AssuredVacancy Profile Blog Joined September 2008 United States 1143 Posts Last Edited: 2010-02-09 15:41:32 #1 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 +



showrally: 1

showworkerstats: 1

showmacrostats: 1

showorder: 1

showbuildorder: 1

showhp: 1

supplycount: 50

***************macrosettings:

Xcoordinate: 10

Ycoordinate: 10

productionFacCount: 1

queuedCount: 1

averageQueuedCount: 1

currentlyBuildingCount: 1

idleBuildingOrLarvaCount: 1

macroRating: 1

********************Workersettings:

xcoordinate: 300

ycoordinate: 10

workerCount: 1

miningMineralCount: 1

miningGasCount: 1

idleWorkerCount: 1

******************buildOrderSettings:

xcoordinate: 305

ycoordinate: 130

notify: 1







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. 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 the info from player 1 or 2.unhide the player info.Loads a file containing a set of layout options. I included 2 basic files (basicinfo.ini, buildorder.ini)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: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.loads replaypp.ini(the default file)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?

(

(

(

(





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.



Does this make you squeal in joy? If it does, you may donate to help the hungry college kid writing code here!









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.



There was a bug with buildorder generation, please download the new version as the bug is fairly serious.Poll: 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.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 +



showrally: 1

showworkerstats: 1

showmacrostats: 1

showorder: 1

showbuildorder: 1

showhp: 1

supplycount: 50

***************macrosettings:

Xcoordinate: 10

Ycoordinate: 10

productionFacCount: 1

queuedCount: 1

averageQueuedCount: 1

currentlyBuildingCount: 1

idleBuildingOrLarvaCount: 1

macroRating: 1

********************Workersettings:

xcoordinate: 300

ycoordinate: 10

workerCount: 1

miningMineralCount: 1

miningGasCount: 1

idleWorkerCount: 1

******************buildOrderSettings:

xcoordinate: 305

ycoordinate: 130

notify: 1







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.





How the fuck can I use this sexy shit?

Download this file:

http://replaypp.googlecode.com/svn/trunk/replayPP.zip



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.



Happy replay watching!



If you're crashing:

On February 06 2010 14:27 R1CH wrote:

Show nested quote +

On February 06 2010 13:59 Garnet wrote:

I followed your instruction precisely and this happened:

I followed your instruction precisely and this happened:

Install Visual C++ runtimes, in the order linked.



http://www.microsoft.com/downloads/details.aspx?familyid=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en

http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en

http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en

http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en Install Visual C++ runtimes, in the order linked.



Thanks R1CH!



EDIT: A video of it working is up. BUT TRY IT YOURSELF.

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.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.gEntering /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 /unfollowexplained above.Moves your screen to the the biggest group of the specified unit in the game currently.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.Turns off highlighting.Turns on highlightingTurns 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 unitTurns off everything.Turns on everything.Toggles macro info.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.)Toggles worker info.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 willGreen = Move.Red = 1a2a3a.Toggles build order info.Toggles HP bars.Hide the info from player 1 or 2.unhide the player info.Loads a file containing a set of layout options. I included 2 basic files (basicinfo.ini, buildorder.ini)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: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.loads replaypp.ini(the default file)Toggles the notification of build orders.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 barsSize 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.If you're crashing:Thanks R1CH!EDIT: A video of it working is up. BUT TRY IT YOURSELF. We spend our youth attaining wealth, and our wealth attaining youth.