[WIP] Missile Command 2.0

Discussion in 'Work-In-Progress Mods' started by wondible, September 20, 2014.

  1. wondible

    wondible Post Master General

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    Provides limited assistance for managing nuke launchers. 1.0 release thread

    Screen Shot 2014-09-20 at 09.36.09 .png

    - https://github.com/JustinLove/missile_command

    ## 2.0.0

    - If unpacked RequireJS is good enough for Galactic War, it's good enough for me.
    - Remove Grunt
    - Remove depreciated modinfo fields
    - Convert to panel (supports mod loading in "missile_command")
    - Replace group tracking with select.byIds
    - Remove disconnect hook
    - Data stored in localStorage since panel session is transient
    - Disable Require.js timeout due to longer game load times with default render process limit.
    - Replace header toggle with option bar icon
    - Add button to select all launchers (for area attack)
    - Set unready state for area attack
    - Handle Galactic War spec_tag
    - Loading indicator for panel
    Last edited: October 5, 2014
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  2. wondible

    wondible Post Master General

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    After another sleepless night, Missile Command is pretty much back to it's previous level of functionality. What it needs now is an option bar icon and some live-fire testing. Screen Shot 2014-09-29 at 13.27.14 .png
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  3. Fr33Lancer

    Fr33Lancer Well-Known Member

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    I was thinking about something like :
    upload_2014-9-29_21-27-44.png

    Quick & Dirty image editing using pixlr editor, don't have mad skillz at it either, but if you ever need the file, it is attached.

    Also, quick suggestion : I would add a button / icon next to the middle one (which is "jump main screen to this launcher") to have it copied into the pip view instead (media\ui\main\game\live_game\img\pip\btn_pip_copy.png)
    upload_2014-9-29_20-57-43.png

    Attached Files:

  4. wondible

    wondible Post Master General

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    That (in the established white/blue color palette) or something with the existing nuke icons

    Interesting. I'd toyed with using the pip instead of alert when it's in event mode, but hadn't considered a full jump.
  5. Fr33Lancer

    Fr33Lancer Well-Known Member

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    1. upload_2014-9-29_23-49-15.png
    2. upload_2014-9-29_23-47-47.png
    My preference goes to 1, since it's more explicit :p

    Attached Files:

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  6. Fr33Lancer

    Fr33Lancer Well-Known Member

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    upload_2014-9-30_1-15-47.png
    Reworked a bit the icon, from a sharper original one

    Attached Files:

  7. wondible

    wondible Post Master General

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    If you're using the github version, the icon is in. :)
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  8. wondible

    wondible Post Master General

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    Oh... Galactic War will be a little tricky.
  9. Fr33Lancer

    Fr33Lancer Well-Known Member

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    I almost forgot, but yesterday I noticed the missile panel triggered itself upon seeing a nuke launcher (empty with just attack and all buttons).
    Would have been normal if it wasn't an enemy one :D

    Edit: think it was a skirmish
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  10. wondible

    wondible Post Master General

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    I think I've got the GW and event filters for window open.
  11. Baleur

    Baleur Member

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    Would be nice with some actual info on the topics first couple of sentences, on WHAT the mod is.
    (i know the obsolete thread has the info, but come on, its standard mod thread practice in 2014 to at least tell the reader WHAT it is) :D

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