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Endgame statscreen

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11 years ago
Can we implement this

from BAR instead of that ugly, old-looking thing?
+5 / -0


11 years ago
Feel free to implement that. I've known of this for a while but haven't had the time to integrate it. As far as I know that version grabs the engine stats and displays it in a nicer way. The engine stats are often wrong and throughout each game we're collecting a massive table of information on the economy. Someone just has to figure out how to use that table in this widget and we could have, for example, a breakdown of metal income into base, overdrive and reclaim for each team.
+0 / -0
11 years ago
I have no idea of making/porting widgets but ill look on it.

Anyway, someone experienced should take that task cuz i think its needed.
+0 / -0
Ok, i original widget is here:
http://springrts.com/phpbb/viewtopic.php?f=23&t=29901
I copied altered widget from Evolution RTS into widgets and everething seems to work without changing anything.

http://code.google.com/p/evolutionrts/source/browse/trunk/evolutiondev.sdd/LuaUI/Widgets/gui_chili_endgraph.lua

+2 / -0


11 years ago
Does it obey the "Show/Hide Endgame Stats" of the awards window?
+0 / -0
11 years ago
Without change, it shows classic award and stat screen and chili stats are "extra".
Can be show/hide stats be binded to chilli stats instead?
+0 / -0


11 years ago
Yes that is possible to do.
+0 / -0
11 years ago
I guess somewhere from this file:
http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/LuaRules/Gadgets/awards.lua#977

Ill keep digging.
+0 / -0
11 years ago
Good work. Just small improvements like this help make the game better.
+0 / -0
I'm sorry, I read your thread earlier this morning but it was before you said you would do it yourself. I added the widget from evo and made some fixes, because it crashes if you run the spring executable. It's integrated with the awards gadget.
+0 / -0
quote:
I'm sorry, I read your thread earlier this morning but it was before you said you would do it yourself. I added the widget from evo and made some fixes, because it crashes if you run the spring executable. It's integrated with the awards gadget.


Im really not mad :-D Thx for adding it, i was going a little crazy from it and now i know how to call widget window from gadget thx to your commit. :)

(
Widget:
widgetHandler:RegisterGlobal("LoadEndGamePanel", loadpanel)
Gadget:
Script.LuaUI.LoadEndGamePanel()
)
+0 / -0

11 years ago
It would be nice if we had some proper, dense endgame statistics. The metal use curve is often just linear, and doesn't tell you much other than who won.

The awards window is a little naff because it doesn't really tell you much relevant info. The reclaim and mex/mex killer stats are relevant but most of the rest is fluff.
+0 / -1

11 years ago
From the very beginning, awards were meant to be for fun, nothing more. Some awards might be a vague indicator of skill, but there's never any intention for them to be accurate.
+1 / -0
Sure but I like seeing the statgasms at the end of say, League of Legends or Starcraft 2 matches, and think we can do even better.

We need more things that are in 'cost metal'. Like units lost in metal, damage dealt in metal, etc.

Rather than all these useless things like units sent/received, etc.
+1 / -0
quote:
We need more things that are in 'cost metal'. Like units lost in metal, damage dealt in metal, etc.


That's already done. Aside from the Big Purple Heart, all other damage awards are measured using damage and cost rather than pure damage. You may have noticed the wording has been changed to "Damaged Value" in place of the previous "Damage Dealt."
+0 / -0

11 years ago
I mean in the endgame statsgasm, not in awards.
+0 / -0
11 years ago
It's nice to see this getting used now. Anyway I'll probably merge your fixes back to my version and finally finish some of my ideas I was working on for it.
+0 / -0