End of Winter Development session
The Lab at the university came online earlier today, signaling the end of the brief development section. During this time, The interface code was completed:
Along with implementing the interface, the fish has sorted various files into their own directories, as well as adding an icon to the application.
The bad news is that tactical overlay and unit AI weren’t implemented yet, so effectively, there is nothing to show.





January 8th, 2008 at 1:39 am
You used my screenshots, didn’t you?
In other news, I’ve been poking my new WP gallery plugin, after months of ignoring it. I might get it finished up enough to deploy it here @ SSNT too, which will make everything much simpler and less error-prone.
The gallery is, after all, one giant hack.
January 8th, 2008 at 2:19 am
Looking forward to seeing that CCTSM, that thing might be more professional then all of SSNT put together.

January 8th, 2008 at 7:57 pm
We’ll see about that, fish! I’ll be giving the wiki some good ol’ TLC, once it stops intimidating me. Being broke may have its upside.
Also, what you DO have to show for your efforts looks rather fancy. You ought to find time to label all those mysterious do-hickies lining the command box surrounding the ship, by the way.
January 9th, 2008 at 4:19 am
It’s kind of once intuitive if you are the one operating the interface.
That circle of icons are the move menu, they are, from 2’O clock, clockwise:
Maintain distance
Maintain orientation
Ram
Strafe / pursuit
Accelerate
Orbit
The Icon at the center is the menu con for the move menu. Basically, once you select some objects, the first tier menu icons pops up on the screen. When you select one of them, the other menu icons vanishes and the command icons appear around the icon you selected.
There are currently two major things I have to add, first is that making sure a player could only select his or her own units. because selecting a lot of enemy units and assigning a command to them doesn’t do much, second is that the interface should automatically generate context-sensitive move commands when double-right click empty space.
January 9th, 2008 at 11:40 am
Ram? You mean dock?
January 10th, 2008 at 12:57 am
I mean both at the moment.

January 10th, 2008 at 1:03 am
Basically, There won’t be messy “dock” and “undock” for strike crafts (drones, gunships, frigates, ect. ) like in Homeworld. Strike wings are basically considered weapons on a ship (they even fall into their own module slots on a ship), and are automatically deployed against ship’s current target (if I get the launch code right, ever). There is only a “recall strike wings” command that cause every ship in the select unit (again, units are not implemented yet) to recall the launched strike crafts, which will make a combat landing. since the dock code is not in yet, implementing it recall will just cause the strike craft carrying ship to die a horrible, horrible death.