (NS2HD) @ Apr 26 2012, 07:54 PM) <a href="index.php?act=findpost&pid=1930515"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey guys, is Insight working with 206?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes we've updated to 206. We're still adding in a few more features; we should have a new build out some time tomorrow. Did you need something earlier than that?
<!--quoteo(post=1930533:date=Apr 27 2012, 11:36 AM:name=Huze)--><div class='quotetop'>QUOTE (Huze @ Apr 27 2012, 11:36 AM) <a href="index.php?act=findpost&pid=1930533"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes we've updated to 206. We're still adding in a few more features; we should have a new build out some time tomorrow. Did you need something earlier than that?<!--QuoteEnd--></div><!--QuoteEEnd-->
No worries man was just wondering - You guys are <i>awesome</i>
There a few more things we want to put into version 206, but here's a shot of our current state.
<img src="http://i.imgur.com/ZKKeG.jpg" border="0" class="linked-image" /> Player frames: All health bars now just show 5 segments; each segment represents 20% hp. The LoL type bars didn't make much sense since player health ranges from 90 to 1700+ Hives now show maturity and tech id. The tech id icons need some work, but they should be differentiable enough for now. Blue is crag. Green palmtree is Shade. EDIT: We now have end game "Marine/Alien Win" splash screens for spectator. No more confusion over who won a base race!
Let me know what you guys think.
<!--quoteo(post=1928629:date=Apr 22 2012, 06:51 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Apr 22 2012, 06:51 PM) <a href="index.php?act=findpost&pid=1928629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Try these values out for colorblinds, thanks to Saba for changing the values<!--QuoteEnd--></div><!--QuoteEEnd--> I want to make sure this version is better for colorblinds. Everything is a lot less transparent now, so I'm hoping it will be okay. Let me know how it looks.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited April 2012
New version out! Sorry, was a bit late this time.
New features include: - Update for b206 - Revamped player and tech point frames - Player and tech point frames shown in freelook mode - Health bars on players - Improved map clarity - Map is now only toggled between big and small mode, you can now hide the map with the '3' key - Lost upgrades/evolutions shown darker - Hive type and maturity on tech point frames - Marine/Alien win splash screen - Recycling is now tracked for buildings/resources lost
New screenshot will follow soon in the OP.
Btw, could a moderator please change the thread title to "Insight", subtitle "Spectator Mod"?
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited April 2012
I almost forgot: Since I now change the minimap in Insight, you will have to replace GUIMinimap.lua in the Insight folder if you guys use my InstantHUD/Minimap mod. You won't miss out on any changes since the Insight minimap is basically a stripped down and slightly modified version of that mod without any transparency.
I also caught a minor last minute bug: The drifters were still added to building costs. That's what you get if you don't actually play the game. I encourage the whopping 3 guys that downloaded this build to update, but it is only a client side update, so it won't be needed to play matches.
EDIT: Embarassing bug live on the stream: The res/building statistics weren't resetting at gamestart. Hotfixed version is up and again client-side only, so it will be compatible with the older version.
Keeps crashing the server randomly in 206. 50% of games seem to end in a crash. Insight is at least the main suspect because I haven't seen 206 crash in a match otherwise, but there was nothing specific in the console.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited April 2012
The first matches went without a crash for 1.5h or so, right? I can't imagine how this mod would crash servers as we don't spam stuff unnecessarily. It only seems to be on specific servers. Did you have a match on the exact same server before? Don't really know how to analyze the crashes without very elaborate profiling logs, which are nonexistant.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited April 2012
I'm really really sorry for having to do this to you but I have made yet another quick update, which is NOT only client-side this time. All players will need to update the mod in order to be able to play. The last update was just a quick fix which I did during the livestream, while this one is a bit cleaner. I was also kind of freaking out since the crashes started after my hotfix, but that would be <b>really </b>impossible to crash servers as it didn't even touch the server at all.
I'm very concerned by the possibility of the mod crashing servers and I'm really trying to think as hard as I can what could be the culprit if it is really true. I really hope it is not the mod itself, as I'd love to bring you guys more in the next weeks (without last minute bugs and hotfixes next time, I'll make sure to playtest properly!).
<!--quoteo(post=1931304:date=Apr 28 2012, 04:28 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Apr 28 2012, 04:28 PM) <a href="index.php?act=findpost&pid=1931304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keeps crashing the server randomly in 206. 50% of games seem to end in a crash. Insight is at least the main suspect because I haven't seen 206 crash in a match otherwise, but there was nothing specific in the console.<!--QuoteEnd--></div><!--QuoteEEnd-->
If this is our fault it's going to be about impossible to track down and fix without some sort of log.
I did think of 1 thing that will reduce the number of network messages, but I doubt it would fix the crash bug. It will go into the next build.
The mod looks already pretty neat but i think the visualization of resources could be prettier. I suggest to use a table, somewhat like this: <img src="http://i.imgur.com/DbdNf.jpg" border="0" class="linked-image" />
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1932597:date=May 2 2012, 04:06 PM:name=jeffco)--><div class='quotetop'>QUOTE (jeffco @ May 2 2012, 04:06 PM) <a href="index.php?act=findpost&pid=1932597"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The mod looks already pretty neat but i think the visualization of resources could be prettier. I suggest to use a table, somewhat like this: <img src="http://i.imgur.com/DbdNf.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, it's the most untouched thing on the UI since I started the mod. It's not feasible to do things like that since the meaning of the numbers aren't the same in every row/column. I'm constantly thinking about where to put this stuff. I'd actually like it to be between the location name and player frames, with a little more elaborate labels, but I'm not sure since it's so connected to the RT/TRes counts in the middle of the screen.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited May 2012
<a href="http://www.duplexgaming.co.uk/downloads/mods/89/insight/" target="_blank">New version</a> out for this weekend. There may still be bugs I haven't noticed, so I encourage you to playtest it before we go live on the stream. Not many new features for this build. We were mostly busy incorporating the changes from build 207. Unfortunately, zooming is not possible anymore, since the file handling this is now unmoddable for us. It probably wouldn't work anyway though, since the maximum draw distance was changed to 1/10th of the value it was before in this build. Clicking on the map to quickly change position is fixed in this version.
There is also some minor restructuring and optimization and I encourage everyone to delete their old Insight folder, although it doesn't harm to have the old files next to the new ones, they are just not used anymore.
New keybinds are: '1' for freelook spectating '2' for Skycam mode '3' for third person view '4' to toggle Insight UI elements
Will probably make a new screenshot soon to reflect the key changes.
You can also follow our development on GitHub: <a href="https://github.com/jhughes/insight/issues?state=open" target="_blank">Git Issues Tracker</a>.
<!--quoteo(post=1932597:date=May 2 2012, 03:06 PM:name=jeffco)--><div class='quotetop'>QUOTE (jeffco @ May 2 2012, 03:06 PM) <a href="index.php?act=findpost&pid=1932597"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The mod looks already pretty neat but i think the visualization of resources could be prettier. I suggest to use a table, somewhat like this: <img src="http://i.imgur.com/DbdNf.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed, it would be nice to 'smarten up' that area.
Other than that - awesome :D nice job to all involved ;)
Could you disable atmospherics for the skycam view? It really gets in the way and in fact, the commander view should do the same and it's not really hard to do (last time I tested...)
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited May 2012
<!--quoteo(post=1933727:date=May 5 2012, 08:19 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ May 5 2012, 08:19 PM) <a href="index.php?act=findpost&pid=1933727"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could you disable atmospherics for the skycam view? It really gets in the way and in fact, the commander view should do the same and it's not really hard to do (last time I tested...)<!--QuoteEnd--></div><!--QuoteEEnd--> We can do this, but we cannot query the current value of the atmospheric settings (without engine documentation). So, if we set atmospherics to on again after leaving Skycam mode, we might set it on for players who don't want it on (like me, because my GPU struggles with atmospherics and it is a disadvantage in combat).
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
edited May 2012
Great mod! There is one very small but easy to solve complaint i have :)
The colors of the teams on the minimap are not very visible, specially when watching a livestream or a youtube video, which is the biggest usecase of this mod.
Something very strong like red and blue would work much better, the current colors are too "soft".
Look at some starcraft 2 videos on youtube and then ns2 videos on youtube and you will see what i'm talking about.
edit: here two examples that should show it quite clearly.
Tech res is an awesome feature, but how does it exactly work: Is it really accumulated res - res spent on RT's? if so, shouldn't res spent on med/ammo packs being subtracted, too? That would seem to be a more fair representation of tech res.
<!--quoteo(post=1933877:date=May 6 2012, 08:41 PM:name=wey)--><div class='quotetop'>QUOTE (wey @ May 6 2012, 08:41 PM) <a href="index.php?act=findpost&pid=1933877"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tech res is an awesome feature, but how does it exactly work: Is it really accumulated res - res spent on RT's? if so, shouldn't res spent on med/ammo packs being subtracted, too? That would seem to be a more fair representation of tech res.<!--QuoteEnd--></div><!--QuoteEEnd-->
My impression is that it was just total team res accumulated throughout the entire match, spent or not.
Comments
1) Ability to zoom in and out via scroll wheel
2) ability to pan by left clicking & holding, and moving mouse. Sorta like how you move a phones touchscreen around
3) Ability to click the "player icons" and instantly zoom to that player
Looks great though!<!--QuoteEnd--></div><!--QuoteEEnd-->
1) Already tried that one. The input system is seriously messed up. I can't figure out how to do this at all.
2) may be planned, 3) is definitely planned.
Alternatively then, maybe if you right click & hold and move mouse up and down, it zooms? Basically trying to avoid using the up & down keys, use WASD and mouse.
Thanks again!
Once it has paid for itself, the bar disappears.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->self.gameTimeBackground:SetColor(Color(0,0,0,0.5)) -> self.gameTimeBackground:SetColor(Color(0,0,0,0.7))
player["Background"]:SetColor(Color(1, 0, 0, 0.5)) -> player["Background"]:SetColor(Color(1, 0, 0, 0.7))
typeIcon:SetColor(Color(1, 1, 1, .6)) -> typeIcon:SetColor(Color(1, 1, 1, .7))
healthBar:SetColor(Color(1, 0, 0, .69)) -> healthBar:SetColor(Color(1, 0, 0, .9))
deathIcon:SetColor(Color(1, 0, 0, .75)) -> deathIcon:SetColor(Color(1, 0, 0, .8))<!--c2--></div><!--ec2-->
The mouse wheel event id is InputKey.MouseZ that gets sent to your control's SendKeyEvent function. The direction is just passed in the down arg. I think true is scroll down and false is scroll up. If the cursor is visible MouseTracker_SendKeyEvent seems to pointlessly eat the mouse wheel/InputKey.MouseZ event and does nothing with it. you could just hook it like I do for my menu and keybind system and feed the mousewheel event into your mod that way.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
function MouseTracker_SendKeyEvent(key, down)
if not Shared.GetIsRunningPrediction() and #gCursorStack > 0 then
if key == InputKey.MouseX or key == InputKey.MouseY or key == InputKey.MouseZ then
some code omitted here "key" not used at all in it
// notify about mouse movement
for index, listener in ipairs(gMouseMovementListeners) do
listener:OnMouseMove(gLeftButtonPressed)
end
return true
elseif<!--c2--></div><!--ec2-->
See InputHandler.lua for the full flow of input events take note that the player/spectator entity can have its own SendKeyEvent function/handler
1) some players weapons/lifeforms in the player frames are hard to identify, especially the onos
2) what about having the marine player frames on the left side and the alien on the right? or switched?
3) u could add a nano/umbra animation to the player frames
4) what about making some researched icons gray, after the team lost access to them, because they lost the necessary building/structure
5) I watched alot of progames via n s2hd stream. it was awesome, but he never used the 3rd person spectating. doesnt i work together with his mod? if yes, is it possible to fix? and maybe if u click on a player frame, you see that player in 3rd person would be awesome :)
Display hive maturity level, and augmentation upgrades.
(I hope this isnt already implemented and I am suggesting it anyways...I did not see it on the streams sunday)
Thanks a lot. :) Not sure I understand all of it, but I'll figure it out.
<!--quoteo(post=1928788:date=Apr 23 2012, 03:29 PM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Apr 23 2012, 03:29 PM) <a href="index.php?act=findpost&pid=1928788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[snip]<!--QuoteEnd--></div><!--QuoteEEnd-->
1. The currently released version is getting a major overhaul, as you can see in the thread.
2. Unnecessary division imo. It requires more space, especially if you think about where to put the death messages.
3. This may be too much information to convey in a simple, clearly represented manner. We can't make the frames too big and/or too cluttered with information.
4. Good idea.
5. The Skycam mode is currently placed instead of the 3rd person spectating. It is possible to reenable it, though I don't see much use for it, as a freelook camera is hugely more versatile, doesn't unwillingly clip into walls, etc. Clicking on a player or tech point frame is currently under development.
<!--quoteo(post=1929022:date=Apr 24 2012, 12:37 AM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Apr 24 2012, 12:37 AM) <a href="index.php?act=findpost&pid=1929022"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Display hive maturity level, and augmentation upgrades.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hive type and maturity level are under development. Augmentation is technically already enabled in our mod, but it's up to UWE to fix it, just as all building upgrades are currently bugged (can only display it once it is fully researched).
I swear, it was accident! Me no cheat!
Yes we've updated to 206. We're still adding in a few more features; we should have a new build out some time tomorrow. Did you need something earlier than that?
No worries man was just wondering - You guys are <i>awesome</i>
<img src="http://i.imgur.com/ZKKeG.jpg" border="0" class="linked-image" />
Player frames:
All health bars now just show 5 segments; each segment represents 20% hp. The LoL type bars didn't make much sense since player health ranges from 90 to 1700+
Hives now show maturity and tech id. The tech id icons need some work, but they should be differentiable enough for now.
Blue is crag. Green palmtree is Shade.
EDIT: We now have end game "Marine/Alien Win" splash screens for spectator. No more confusion over who won a base race!
Let me know what you guys think.
<!--quoteo(post=1928629:date=Apr 22 2012, 06:51 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Apr 22 2012, 06:51 PM) <a href="index.php?act=findpost&pid=1928629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Try these values out for colorblinds, thanks to Saba for changing the values<!--QuoteEnd--></div><!--QuoteEEnd-->
I want to make sure this version is better for colorblinds. Everything is a lot less transparent now, so I'm hoping it will be okay. Let me know how it looks.
New features include:
- Update for b206
- Revamped player and tech point frames
- Player and tech point frames shown in freelook mode
- Health bars on players
- Improved map clarity
- Map is now only toggled between big and small mode, you can now hide the map with the '3' key
- Lost upgrades/evolutions shown darker
- Hive type and maturity on tech point frames
- Marine/Alien win splash screen
- Recycling is now tracked for buildings/resources lost
New screenshot will follow soon in the OP.
Btw, could a moderator please change the thread title to "Insight", subtitle "Spectator Mod"?
Just PM one of the mods and they will change the title for you.
Since I now change the minimap in Insight, you will have to replace GUIMinimap.lua in the Insight folder if you guys use my InstantHUD/Minimap mod. You won't miss out on any changes since the Insight minimap is basically a stripped down and slightly modified version of that mod without any transparency.
I also caught a minor last minute bug: The drifters were still added to building costs. That's what you get if you don't actually play the game. I encourage the whopping 3 guys that downloaded this build to update, but it is only a client side update, so it won't be needed to play matches.
EDIT: Embarassing bug live on the stream: The res/building statistics weren't resetting at gamestart. Hotfixed version is up and again client-side only, so it will be compatible with the older version.
I can't imagine how this mod would crash servers as we don't spam stuff unnecessarily. It only seems to be on specific servers. Did you have a match on the exact same server before?
Don't really know how to analyze the crashes without very elaborate profiling logs, which are nonexistant.
I'm very concerned by the possibility of the mod crashing servers and I'm really trying to think as hard as I can what could be the culprit if it is really true. I really hope it is not the mod itself, as I'd love to bring you guys more in the next weeks (without last minute bugs and hotfixes next time, I'll make sure to playtest properly!).
If this is our fault it's going to be about impossible to track down and fix without some sort of log.
I did think of 1 thing that will reduce the number of network messages, but I doubt it would fix the crash bug. It will go into the next build.
I suggest to use a table, somewhat like this:
<img src="http://i.imgur.com/DbdNf.jpg" border="0" class="linked-image" />
I suggest to use a table, somewhat like this:
<img src="http://i.imgur.com/DbdNf.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, it's the most untouched thing on the UI since I started the mod. It's not feasible to do things like that since the meaning of the numbers aren't the same in every row/column.
I'm constantly thinking about where to put this stuff. I'd actually like it to be between the location name and player frames, with a little more elaborate labels, but I'm not sure since it's so connected to the RT/TRes counts in the middle of the screen.
Unfortunately, zooming is not possible anymore, since the file handling this is now unmoddable for us. It probably wouldn't work anyway though, since the maximum draw distance was changed to 1/10th of the value it was before in this build.
Clicking on the map to quickly change position is fixed in this version.
There is also some minor restructuring and optimization and I encourage everyone to delete their old Insight folder, although it doesn't harm to have the old files next to the new ones, they are just not used anymore.
New keybinds are:
'1' for freelook spectating
'2' for Skycam mode
'3' for third person view
'4' to toggle Insight UI elements
Will probably make a new screenshot soon to reflect the key changes.
You can also follow our development on GitHub: <a href="https://github.com/jhughes/insight/issues?state=open" target="_blank">Git Issues Tracker</a>.
I suggest to use a table, somewhat like this:
<img src="http://i.imgur.com/DbdNf.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed, it would be nice to 'smarten up' that area.
Other than that - awesome :D nice job to all involved ;)
We can do this, but we cannot query the current value of the atmospheric settings (without engine documentation). So, if we set atmospherics to on again after leaving Skycam mode, we might set it on for players who don't want it on (like me, because my GPU struggles with atmospherics and it is a disadvantage in combat).
The colors of the teams on the minimap are not very visible, specially when watching a livestream or a youtube video, which is the biggest usecase of this mod.
Something very strong like red and blue would work much better, the current colors are too "soft".
Look at some starcraft 2 videos on youtube and then ns2 videos on youtube and you will see what i'm talking about.
edit: here two examples that should show it quite clearly.
NS2:
<a href="http://imgbin.org/index.php?page=image&id=7918" target="_blank">http://imgbin.org/index.php?page=image&id=7918</a>
SC2:
<a href="http://imgbin.org/index.php?page=image&id=7919" target="_blank">http://imgbin.org/index.php?page=image&id=7919</a>
My impression is that it was just total team res accumulated throughout the entire match, spent or not.