Loading...
Home
Home
Unlocks
Commanders
Map Bans
Polls
Play
Download Zero-K
Download the game, it's free! :)
Maps
Thousands of maps to pick
Replays
All your past victories, stored here!
Mods
Special game modes
Media
Screenshots
Videos
Presskit
Wiki
Index
Newbie guide
Don't know where to begin? Click here.
Video tutorials
Demonstrating both basic and advanced features
Units
Economy
Terraforming
Let's go play in the dirt!
FAQ
Frequently Asked Questions
PlanetWars
PlanetWars
Multiplayer online campaign
Ladder
Factions
The mighty factions controlling huge sectors of galaxy
Community
Forum
Discuss, ask for help, have fun!
Clans
Play with your friends or make friends while playing :)
Ladders
Statistics
Code of Conduct
Be nice, have fun!
Develop
Make the game with us
Privacy Policy
Contact
Contact the Zero-K team
Credits
Makers of Zero-K
Donate
Help cover the server costs!
OR
Zero-K Name:
Password:
Login
Forum index
>
General discussion
>
Development
>
Endgame statscreen
17 posts, 1010 views
Post comment
Filter:
Player:
sort
[DDAM]aiphee
11 years ago
Can we implement this
from BAR instead of that ugly, old-looking thing?
+5
/
-0
GoogleFrog
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
[DDAM]aiphee
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
[DDAM]aiphee
11 years ago
(edited 11 years ago)
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
GoogleFrog
11 years ago
Does it obey the "Show/Hide Endgame Stats" of the awards window?
+0
/
-0
[DDAM]aiphee
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
GoogleFrog
11 years ago
Yes that is possible to do.
+0
/
-0
[DDAM]aiphee
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
TheSponge
11 years ago
Good work. Just small improvements like this help make the game better.
+0
/
-0
CarRepairer
11 years ago
(edited 11 years ago)
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
[DDAM]aiphee
11 years ago
(edited 11 years ago)
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
Saktoth
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
CarRepairer
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
Saktoth
11 years ago
(edited 11 years ago)
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
CarRepairer
11 years ago
(edited 11 years ago)
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
Saktoth
11 years ago
I mean in the endgame statsgasm, not in awards.
+0
/
-0
Funk
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