Cyanophage Profile Joined November 2010 England 12 Posts Last Edited: 2011-08-12 12:45:56 #1



Wasn't sure if this should be a [G] or a [L] post. Maybe a mod could add that?

As I got a good response about my Zerg Visual Build Order designer I created a Terran version. You can have a look at the Zerg version



The idea behind the program is to be able to design build orders and customise them, allowing you to change what you want and quickly try out new ideas.



The graph shows time across the top and resources up the side. There are graphs for the minerals, gas and energy over time. The length of each bar shows you how long each action takes (except in the case of really short ones like moving SCVs to gas or lifting a building). Moving the actions around updates the graphs in real time.



-- Screenshots --

+ Show Spoiler +



Fullsize



--Download--

+ Show Spoiler + Download executable here (Java runtime required)



-- Controls --

+ Show Spoiler +

Select actions by clicking on them or dragging a box around them.

Hold down shift to add to a selection, and hold down control

to select all actions of that type.



Move action up a row------------------------W------or-----8------or-----up

Move action down a row---------------------S------or-----2------or-----down

Move action left 1 second-------------------A------or-----4------or-----left

Move action right 1 second-----------------D------or-----6------or-----right

Move action left 30 seconds----------------Q------or-----7

Move action right 30 seconds--------------E------or-----9

Move action to where it can complete---R------or-----5

Scroll window one way-----------------------Z------or-----1

Scroll window the other way----------------X------or-----3

Numpad + Increase horizontal scale------V------or-----numpad_plus

Numpad - Decrease horizontal scale-----C------or-----numpad_minus

Delete an action -------------------------------backspace del



-- Addons --

+ Show Spoiler + Adding actions for addons are all in the 'Buildings' drop down menu. From here you can add new addons, lift and land buildings. When you add a new addon you need to specify what building you want it to be built on. Right-click on the action and select the name of the production building from the popup box that appears. Then move the action to where you want in the time line.



To swap addons around you can add the Lift and Land actions from the building menu. Right-click on the Lift or Land actions to set the addon you want to either lift the building off from or land the building on. You can land a building on the ground not next to an addon by selecting the 'none' option.



-- Saving and Loading --

+ Show Spoiler + You can save and load your builds. They are stored in xml format. To see the build in the traditional way hit the print button. The Clear button removes all actions from the window.



Cheers for looking and let me know what you think. Hi all,Wasn't sure if this should be a [G] or a [L] post. Maybe a mod could add that?As I got a good response about my Zerg Visual Build Order designer I created a Terran version. You can have a look at the Zerg version here The idea behind the program is to be able to design build orders and customise them, allowing you to change what you want and quickly try out new ideas.The graph shows time across the top and resources up the side. There are graphs for the minerals, gas and energy over time. The length of each bar shows you how long each action takes (except in the case of really short ones like moving SCVs to gas or lifting a building). Moving the actions around updates the graphs in real time.-- Screenshots ----Download---- Controls ---- Addons ---- Saving and Loading --Cheers for looking and let me know what you think.

TangFish Profile Joined July 2011 United States 17 Posts #2 Never saw this before, but this looks really useful! Thanks for the release, trying it out now I hear you like mudkips :3

xenoid Profile Joined January 2011 Canada 41 Posts Last Edited: 2011-08-12 04:16:39 #3 Looks neat but what can I use this for other than satisfying the aspie inside me?



So far I figure I can use it to squeeze in a SD as late as possible

Leargle Profile Joined October 2010 United States 173 Posts #4 I think the food counts are screwed up a little. Also, what if I want to do a 14.5 gas? There really isn't a good way to do things like that :/ Maphack supply depot overlord

Zergalicious Profile Blog Joined August 2010 United States 29 Posts #5 I'll definitely going to play around with this while watching streams.



Great job, OP. Find me in-game @ TheBlueBox.520!

citizenleaf Profile Blog Joined July 2011 United States 14 Posts #6 food is a bit off, but a really cool idea =D keep it up man For me, it is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring.

Aterons_toss Profile Joined February 2011 Romania 1275 Posts #7 Is there one for toss ^^ ?

A good strategy means leaving your opponent room to make mistakes

Cyanophage Profile Joined November 2010 England 12 Posts #8 How do you mean the food is 'a bit off'. The number under each bar shows the food that you start the action at, like all build orders show. The total on the right shows the final food/supply at the end.

@Leargle You can move the build refinery action to wherever you want. If by 14.5 food you mean half way between starting the 14th and 15th SCV then you can do that.

@Aterons_toss Yes I've already done one for Protoss, but it's a bit primitive compared to this. It's on Reddit, but before I post it here I'm going to update it a lot.

Grubbegrabbn Profile Joined November 2010 Sweden 174 Posts #9



I inserted the infamous



See pic here:





Seems very accurate, good job :D. I just love how easy it is to move stuff around and see what happens.



Minor feature request - is it possible to have units appear automatically on a row where the appropriate building is? See for example the marines after barracks in the pic above. If I would add another marine it pops into the row of SCVs instead of 2 rows below where the rax is.



Hey great tool.I inserted the infamous 1-1-1-build See pic here:Seems very accurate, good job :D. I just love how easy it is to move stuff around and see what happens.Minor feature request - is it possible to have units appear automatically on a row where the appropriate building is? See for example the marines after barracks in the pic above. If I would add another marine it pops into the row of SCVs instead of 2 rows below where the rax is.

erebuswolf Profile Joined August 2011 United States 1 Post Last Edited: 2011-08-15 04:25:34 #10



My Version



Issues fixed so far:

Clicking off an active selection will actually deselect it

Nukes can be made now, and are limited correctly with 1 per ghost acadamy

Small icon issue where weapons level 2 icon showed for level 3

You can currently have a rax (or factory or sp) with a reactor and lift it while a unit is still training in it, in my build you cannot.

maynarding has an svc icon now

You can build missile turrets now



NOTE: MY CHANGES MEAN THAT SAVE FILES DO NOT WORK BETWEEN THE TWO DIFFERENT JARS. OLD SAVES THAT USE ANY ABILITY FROM AN ORBITAL COMMAND, OR USE A NUKE ARE NOT COMPATIBLE.



Things I want to add:

Save as Image

Mouse dragging of boxes

Scaling in 2 directions

Better mouse collision detection code

Better data management (this would speed it up a lot)

Overall abstraction of the entire thing (right now it's a bunch of hard coded rules), basically a few data files should define all the rules and the code should just follow the rules defined. That way same code can be used for any of the other races, or even for sc1 or other games.



If he doesn't respond in a few more days I'll just keep working with the code and assume he doesn't want my fixes for his code. I would like to make this open source, but right now most of the code is his and even though anyone can decompile this as is, it doesn't feel right releasing his source without permission. If he asks me to take down the jar I'll do it. But if I get to a final phase of the program where it is completely abstracted and based on config rule files the code will be completely different and I wont even think about not open sourcing it. Hey, so this builder is pretty sweet, but has a bunch off issues. I have tried contacting Cyanophage a couple of times in the last few days to try to help him out, but I'm on vacation right now and have some free time from work. So, I decompiled the jar and started fixing the source. Here is m version:Issues fixed so far:Clicking off an active selection will actually deselect itNukes can be made now, and are limited correctly with 1 per ghost acadamySmall icon issue where weapons level 2 icon showed for level 3You can currently have a rax (or factory or sp) with a reactor and lift it while a unit is still training in it, in my build you cannot.maynarding has an svc icon nowYou can build missile turrets nowNOTE: MY CHANGES MEAN THAT SAVE FILES DO NOT WORK BETWEEN THE TWO DIFFERENT JARS. OLD SAVES THAT USE ANY ABILITY FROM AN ORBITAL COMMAND, OR USE A NUKE ARE NOT COMPATIBLE.Things I want to add:Save as ImageMouse dragging of boxesScaling in 2 directionsBetter mouse collision detection codeBetter data management (this would speed it up a lot)Overall abstraction of the entire thing (right now it's a bunch of hard coded rules), basically a few data files should define all the rules and the code should just follow the rules defined. That way same code can be used for any of the other races, or even for sc1 or other games.If he doesn't respond in a few more days I'll just keep working with the code and assume he doesn't want my fixes for his code. I would like to make this open source, but right now most of the code is his and even though anyone can decompile this as is, it doesn't feel right releasing his source without permission. If he asks me to take down the jar I'll do it. But if I get to a final phase of the program where it is completely abstracted and based on config rule files the code will be completely different and I wont even think about not open sourcing it.

gibb Profile Joined March 2010 Sweden 288 Posts #11 Please dear wizards make a Protoss version, I would use it alot! =) Manners.

whoopingchow Profile Joined June 2011 United States 293 Posts #12 Sorry to be a noob, but how do you open this? I've extracted it using WinRAR, but somehow I think that was incorrect....

TheLongKahn Profile Joined July 2011 United States 11 Posts #13 I'm with whoopinchow, I'm failing to understand how to open this. "Be Like Water"

azzu Profile Joined August 2010 Germany 141 Posts #14 On August 22 2011 06:44 TheLongKahn wrote:

I'm with whoopinchow, I'm failing to understand how to open this.



On August 12 2011 11:30 Cyanophage wrote:

Download executable here (Java runtime required)





Did you install the java runtime environment? Because if you would have you could just double-click the file. Did you install the java runtime environment? Because if you would have you could just double-click the file.

Cyanophage Profile Joined November 2010 England 12 Posts #15 The first version I made was a Protoss one, but I need to update the code to make it inline with this version. Hopefully will be released here soon. If not I'll leave the code somewhere so someone can complete it for me.