Re: [REL] Key mappings There is an Error. When going to the settings page first time, the region option doesn't show up.
Re: [REL] Key mappings updated my branch with a version for 5742 @oxide: as far a quick test shows no changes need to be made for the hotkeys themself, just add the script imports into the new live_game.html. Dunno about your settings though, as I dont use them.
Re: [REL] Key mappings Just updated my branch for version 5742 too. And I just noticed I didn't link my last update properly in the OP.. whoops. I think this is because you haven't logged in. That setting doesn't show unless you are logged in. However since you mentioned it, I think I've introduced a bug where my mod zapps this setting because the game keeps asking me to set my location.
Re: [REL] Key mappings I don't have this mod installed and it keeps asking me my location with quick match/uber games, so prolly just a game bug. I've even set it before choosing one of those and it still asks :lol:
Re: [REL] Key mappings Parts of this particular mod stay in the game files after patch : PA/media/ui -> delete "keymapper"
Re: [REL] Key mappings That's right, any new files created for the mod will not be deleted. Only the edited files will be reverted back. There will also be files at PA/media/ui/alpha/keymapper if you are using my version.
Re: [REL] Key mappings updated my branch for 54-I-forgot-what-number this changes the way it is installed, read the info.txt for quick instructions. You basically need to create the ui_mods_list.js, add the lines from the info.txt to live_game and copy the directory keymapper to your mods directory. I.e. my ui_mods_list.js looks now like this, you can copy it if you want: Code: /* start ui_mod_list */ var global_mod_list = [ ]; var scene_mod_list = { 'connect_to_game': [ ], 'game_over': [ ], 'icon_atlas': [ ], 'live_game': [ '../../mods/keymapper/live_game/map.js', '../../mods/keymapper/live_game/keymapper.js' ], 'load_planet': [ ], 'lobby': [ ], 'matchmaking': [ ], 'new_game': [ ], 'server_browser': [ ], 'settings': [ ], 'special_icon_atlas': [ ], 'start': [ ], 'system_editor': [ ], 'transit': [ ] } /* end ui_mod_list */ Also you might want to remove some of the default bindings, as they might be in the way or plain duplicates.
Re: [REL] Key mappings I updated my keymapping since we can now remap keys in the options: q patroul a atack y stop buildings: w vehicle/bot e air/navy r radar s mex f pgen d storage-energy, storage-mass x turret aa-turret c wall v arty units: w to t just like displayed in the game's ui. ofc you need to removed most of the other keys in the options, I use these from the options: 1 commander g idle engie
Re: [REL] Key mappings trrrrriiipple post! My branch just keeps working after the patch thanks to the new mods-system. No new version needed, you don't even have to install it again. Just keep using it.
Re: [REL] Key mappings I've separated this mod in two on the mods list (oxide246's part and yours), and added an indicator for mods that use the new UI mod system.
Re: [REL] Key mappings Might be a good idea to not spread the info about 2 mods in same thread anyway. Made my own thread for it and took the liberty to update the link in your mods list.
Re: [REL] Key mappings Considering uber now have pretty good key mapping support now and Cola_Colin's hotbuild branch has the cycling stuff if you're into that. I'm considering dropping support for my branch now... that's of unless some people really really want it for some reason, then I could make one last version that *shouldn't* need any further updates. Let me know guys..
Re: [REL] Key mappings use cola colin's thread, he posts more often, don't take it badly, if you're not as available that's more than normal, more normal than people who look like they have no lives.
Since there hasn't been any interest in keeping this one going I'm throwing it on the pile. Raevn, please do with this mod as you will in your master list.