FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Updated Supreme Score Board (UI) Mod

    Scheduled Pinned Locked Moved Modding & Tools
    43 Posts 20 Posters 4.9k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • HUSSARH Offline
      HUSSAR @Zokora
      last edited by HUSSAR

      @Zokora
      I will consider adding stored resources:

      • either as a cycle (every 1-3 seconds) between stats for income and stored resources
      • or next to income resources:

      35c2b8f7-ed43-4619-bea9-cf061ab9c40a-image.png

      Creator of Supreme Score Board mod, FAF Unit Restriction Manager, FAF Key Binding UI

      1 Reply Last reply Reply Quote 2
      • Z Offline
        Zokora
        last edited by

        Thank you so very much for your thoughts on this - This looks really awesome.

        1 Reply Last reply Reply Quote 1
        • T Offline
          Tagada Balance Team
          last edited by

          Nice rating you have there HUSSAR 😄

          HUSSARH 1 Reply Last reply Reply Quote 1
          • HUSSARH Offline
            HUSSAR @Tagada
            last edited by

            @Tagada said in Updated Supreme Score Board (UI) Mod:

            Nice rating you have there HUSSAR 😄

            haha, my rating is almost impossible to reach 😂
            But seriously, I added code to rename names of AIs (based on their type and cheating options) with names of high-rated FAF players.

            Creator of Supreme Score Board mod, FAF Unit Restriction Manager, FAF Key Binding UI

            JipJ 1 Reply Last reply Reply Quote 1
            • JipJ Offline
              Jip @HUSSAR
              last edited by Jip

              @HUSSAR

              The scoreboard remains when the Campaign UI is turned on:
              knipsel.PNG

              This is relevant for campaign maps such as the Seraphim campaign and / or Rainmakers. The objectives and available actions (In the case of Rainmakers: a scout plane that you can control 🙂 ) are effectively hidden and generally people are unaware of them until I tell them to hide the supreme score board.

              The regular score board is 'hidden' when the campaign UI is turned on. I'm not 100% confident if you would want it the supreme score board to be turned off as they may think your mod is not functioning - which will cause overhead for you because it is. I'll leave the exact behavior to you but its current state is not friendly to campaign related maps 😞 .

              A work of art is never finished, merely abandoned

              HUSSARH 1 Reply Last reply Reply Quote 0
              • HUSSARH Offline
                HUSSAR @Jip
                last edited by

                @Jip
                thanks for reporting this UI issue.

                While playing campaign, I suggest turning off SSB mod or collapsing its UI. By end of this year, I will finish implementing new UI framework where all my UI mods will be in moveable/dockable windows so players can configure UI as they want while playing the game instead of hardcoding positions of UI elements as it is done currently in FA/FAF codebase.

                Creator of Supreme Score Board mod, FAF Unit Restriction Manager, FAF Key Binding UI

                1 Reply Last reply Reply Quote 2
                • JipJ Offline
                  Jip
                  last edited by Jip

                  Is there a way to detect if the supreme scoreboard is there, and collapse it through (map) scripting? Because people do not close it manually and will therefore miss a lot of the intended information.

                  A work of art is never finished, merely abandoned

                  1 Reply Last reply Reply Quote 0
                  • speed2S Offline
                    speed2
                    last edited by

                    there is a way https://github.com/FAForever/fa/blob/develop/lua/ui/game/gamemain.lua#L121-L123

                    HUSSARH 1 Reply Last reply Reply Quote 1
                    • HUSSARH Offline
                      HUSSAR @speed2
                      last edited by

                      thanks @speed2, I will add this change to next version of SSB

                      Creator of Supreme Score Board mod, FAF Unit Restriction Manager, FAF Key Binding UI

                      1 Reply Last reply Reply Quote 0
                      • Sir-PrizeS Offline
                        Sir-Prize
                        last edited by

                        Hi - returning player currently watching a lot of replays so I'm glad to see SSB is getting some love, thanks again for your excellent work HUSSAR.

                        My question: Where in the mod's files are the ratios in the first replay column calculated, and is this easy/acceptable to edit? I have incredibly basic coding literacy which I sometimes use to tweak mods for my own personal use, I was hoping to change the Built/Killed ratio in the first column of a replay scoreboard to Built/Lost. I'm not suggesting you change the columns in your next update just because of me, but if you're interested my logic is Built/Killed tells me basically the same thing as Killed/Lost (who's being efficient with their units) but Built/Lost would tell me something new (whose losses are sustainable).

                        HUSSARH 1 Reply Last reply Reply Quote 0
                        • HUSSARH Offline
                          HUSSAR @Sir-Prize
                          last edited by HUSSAR

                          @Sir-Prize SSB calculates both of these ratios in:

                          • kills-to-loses ratio
                          • kills-to-built ratio

                          The kills-to-loses ratio is not displayed in the UI because I did not want to display to many of stats. However, you should be able to show it by modifying just this line of code:
                          FROM:

                          Columns.Score.Keys = { 'score', 'ratio.killsToLoses'} --, 'ratio.killsToBuilt'}
                          

                          TO:

                          Columns.Score.Keys = { 'score', 'ratio.killsToLoses', 'ratio.killsToBuilt'}
                          

                          Creator of Supreme Score Board mod, FAF Unit Restriction Manager, FAF Key Binding UI

                          1 Reply Last reply Reply Quote 3
                          • Sir-PrizeS Offline
                            Sir-Prize
                            last edited by Sir-Prize

                            Wasn't quite what I meant - but you've pointed me to the right parts of the code to sort out what I wanted: I did a find/replace to change killsToBuilt to builtToLoses, which you'd already created in the code. I think it worked, based on manually dividing players' Mass Total by Total Mass in Units Lost (it's always close but slightly out, I'm putting that down to energy being used in the builtToLoses calculation). Thank you for the help!

                            HUSSARH 1 Reply Last reply Reply Quote 0
                            • HUSSARH Offline
                              HUSSAR @Sir-Prize
                              last edited by

                              @Sir-Prize
                              You are welcome. From I recall, the energy is converted to mass by divisor of 150 (based on stats of fabs converter) in the calculations of those ratios. This way, cost of built/lost units with high energy is not discarded when comparing with cost of built/lost units with low energy.

                              Creator of Supreme Score Board mod, FAF Unit Restriction Manager, FAF Key Binding UI

                              1 Reply Last reply Reply Quote 0
                              • Sir-PrizeS Offline
                                Sir-Prize
                                last edited by Sir-Prize

                                Yeah it's definitely good that energy is in the calculation, energy isn't free. Was just using the mass totals to check it was working. Here's a link to my version of it if anyone's interested, the Built/Losses ratio seems to be a pretty good predictor of the game's result at least in 1v1.

                                1 Reply Last reply Reply Quote 0
                                • Eternal-E Offline
                                  Eternal-
                                  last edited by

                                  How about combining all the functions of each column in one icon, and changing them when you click on it? I know that you have sort by click, but I think it can be set to a different mouse event

                                  Profile | Eternal MOD pack | Check new client

                                  1 Reply Last reply Reply Quote 0
                                  • S Offline
                                    Sheikah
                                    last edited by

                                    Hey Hussar one thing I noticed is that when playing with cheats supreme scoreboard removed the functionality where you can change the army you control by clicking on the name. Would be a nice QoL thing so I don't have to turn the scoreboard off for testing.

                                    1 Reply Last reply Reply Quote 0
                                    • Eternal-E Offline
                                      Eternal-
                                      last edited by Eternal-

                                      How do your mod affect to layouts of another UI elements? Looks like it breaks my Scaled Resource Panel
                                      i just did one import from common mod tools

                                      Profile | Eternal MOD pack | Check new client

                                      1 Reply Last reply Reply Quote 0
                                      • MachM Offline
                                        Mach
                                        last edited by

                                        so idk if you can do this via UI mod, but I notice that some people in aeolus ask how to mute someone ingame, so adding a mute button next to every player on scoreboard might be useful considering doing it via existing chat window is kinda complicated

                                        ResistanceR Sir-PrizeS 2 Replies Last reply Reply Quote 2
                                        • ResistanceR Offline
                                          Resistance @Mach
                                          last edited by

                                          @Mach see,the extreme bigbrain boy has got a point,make an ui that mutes people and so many problems will stop their existence

                                          queuing with a newbie to show him the beauty of tmm and meeting tagada be like:
                                          https://www.youtube.com/watch?v=yLcRpdZ0Xb0&ab_channel=Tomoko

                                          1 Reply Last reply Reply Quote 0
                                          • ArranA Offline
                                            Arran
                                            last edited by

                                            @HUSSAR can you add an option on SSB which makes SSB only active in replays?

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post