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 PostPosted: 17 Feb, 2008 
 
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This mod enhances the score screen by graphs and charts. It is UI only and has no dependencies.

This was once part of the famous SCA UI mod by Cleopatre, Goom and Saya. I have ported it to FA with friendly permission.

v4 is in the Vault! (Get it if you are at V3!)

For best contrats use the new player colors mod by NowakPL.

You can also download it from the VoW Server or supremecommander.filefront.com

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Changelog:

v2: bugfix: Timer was still running during the score screen.

v3: changed from thread/sleep accumulation to beat recording, this fixes a known problem. (Thanks to jls17)

v4: fixed pale colour display, exit to hotstats from by main menu at any time during a game (singleplayer, replay, observer, ...)

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Last edited by -Zulan- on 28 Feb, 2009, edited 10 times in total.

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 PostPosted: 17 Feb, 2008 
 
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Thank you, excellent :)


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 PostPosted: 17 Feb, 2008 
 
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kewl lol. hey justa suggestion, maybe you should remove the transparency...its kinda hard to see definitively...

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 PostPosted: 17 Feb, 2008 
 
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miffy wrote:
kewl lol. hey justa suggestion, maybe you should remove the transparency...its kinda hard to see definitively...


Yes, thats due to the background movie. I already tried to remove it, but that looked kinda ugly. So I reduced transparancy to 5% which seemed to be a decent tradeoff. I'll try to tweak it better in a further version.

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 PostPosted: 18 Feb, 2008 
 

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Thank you both!


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 PostPosted: 19 Feb, 2008 
 
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Yes! ty

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 PostPosted: 17 Mar, 2008 
 
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Zulan, thank you very much.
This is a feature i have been missing since FA was out. I thought, when ever ported to FA, it will be part of gooms ui mod, so i havnt looked for a separate mod. till today.

But i seems to have a weird bug. I always used this to analyse my replays. I fastforward the replay to the end and then i looked at the stats to identify the timemarks where i droped behind. When i do this, the timeline in the score screen is totally wrong. When the replay time is 30 mins and i run it at +10 gamespeed in 3:50, then the timeline in the score screen ends at 3:50. That keeps me from doing a fast analysis.

But i'm very thankfull to have this mod available again. Very good work.

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 PostPosted: 17 Mar, 2008 
 
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jls17 wrote:
But i seems to have a weird bug. I always used this to analyse my replays. I fastforward the replay to the end and then i looked at the stats to identify the timemarks where i droped behind. When i do this, the timeline in the score screen is totally wrong. When the replay time is 30 mins and i run it at +10 gamespeed in 3:50, then the timeline in the score screen ends at 3:50. That keeps me from doing a fast analysis.


Thanks for your interest in the hotstats, I'm glad you like it!

What you describe is the (one) known bug:
- The graph scaling is based on real elapsed time. So speed adjustments cause streched graphs.

This has something to do whith how the data is collected. Currently a thread is saving it every 10 seconds. I hope that I can swich it to a callback function and collect the data every 100 ticks instead. I'll post here when I get the time to do this.

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 PostPosted: 18 Mar, 2008 
 
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ah i see. RTFM.

I have to apologize, but i'm not that good in waiting for a solution if i can do it myself at the same time. So this morning i was walking through the code a bit. Ive to mention that ive nearly no knowlegde in modding or lua. I have only compared the SCA UI sources against yours, made some changes and now it works perectly for me. But i all i've done, is copy over some code from SCA UI mod.

In "scoreaccum.lua" you have changed it to use a new thread, instead of using beat-callbacks that SCA UI uses. There must be a reason you changed that part, but i'm not able to see why.

So here is the current version of that file, and now the screen shows the correct timeline for me.

Code:
-- Just enable historical tracking

scoreData.historical = {}

-- copy data over to historical
   local curInterval = 1
   local scoreInterval = 10
   local click=0
   function beat()
         click=click+1
         if click>(scoreInterval*10) then
            click=0
            scoreData.historical[curInterval] = table.deepcopy(scoreData.current)
             curInterval = curInterval + 1
         end
   end

import('/lua/ui/game/gamemain.lua').AddBeatFunction(beat)

function StopScoreUpdate()
    import('/lua/ui/game/gamemain.lua').RemoveBeatFunction(beat)
end

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 PostPosted: 18 Mar, 2008 
 
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Awsome Awsome Awsome!

You are my new best friend.


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 PostPosted: 18 Mar, 2008 
 
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Thanks for the input jls17!
I will fix that in my version and upload it to the vault later today. IIRC I used the stats gathering that was already inbuilt in SupCom, but disabled in FA. I did obivously not notice that SCA-UI hooked into it already so i just enabled the one included in the SupCom sources again.

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 PostPosted: 18 Mar, 2008 
 

Joined: 06 Mar, 2008
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Can you post a mirror link for the new version here?

Thanks

Moritz


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 PostPosted: 18 Mar, 2008 
 
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You did it faster than me ! :P

I can throw my current (secret) work in the trash bin.

On the other hand, I'm doing tons of scripts for a couple of mods.
All in all, your work saves a bit of my time.

Merci ! :wink:

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 PostPosted: 19 Mar, 2008 
 
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jls17, thanks again for the fix. I uploaded version 3 to the Vault.

Enjoy :)

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 PostPosted: 19 Mar, 2008 
 

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can you please upload this mod anywere else than the vault?
'cause sometimes my gpg doesent work properly... just like now... :(


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 PostPosted: 19 Mar, 2008 
 

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yes, please someone post a mirror link here.


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 PostPosted: 19 Mar, 2008 
 
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Please try this one: http://www.myvowclan.de/forum/attachmen ... =2119&dl=1

I have not tested if this works as I have manually packed it from my development sources. Please report if it works or there are any problems.

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 PostPosted: 20 Mar, 2008 
 

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here it worked, thanks.


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 PostPosted: 30 Mar, 2008 
 

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I plan on looking into this myself but figure you may have the awnser already since you have been working on the conversion.

Ok here goes.

When analyzing my post game stats it would be nice to be able to few a couple of additional categories. Namely # of engineers over time. Possibly split up by tech level. However I dunno if its possible to pull data on individual units built. Would be nice to compare how much AA you built compared to the amount of Air your opponent built or how much mass/energy you wasted sinking into artillary etc.


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 PostPosted: 02 Apr, 2008 
 
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timmymayes wrote:
I plan on looking into this myself but figure you may have the awnser already since you have been working on the conversion.

Ok here goes.

When analyzing my post game stats it would be nice to be able to few a couple of additional categories. Namely # of engineers over time. Possibly split up by tech level. However I dunno if its possible to pull data on individual units built. Would be nice to compare how much AA you built compared to the amount of Air your opponent built or how much mass/energy you wasted sinking into artillary etc.


Sorry to say it, but this is probably impossible.

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 PostPosted: 13 May, 2008 
 
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Note to self: Find some way that gray and other pale colours are visible when using the colour mod.

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 PostPosted: 13 May, 2008 
 
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Woah, nice :). thx Zulan

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 PostPosted: 21 May, 2008 
 
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-Zulan- wrote:
Note to self: Find some way that gray and other pale colours are visible when using the colour mod.


Unfortunately I can't right now think of an easy solution. Due to my limited time - so right now you can only avoid the pale colours. If anyone has a patch for this I'll happily update the mod.

- Zulan

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 PostPosted: 10 Feb, 2009 
 
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I have updated hotstats to v4!

- Pale colours such as gray from the colour mod are now clearly visible in the graph!
- You can always exit to hotstats from the menu (allowing observers to use hotstats for example).

It would be great if someone could test it and confirm that the new Version in the vault works.

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 PostPosted: 10 Feb, 2009 
 
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cool thanks for the update
hey would you mind uploading it to supcom files? you can just use the link in my sig it will only take a min, and you can let every one else use the link as well cause I know allot of people hate the vault.

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