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AhliObs 1.23

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@Ahli Ahli released this 20 May 09:35
· 2 commits to main since this release
8fd7453

Changes

  • SC2 Bug Fixes/Changes:
    • removed now unnecessary hot fixes as they are now included in SC2. No Fixes are in effect.

Observer UIs supporting this mod's features:


All Changes compared to WCS GameHeart 1.25/Americas

  • Changes
    • Battle Report:
      • added Battle Reports based on nice__username's Observer Plus (powered by Shopify) extension mod
        • damage includes damage on all units and structures of the enemy
        • resource damage includes all resources lost (death, cancel, salvage)
        • current limitations:
          • damage does not track friendly fire, yet
    • Upgrade Notifications:
      • icon can now be clicked to select the facility researching it
      • now dynamically change to reflect alliance colors
      • are now enabled in games with 1-4 players
      • labels will resize to make their text fit
    • Workers lost Notifications:
      • are now enabled when there are 2-4 players
      • now dynamically change to reflect alliance colors
      • now display the first worker lost when it was within range 50 of a main building to only ignore scouts
    • Graphs:
      • added Resources Lost differential graph on Hotkey Numpad3
      • added Resources Gathered comparative graph on Hotkey Numpad4
      • Army, Resources Lost and Gathered graphs are now using the most recent value instead of averaging the last 6 seconds
    • Minimap:
      • player camera positions are now shown on minimap in 1vs1
    • World:
      • neutral units are selectable through the fog
    • Leaderpanel:
      • new Production Tab implementation:
        • observer UIs need to opt-in to display it
        • new information in the icons:
          • Chrono Boost
          • Contaminated
        • the order of slots is now deterministic instead of random
        • clicking the slot selects only one unit. Which one is changed every few milliseconds as the engine does not support more than one unit
      • removed Reaper's KD8 Charges from the structures and production tab
      • combined Reactors, Tech Labs and rich Refineries/Assimilators/Extractors into single buttons instead of creating duplicates
    • Labels in 3D world:
      • added label to unpowered Protoss structures
      • added label to contaminated structures where Contaminate can have an effect
    • General:
      • moved default observed player from 14 to 15 (Hostile). This allows 14 player FFAs
      • disabled skin sets as esports does not want this feature
    • Features for Observer Interfaces:
      • saves the player slot number of each player to the PlayerId score
        • this assists observer interfaces in figuring out which Player Id is the left/right player in 1vs1 matches
      • saves the player status in the PlayerStatus score
        • this assists observer interfaces in figuring out if a player is still playing, left in victory/defeat/tie
      • animation event "TextUpdated" is fired when worker killed counter's text is updated => Observer UIs can animate
      • added player score that provides a player's starting position belonging to the initial 1=left or 2=right team for observer interfaces
  • Bug Fixes
    • SC2:
      • Units Lost Resources:
        • Overlords with Ventral Sacs and Overseers made from them will report its actual resource worth on death
          • this was 25/25 too low
        • Archons will report their actual resource worth on death instead of assuming the Archon was created by one HT and one DT
    • WCS GameHeart:
      • fixed Dark Shrine not showing upgrades in research on a tag
      • fixed potential bug when worker is killed at the same time as that player's notification timer expires resulting in a hidden notification and subsequently resulting in a wrong displayed count when the next one is killed
      • fixed not respecting facility slot limit which breaks the entire upgrade notification system, if upgrades in research exceed 100
      • fixed a bug when UI upgrade notification slots are exceeded (> 50) and the upgrade is cancelled/finished in that slot
      • fixed a Reactor being destroyed causing a blue unit icon when the player is supply blocked
      • fixed white production labels being able to appear briefly on screen at the map start
      • Worker Killed Notification counts larger than 99 will now shrink to fit instead of showing an ellipsis
      • fixed the last upgrade notification slot never being used
      • fixed having more than 50 upgrades causing further upgrades to not be displayed. Now the limit is 100 as previously intended
      • graph shortcuts are now disabled when not playing a 1vs1 instead of showing an empty graph dialog
  • Optimizations
    • fixed performance issues of Battlecruiser script triggers created by Blizzard
      • the game will now use less CPU when issuing commands and when units execute abilities (global improvement for all units)
      • the BC's behavior did not change
    • production label check filters missiles faster (trigger runs 30% faster on average)
    • optimized production label's UI code to use less resources and not save unused entries into the data table
      • this will make the script slow down less over time
    • improved upgrade notification update thread to not scan used slots multiple times
    • re-ordered unit type checks based on likelihood
    • reduced minimum loop iterations when updating upgrade notifications
    • trigger events are now only registered, if the feature is enabled and can function
    • remove some upgrade notification text styles from trigger script as it was set in UI already
    • production tags do not contain more slots than the unit require (e.g. Nexus has at most 1 production slot)
    • minor trigger action de-duplication
    • eliminated duplicated calculations
    • eliminated unnecessary variable allocations
    • eliminated duplicated function calls with additional variables
    • less code is executed for disabled features
    • removed superfluous upgrade name overrides
    • more general trigger optimizations based on the trigger debugger's execution duration
      • all failed conditions will now appear in failed executions instead of only the initial checks (triggers return 0)