Ah I see now, I never knew that resource tower costs were subtracted from that counter. But med and ammo packs use P-Res not T-Res, so they have no effect on what could be spent on new tech for the team.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited May 2012
<!--quoteo(post=1933864:date=May 6 2012, 10:59 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ May 6 2012, 10:59 AM) <a href="index.php?act=findpost&pid=1933864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.
SC2: <a href="http://imgbin.org/index.php?page=image&id=7919" target="_blank">http://imgbin.org/index.php?page=image&id=7919</a><!--QuoteEnd--></div><!--QuoteEEnd--> You can't really compare the two. The SC2 minimap consists of a bunch of squares with fully saturated colors, not small icons of the units. I have already edited the icons because most of them had their brightest spot somewhere in the middle gray area. As the player icons are the most important, I've made them as bright as possible while still preserving detail: <img src="https://pickhost.eu/images/0005/2033/minimap_blip.png" border="0" class="linked-image" /> Of course, 255/0/0 red and blue would be ideal for maximum contrast, but I'd personally find it a bit confusing. I currently use red for units under attack when in spectator mod and I think it is useful, so I'd probably have to pick green/blue. It wouldn't make too much of a difference, though: <img src="https://pickhost.eu/images/0005/2035/minimap_color_examples.jpg" border="0" class="linked-image" /> Bottom left is 100% brightness icons. You can clearly see the player icons regardless of color choice. I don't want to make the other icons too bright or they might distract from the much more important players. When you're watching a stream, it's pretty similar to SC2: It's very hard to see what kind of building it is from the minimap alone (in SC2 you can only guess since it's just a square).
@wey/Arkanti: I'm thinking about subtracting res spent on cysts. The more complex I make this the more confusing it gets, though, so I'm not sure about that. The purpose of tech res is to have a more meaningful number to compare, since equal total accumulated TRes don't mean much if one of the teams had to spend all of their res on RTs and couldn't advance at all. It's still hard to compare since marines can spend SO much more TRes on upgrades, but it's better than just total collected TRes imo.
I didn't know medpacks cost pres. But yeah, cysts should be substracted then. Try to get as close to a meaningful tech res as possible. That the tech res of both teams aren't 1:1 comparable isn't that much of an issue I think. People will get used to a "normal" ratio between tech res. This would have been much more meaningful with the NS1 resource system :/
And for what it's worth: I'm fine with the colors. The pure blue is difficult to see, and a pure red might not be a good idea, since many video compression codecs only use half the resolution for red (you can see it in the jpg too)
I finally got around to adding healthbars to structures and AI units. I think this will do a lot to help viewers follow action in base attacks. I don't have much time to make sure everything works perfectly, so I'm hoping neshi can test it out and get it in for the new build tomorrow. <img src="http://i.imgur.com/zo8yC.jpg" border="0" class="linked-image" />
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> is out for this weekend's matches! Not too many new features this week, but some useful ones.
Changelog: <ul><li> You can now click on the player frames to teleport to that player's position! (Thanks basti1337!)</li><li> Freelook mode movement is now slower and you can accelerate by using the movement modifier (default: shift) key.</li><li> Hold the left ctrl key to display small health bars for structures and AI units.</li><li> New "Insight_TeamNames" console command (documentation below) to set up team names. (Thanks basti1337!)</li><li> Fixed an error in total pres calculation.</li><li> Cyst cost is now subtracted from tech res.</li><li> Health bars of parasited marines are now tinted green.</li></ul> <b>Insight_TeamNames console command syntax:</b> Note: 'insight_teamnames' and 'insight_teams' can be used interchangeably.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->insight_teamnames set "teamname1" "teamname2" insight_teamnames add "teamname1" "teamname2" insight_teamnames "teamname1" "teamname2"<!--c2--></div><!--ec2-->This sets the marine and alien team names to "teamname1" and "teamname2" respectively. Quotes are needed if the team names contain spaces, otherwise they can be left out.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->insight_teamnames marines "teamname1" insight_teamnames aliens "teamname2"<!--c2--></div><!--ec2-->These commands set the marine or alien team name only.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->insight_teamnames swap insight_teamnames switch insight_teamnames swapteams insight_teamnames switchteams<!--c2--></div><!--ec2-->Obviously, this swaps the teams' names so you don't need to retype the names every round.
I like the idea of the gametime inside teamnames frame. I just cloned the overlay of the stream but this is a much smarter solution ;)
One thing I wanted to ask is why you are using the duplex webserver as download location. You can simply refer to the github repository where all the users can download this mod as a zip archive (without having git installed) so they can get the latest versions directly. Maybe you can set tags and refer to these instead of the master branch.
In the message of the unitframe-click pullrequest I wrote that I wanted to rework the unitframes completely. I dont know if you have read my thread about some spectator GUI ideas 2 months ago (<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117188" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117188</a>), but I'm currently working on unitframes which look like that. As I'm working on that in my spare time the progress isn't that far, but you can have a look at my forked repo on github on the unitframes-rework branch (<a href="https://github.com/basti1337/insight/tree/unitframes-rework" target="_blank">https://github.com/basti1337/insight/tree/unitframes-rework</a>). What I've currently done is just a test how well the unitframes fit to different screen resolutions and player counts. The health bars and the alive/dead playerframes are just randomly set. Let me know what you think of this.
<!--quoteo(post=1935636:date=May 12 2012, 09:56 AM:name=basti1337)--><div class='quotetop'>QUOTE (basti1337 @ May 12 2012, 09:56 AM) <a href="index.php?act=findpost&pid=1935636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One thing I wanted to ask is why you are using the duplex webserver as download location. You can simply refer to the github repository where all the users can download this mod as a zip archive (without having git installed) so they can get the latest versions directly. Maybe you can set tags and refer to these instead of the master branch.<!--QuoteEnd--></div><!--QuoteEEnd--> This was my original plan, but neshi and I decided to go the duplex route for a couple reasons. It's friendlier to install for technically challenged players. It's easier to make sure everyone has the latest "stable" release (though of course we could always have branches for each release). It's definitely not a bad idea to have people download from github, but it's just simpler for us to do separate releases.
<!--quoteo(post=1935636:date=May 12 2012, 09:56 AM:name=basti1337)--><div class='quotetop'>QUOTE (basti1337 @ May 12 2012, 09:56 AM) <a href="index.php?act=findpost&pid=1935636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In the message of the unitframe-click pullrequest I wrote that I wanted to rework the unitframes completely. I dont know if you have read my thread about some spectator GUI ideas 2 months ago (<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117188" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117188</a>), but I'm currently working on unitframes which look like that. As I'm working on that in my spare time the progress isn't that far, but you can have a look at my forked repo on github on the unitframes-rework branch (<a href="https://github.com/basti1337/insight/tree/unitframes-rework" target="_blank">https://github.com/basti1337/insight/tree/unitframes-rework</a>). What I've currently done is just a test how well the unitframes fit to different screen resolutions and player counts. The health bars and the alive/dead playerframes are just randomly set. Let me know what you think of this.<!--QuoteEnd--></div><!--QuoteEEnd--> Feel free to mod insight however you want. I don't care much for the mockup, but I would be interested to see what you come up with.
Feature request: I'd like to see players' kills/deaths on the screen. The UI will need some modification to fit those anywhere, but I think that's interesting information. Alternatively casters should press tab more often. :)
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1936066:date=May 14 2012, 05:43 AM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ May 14 2012, 05:43 AM) <a href="index.php?act=findpost&pid=1936066"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Feature request: I'd like to see players' kills/deaths on the screen. The UI will need some modification to fit those anywhere, but I think that's interesting information. Alternatively casters should press tab more often. :)<!--QuoteEnd--></div><!--QuoteEEnd--> I'm in for team K/D above the player frames. Individual K/D is just too much information for such a tiny frame and I don't really want the frames to be huge and take up the whole screen.
<!--quoteo(post=1936085:date=May 14 2012, 07:50 AM:name=DarkOmen)--><div class='quotetop'>QUOTE (DarkOmen @ May 14 2012, 07:50 AM) <a href="index.php?act=findpost&pid=1936085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to request that when in the overhead view, all ranged attacks' tracers appear more pronounced. That way we can see who is shooting at whom!<!--QuoteEnd--></div><!--QuoteEEnd--> Interesting idea, though I think it is rather clear already. I may look into it.
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> is out for this weekend's matches!
Changes: <ul><li>Player names are now resized if too long for the frame.</li><li>Tech, team banners and statistics now scale with resolution (player and tech point frames not yet...). Please note that we are not supporting resolutions below 1280x720 or above 1920x1080.</li><li>New armor and weapons upgrade icons to account for stream compression.</li><li>Command Station and Hive energy are now on the tech point frames.</li><li>Implemented Mendasp's fixed spawn code (without configuration files). <a href="http://www.unknownworlds.com/forums/index.php?showtopic=117643" target="_blank">See here for more information and configuration file download!</a></li><li>Infestation blobs are now invisible in overhead mode to fix issues when they are on the ceiling.</li><li>Entering freelook mode will not make you look at the floor anymore. We still haven't figured out how to set the height properly.</li></ul>
<!--quoteo(post=1940284:date=May 30 2012, 08:20 PM:name=player)--><div class='quotetop'>QUOTE (player @ May 30 2012, 08:20 PM) <a href="index.php?act=findpost&pid=1940284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was there any word about this mod making it into the official distribution? Thought there was, but I can't seem to find it.<!--QuoteEnd--></div><!--QuoteEEnd--> I think the word is that it will never be made official. Here was charlie during QA1: <a href="http://www.youtube.com/watch?feature=player_detailpage&v=4RsM4J7sXz8#t=894s" target="_blank">QA1 regarding spectator mode</a>
They will probably just put in their own basic spectator mode and our mod will stay around as the "live casting" mod. I do wish they would state their intentions clearly so we know how to continue development.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited June 2012
New version out! <a href="http://www.duplexgaming.co.uk/downloads/mods/89/insight/" target="_blank">http://www.duplexgaming.co.uk/downloads/mods/89/insight/</a>
Changes: <ul><li>Dynamic props are now properly invisible in overhead mode (e.g. the fan in Ventilation on ns2_summit).</li><li>New Alien research from build 209 is in.</li><li>Infestation on the minimap is now more transparent for spectators.</li></ul> <u>Not our feature:</u> The shift key now makes you move up/down instead of forwards/backwards in freelook mode. <b>This is a modification made by UWE in the core lua files, which we have no control over. Sorry.</b>
Huze is busy (I think) and I somehow feel a bit sick and lack movitation at the moment, so development has unfortunately slowed down to a crawl. We have plans for much more, so hopefully we will be able to do it in the future.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1940308:date=May 30 2012, 08:27 PM:name=Huze)--><div class='quotetop'>QUOTE (Huze @ May 30 2012, 08:27 PM) <a href="index.php?act=findpost&pid=1940308"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the word is that it will never be made official. Here was charlie during QA1: <a href="http://www.youtube.com/watch?feature=player_detailpage&v=4RsM4J7sXz8#t=894s" target="_blank">QA1 regarding spectator mode</a>
They will probably just put in their own basic spectator mode and our mod will stay around as the "live casting" mod. I do wish they would state their intentions clearly so we know how to continue development.<!--QuoteEnd--></div><!--QuoteEEnd--> You should continue developing it and publish it on steam workshop once it supports all mods.
<img src="http://i.imgur.com/s3A6T.jpg" border="0" class="linked-image" /> <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->(There are two Locker Room tech points on docking. This is just a map bug.)<!--sizec--></span><!--/sizec-->
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Insight 210!<!--sizec--></span><!--/sizec--> Thanks to my live stream followers for helping me with ideas.
Changes: <ul><li>Player frame graphical overhaul</li><li>Player frames split left and right based on team</li><li>Kills/Deaths added for players</li><li>GUI information elements added to bottom bar</li><li>Added 210 Alien T3 tech (Umbra and Vortex have the same icon)</li><li>Removed Camoflage (Aura is not in game yet)</li><li>New Tech Point information box</li><li>Tech Points flash Red when under attack</li><li>Tech Points flash White when newly dropped</li><li>Scaling with resolution for healthbars</li><li>Removed energy from building healthbars</li><li>Added armor bar for player healthbars</li></ul> TODO: <ul><li>Fix issue with Armor and Weapons upgrades overlapping (I hope neshi gets this done for release)</li><li>Background graphic for bottom bar</li><li>Better scaling of player and tech point info</li></ul> I've put a lot of work into this build; I hope you guys enjoy.
Expect a release from Dghelneshi today(?). I'll be out of town this weekend.
I just thought about something, now that B210 has menu options for atmospheric, do you think it's possible to disable the atmospherics from the overview mode? You could restore the previous setting after going back to 3rd person spectating.
In fact they should do this for the commander mode anyways. It gets in the way.
<!--quoteo(post=1943799:date=Jun 16 2012, 08:17 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Jun 16 2012, 08:17 AM) <a href="index.php?act=findpost&pid=1943799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just thought about something, now that B210 has menu options for atmospheric, do you think it's possible to disable the atmospherics from the overview mode? You could restore the previous setting after going back to 3rd person spectating.
In fact they should do this for the commander mode anyways. It gets in the way.<!--QuoteEnd--></div><!--QuoteEEnd--> I didn't know they added this feature; that is definitely something we wanted to do. I don't have time to do it before I leave, but we'll definitely try to add that in.
Look's good and thanks for all the work and streaming most of it :) Also everyone follow his stream at <a href="http://www.twitch.tv/huze1" target="_blank">http://www.twitch.tv/huze1</a>
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited June 2012
Sorry for slacking! The last bugs proved to be much harder to fix than anticipated.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><u><b>IMPORTANT, PLEASE READ BEFORE UPDATING:</u> We do not modify Player_Client.lua anymore, so it is not included in this build. Either do a full reinstall of Insight (i.e. delete the 'insight' folder) before updating or delete the Player_Client.lua file from the 'lua' folder, otherwise NS2 will probably throw errors at you (or will in the future) since you will still be using a pre-build-210 version of that file.</b><!--colorc--></span><!--/colorc-->
After reading this, you may download. :P <a href="http://www.duplexgaming.co.uk/downloads/mods/89/insight/" target="_blank">http://www.duplexgaming.co.uk/downloads/mods/89/insight/</a>
Additional changes since Huze's post: <ul><li>Redesigned statistics. Removed tech res and PRes since they are kind of useless in b210. Total TRes added in compensation.</li><li>Atmospherics are now temporarily disabled in overhead mode. They are turned back on if you leave the mode and had atmospherics on before entering it.</li><li>Fixed armor/weapons icons overlap. Alien tier 3 abilities are now on top of the tier 2 ones.</li><li>Moved player frames up a bit to prevent overlap with minimap. 7 players now fit almost pixel perfect @720p.</li></ul>
I like most of it, but I would like to see non-researched abilities be dimmer and if something is lost have it go red or some effect. That way if marines lose an arms lab we can really tell.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1944375:date=Jun 18 2012, 07:20 AM:name=WasabiOne)--><div class='quotetop'>QUOTE (WasabiOne @ Jun 18 2012, 07:20 AM) <a href="index.php?act=findpost&pid=1944375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like most of it, but I would like to see non-researched abilities be dimmer and if something is lost have it go red or some effect. That way if marines lose an arms lab we can really tell.<!--QuoteEnd--></div><!--QuoteEEnd--> That's actually the way it is right now, but it's not obvious enough, I agree.
<!--quoteo(post=1944375:date=Jun 18 2012, 12:20 AM:name=WasabiOne)--><div class='quotetop'>QUOTE (WasabiOne @ Jun 18 2012, 12:20 AM) <a href="index.php?act=findpost&pid=1944375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like most of it, but I would like to see non-researched abilities be dimmer and if something is lost have it go red or some effect. That way if marines lose an arms lab we can really tell.<!--QuoteEnd--></div><!--QuoteEEnd--> Already done :)
Here are the changes I made after the stream. <ul><li>Made not researched Tech dimmer and lost/disabled Tech colors more pronounced</li><li>Fixed (hopefully) all the Tech Point naming/flashing bugs</li><li>Added click to teleport to Tech Points</li><li>Player Frame healthbar goes from green->yellow->red</li><li>Player Frame commander color is now yellow instead of teal</li><li>Fixed Flayer Frames covering up the scoreboard</li></ul> Still to do <ul><li>Background graphic for bottom bar</li><li>Better scaling of player and tech point info</li></ul> I'm about to start moving, so this will be my last insight update for a while.
Comments
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><!--QuoteEnd--></div><!--QuoteEEnd-->
You can't really compare the two. The SC2 minimap consists of a bunch of squares with fully saturated colors, not small icons of the units.
I have already edited the icons because most of them had their brightest spot somewhere in the middle gray area. As the player icons are the most important, I've made them as bright as possible while still preserving detail:
<img src="https://pickhost.eu/images/0005/2033/minimap_blip.png" border="0" class="linked-image" />
Of course, 255/0/0 red and blue would be ideal for maximum contrast, but I'd personally find it a bit confusing. I currently use red for units under attack when in spectator mod and I think it is useful, so I'd probably have to pick green/blue. It wouldn't make too much of a difference, though:
<img src="https://pickhost.eu/images/0005/2035/minimap_color_examples.jpg" border="0" class="linked-image" />
Bottom left is 100% brightness icons.
You can clearly see the player icons regardless of color choice. I don't want to make the other icons too bright or they might distract from the much more important players. When you're watching a stream, it's pretty similar to SC2: It's very hard to see what kind of building it is from the minimap alone (in SC2 you can only guess since it's just a square).
@wey/Arkanti:
I'm thinking about subtracting res spent on cysts. The more complex I make this the more confusing it gets, though, so I'm not sure about that.
The purpose of tech res is to have a more meaningful number to compare, since equal total accumulated TRes don't mean much if one of the teams had to spend all of their res on RTs and couldn't advance at all. It's still hard to compare since marines can spend SO much more TRes on upgrades, but it's better than just total collected TRes imo.
And for what it's worth: I'm fine with the colors. The pure blue is difficult to see, and a pure red might not be a good idea, since many video compression codecs only use half the resolution for red (you can see it in the jpg too)
<img src="http://i.imgur.com/zo8yC.jpg" border="0" class="linked-image" />
Changelog:
<ul><li> You can now click on the player frames to teleport to that player's position! (Thanks basti1337!)</li><li> Freelook mode movement is now slower and you can accelerate by using the movement modifier (default: shift) key.</li><li> Hold the left ctrl key to display small health bars for structures and AI units.</li><li> New "Insight_TeamNames" console command (documentation below) to set up team names. (Thanks basti1337!)</li><li> Fixed an error in total pres calculation.</li><li> Cyst cost is now subtracted from tech res.</li><li> Health bars of parasited marines are now tinted green.</li></ul>
<b>Insight_TeamNames console command syntax:</b>
Note: 'insight_teamnames' and 'insight_teams' can be used interchangeably.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->insight_teamnames set "teamname1" "teamname2"
insight_teamnames add "teamname1" "teamname2"
insight_teamnames "teamname1" "teamname2"<!--c2--></div><!--ec2-->This sets the marine and alien team names to "teamname1" and "teamname2" respectively. Quotes are needed if the team names contain spaces, otherwise they can be left out.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->insight_teamnames marines "teamname1"
insight_teamnames aliens "teamname2"<!--c2--></div><!--ec2-->These commands set the marine or alien team name only.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->insight_teamnames swap
insight_teamnames switch
insight_teamnames swapteams
insight_teamnames switchteams<!--c2--></div><!--ec2-->Obviously, this swaps the teams' names so you don't need to retype the names every round.
One thing I wanted to ask is why you are using the duplex webserver as download location. You can simply refer to the github repository where all the users can download this mod as a zip archive (without having git installed) so they can get the latest versions directly. Maybe you can set tags and refer to these instead of the master branch.
In the message of the unitframe-click pullrequest I wrote that I wanted to rework the unitframes completely. I dont know if you have read my thread about some spectator GUI ideas 2 months ago (<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117188" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117188</a>), but I'm currently working on unitframes which look like that. As I'm working on that in my spare time the progress isn't that far, but you can have a look at my forked repo on github on the unitframes-rework branch (<a href="https://github.com/basti1337/insight/tree/unitframes-rework" target="_blank">https://github.com/basti1337/insight/tree/unitframes-rework</a>). What I've currently done is just a test how well the unitframes fit to different screen resolutions and player counts. The health bars and the alive/dead playerframes are just randomly set.
Let me know what you think of this.
This was my original plan, but neshi and I decided to go the duplex route for a couple reasons. It's friendlier to install for technically challenged players. It's easier to make sure everyone has the latest "stable" release (though of course we could always have branches for each release). It's definitely not a bad idea to have people download from github, but it's just simpler for us to do separate releases.
<!--quoteo(post=1935636:date=May 12 2012, 09:56 AM:name=basti1337)--><div class='quotetop'>QUOTE (basti1337 @ May 12 2012, 09:56 AM) <a href="index.php?act=findpost&pid=1935636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In the message of the unitframe-click pullrequest I wrote that I wanted to rework the unitframes completely. I dont know if you have read my thread about some spectator GUI ideas 2 months ago (<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117188" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117188</a>), but I'm currently working on unitframes which look like that. As I'm working on that in my spare time the progress isn't that far, but you can have a look at my forked repo on github on the unitframes-rework branch (<a href="https://github.com/basti1337/insight/tree/unitframes-rework" target="_blank">https://github.com/basti1337/insight/tree/unitframes-rework</a>). What I've currently done is just a test how well the unitframes fit to different screen resolutions and player counts. The health bars and the alive/dead playerframes are just randomly set.
Let me know what you think of this.<!--QuoteEnd--></div><!--QuoteEEnd-->
Feel free to mod insight however you want. I don't care much for the mockup, but I would be interested to see what you come up with.
Alternatively casters should press tab more often. :)
Alternatively casters should press tab more often. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm in for team K/D above the player frames. Individual K/D is just too much information for such a tiny frame and I don't really want the frames to be huge and take up the whole screen.
<!--quoteo(post=1936085:date=May 14 2012, 07:50 AM:name=DarkOmen)--><div class='quotetop'>QUOTE (DarkOmen @ May 14 2012, 07:50 AM) <a href="index.php?act=findpost&pid=1936085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to request that when in the overhead view, all ranged attacks' tracers appear more pronounced. That way we can see who is shooting at whom!<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting idea, though I think it is rather clear already. I may look into it.
Changes:
<ul><li>Player names are now resized if too long for the frame.</li><li>Tech, team banners and statistics now scale with resolution (player and tech point frames not yet...). Please note that we are not supporting resolutions below 1280x720 or above 1920x1080.</li><li>New armor and weapons upgrade icons to account for stream compression.</li><li>Command Station and Hive energy are now on the tech point frames.</li><li>Implemented Mendasp's fixed spawn code (without configuration files). <a href="http://www.unknownworlds.com/forums/index.php?showtopic=117643" target="_blank">See here for more information and configuration file download!</a></li><li>Infestation blobs are now invisible in overhead mode to fix issues when they are on the ceiling.</li><li>Entering freelook mode will not make you look at the floor anymore. We still haven't figured out how to set the height properly.</li></ul>
I'm out of town until Saturday evening. Dghelneshi will have to merge it with 209 if there's going to be a new version available for this weekend.
I think the word is that it will never be made official.
Here was charlie during QA1: <a href="http://www.youtube.com/watch?feature=player_detailpage&v=4RsM4J7sXz8#t=894s" target="_blank">QA1 regarding spectator mode</a>
They will probably just put in their own basic spectator mode and our mod will stay around as the "live casting" mod. I do wish they would state their intentions clearly so we know how to continue development.
It helps me so much when casting, reminds me of SC2 games where you can see production tabs but much better
Changes:
<ul><li>Dynamic props are now properly invisible in overhead mode (e.g. the fan in Ventilation on ns2_summit).</li><li>New Alien research from build 209 is in.</li><li>Infestation on the minimap is now more transparent for spectators.</li></ul>
<u>Not our feature:</u>
The shift key now makes you move up/down instead of forwards/backwards in freelook mode. <b>This is a modification made by UWE in the core lua files, which we have no control over. Sorry.</b>
Huze is busy (I think) and I somehow feel a bit sick and lack movitation at the moment, so development has unfortunately slowed down to a crawl. We have plans for much more, so hopefully we will be able to do it in the future.
Here was charlie during QA1: <a href="http://www.youtube.com/watch?feature=player_detailpage&v=4RsM4J7sXz8#t=894s" target="_blank">QA1 regarding spectator mode</a>
They will probably just put in their own basic spectator mode and our mod will stay around as the "live casting" mod. I do wish they would state their intentions clearly so we know how to continue development.<!--QuoteEnd--></div><!--QuoteEEnd-->
You should continue developing it and publish it on steam workshop once it supports all mods.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->(There are two Locker Room tech points on docking. This is just a map bug.)<!--sizec--></span><!--/sizec-->
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->Insight 210!<!--sizec--></span><!--/sizec-->
Thanks to my live stream followers for helping me with ideas.
Changes:
<ul><li>Player frame graphical overhaul</li><li>Player frames split left and right based on team</li><li>Kills/Deaths added for players</li><li>GUI information elements added to bottom bar</li><li>Added 210 Alien T3 tech (Umbra and Vortex have the same icon)</li><li>Removed Camoflage (Aura is not in game yet)</li><li>New Tech Point information box</li><li>Tech Points flash Red when under attack</li><li>Tech Points flash White when newly dropped</li><li>Scaling with resolution for healthbars</li><li>Removed energy from building healthbars</li><li>Added armor bar for player healthbars</li></ul>
TODO:
<ul><li>Fix issue with Armor and Weapons upgrades overlapping (I hope neshi gets this done for release)</li><li>Background graphic for bottom bar</li><li>Better scaling of player and tech point info</li></ul>
I've put a lot of work into this build; I hope you guys enjoy.
Expect a release from Dghelneshi today(?). I'll be out of town this weekend.
In fact they should do this for the commander mode anyways. It gets in the way.
In fact they should do this for the commander mode anyways. It gets in the way.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't know they added this feature; that is definitely something we wanted to do. I don't have time to do it before I leave, but we'll definitely try to add that in.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><u><b>IMPORTANT, PLEASE READ BEFORE UPDATING:</u>
We do not modify Player_Client.lua anymore, so it is not included in this build. Either do a full reinstall of Insight (i.e. delete the 'insight' folder) before updating or delete the Player_Client.lua file from the 'lua' folder, otherwise NS2 will probably throw errors at you (or will in the future) since you will still be using a pre-build-210 version of that file.</b><!--colorc--></span><!--/colorc-->
After reading this, you may download. :P
<a href="http://www.duplexgaming.co.uk/downloads/mods/89/insight/" target="_blank">http://www.duplexgaming.co.uk/downloads/mods/89/insight/</a>
Additional changes since Huze's post:
<ul><li>Redesigned statistics. Removed tech res and PRes since they are kind of useless in b210. Total TRes added in compensation.</li><li>Atmospherics are now temporarily disabled in overhead mode. They are turned back on if you leave the mode and had atmospherics on before entering it.</li><li>Fixed armor/weapons icons overlap. Alien tier 3 abilities are now on top of the tier 2 ones.</li><li>Moved player frames up a bit to prevent overlap with minimap. 7 players now fit almost pixel perfect @720p.</li></ul>
That's actually the way it is right now, but it's not obvious enough, I agree.
Already done :)
Here are the changes I made after the stream.
<ul><li>Made not researched Tech dimmer and lost/disabled Tech colors more pronounced</li><li>Fixed (hopefully) all the Tech Point naming/flashing bugs</li><li>Added click to teleport to Tech Points</li><li>Player Frame healthbar goes from green->yellow->red</li><li>Player Frame commander color is now yellow instead of teal</li><li>Fixed Flayer Frames covering up the scoreboard</li></ul>
Still to do
<ul><li>Background graphic for bottom bar</li><li>Better scaling of player and tech point info</li></ul>
I'm about to start moving, so this will be my last insight update for a while.