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Messages - Prometheus

#1
SC2 Tools / Replay parsing dll
March 29, 2010, 01:47:31 PM
OK guys ive finished a rough replay dll (written in .net) which has   the classes i talked about
call initialize(filename) where filename is the replayfile and it   will give back a player array with each players
apm
name
color(as   windows color object)
number of actions
number of chat messages
and   type (player or observer)
also has an array called messages which is just each chat message
each   message has a .tostring which will print it out as: <TIMESTAMP>   PLAYER_NAME : MESSAGE
lastly, it has a property called Winner, which is the string   representation of the game's winner (e.g. "KHB" or "CowGoMoo")
i need some ppl to test it out (as it is still in extreme beta) so please pm   me if you wanna try it
Oh, it requires MPQLib
#2
SC2 Tools / Preview and call for help
March 23, 2010, 05:37:09 AM
UPDATE*****UPDATE*****UPDATE*****UPDATE*****UPDATE*****UPDATE*****UPDATE*****
 
 
  FINALLY figured out how/where to parse the winner!!!
  so thats now in
 
  also, now marking starting locations on minimap image
 

UPDATE*****

even though no one cares, I've gotten some extra implementation in! its coming along nicely!





I'm currently working on a replay analysis program (replay data, APM, build info, etc)
Perhaps something similar to the old BWHF or similar programs
Preview below ->



Anyways, I've run into a few snags parsing the game events.
If anyone has any DEFINITIVE info about the building codes, attack-move codes, patrol codes, etc for the units following the 0x0b byte I would REALLY appreciate it.
I've scoured the net, but the best people have are guesses and 99% that I've checked out (its a tedious process) are wrong.

Thanks
#3
No one interested?

Well, just PM me if you have any replay parsing questions then, I'm gonna let this topic die.
#4
well, its only really used by me and 2 friends ( i dont have the skills/desire to make it look all fancy)

but i already have the duration info, just didnt bother displaying it, thats a good idea tho, ill show that too
#5
The code and method are both dirty as shit (its in vb 2008) BUT
if anyone has any questions about how to go about it, etc, ask em here.

#6
SC2 Tools / Re: Another Launcher.
March 03, 2010, 05:27:01 PM
Lone I added the code to make the loader use whatever SC2 install folder you used.
#7
SC2 Tools / Re: Another Launcher.
March 02, 2010, 03:05:36 PM
Yah it writes them from the current directory into the default folder.

I installed there, as did my friends (whom i originally wrote this for)
ill add in some code to add user directories to an ini or xml something.
#8
SC2 Tools / Another Launcher.
March 02, 2010, 05:40:59 AM
I kept trying all these launchers, and they all worked to varying degrees.
With that said, none of them did what I wanted mine to do namely:
PLAY REPLAYS (official beta replays and replays of my AI games) and
START AI GAMES

So I made my own...
A few friends told me I should probably share it with more than just them, so here it is.


-No frills, it does those 2 things simply and well.
-I don't have Vista/Windows 7 so I have no idea if it will work with those.
-If you want more AI's (as they become available) just slap em into the folder and make sure they are named "Base.SC2Data'whatever'". (I use _V4, _V55, etc EX. Base.SC2Data_v4)
-If you want to view one of your AI replays, just check the box and select the AI you used.

All that being said, if you want to use it, you are free to do so.  If not, well, you won't be hurting my feelings.

If you wanna see something added, let me know and ill try to work it in.

To install: Just stick the folder somewhere and it will work.



EDIT:
Added support for users who installed the beta in a non-default directory.

Version 2.0
http://rapidshare.com/files/358555442/KISSv2.zip

Version 1.0
http://rapidshare.com/files/357804511/KISS.zip