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    Updated Supreme Score Board (UI) Mod

    Scheduled Pinned Locked Moved Modding & Tools
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    • Z Offline
      Zokora
      last edited by

      Thank you very much - I would like to see the stats without hovering over it - Every time I want to check their numbers I have to interrupt my commanding/building flow just to hover over their name.

      Wouldnt it be much better to see the whole eco and current income with a glance?

      HUSSARH 1 Reply Last reply Reply Quote 0
      • 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

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                                • 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.

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                                      • 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

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                                        • 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

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