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mod LocalRatings mod - evaluate players' skills based on previous games
dinuruian replied to Mentula's topic in Game Modification
up. - Today
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mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
Hi folks! LocalRatings was updated to version 0.28.1, compatible with 0 A.D. 28. Before making the mod available via the official downloader (Settings > Mod Selection > Download Mods) I would wait a few more days to have it tested, as some code re-work was needed to port the mod. Since I am not active in the lobby (sigh!) some of you may want to help testing it on R28; I appreciate any bug report. To test the mod, you can download the zip file and extract it into the mod folder (see here to locate the mod folder on your system); then activate the mod via Settings > Mod Selection. -
Stunning screenshots !
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Hello, I'm here to share some more gameplay images of my World Rising mod. I've been working a lot on the natural environment. I've created plants, trees, grass, rocks, and more... There are still a few things missing to finish this part of the Japanese flora. I hope you enjoy it.
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Wonderful. Thank you very much!
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TGs on the Pokeball will go crazy
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i did, does it not say version 3?
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@real_tabasco_sauce Well done! Can you update the mod.io? I see you are maintainer of the mod there so you probably can do it.
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Its fixed I think. I let petras play 7 min. because it's late here, but I think it's fixed. Thanks if you read this
- Yesterday
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Thank you for the clarification @phosit I think the info you just provided should be added to this guide: https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA27ToR28 And possibly to this guide too: https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide Porting mods to R28 is not straightforward without this piece of information.
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Feldmap 3.0.0 feldmap.zip Added a button to turn on/off balancing Added a button to turn on/off team shuffling NEW (and returning) MAPS Lake: Wrench (partially bugged): Cross: River Island: Enjoy
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The "append" keyword has to be used where modules are used. It's tracked here. Note: Modules are enabled in the GUI doesn't mean that in the whole GUI modules are used (IIRC in R28 only in pregame and splashscreen). I wouldn't make .append the default. It serves as distinction between appendixes and plain files. @GrapjasYes that's the (my) desired way of doing it. And it's weird that it doesn't work. (I tested appending multiple files. I think it's something about the content of the files. The next line is appended without a newline. Maybe the implicit semicolon doesn't work at the end of a file.) When the file would get to big you could also import some variables: import { menuEntry } from "gui/pregame/grapjasAdditions.js"; mainMenuItems.unshift(menuEntry);
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I was following: https://gitlab.archlinux.org/archlinux/packaging/packages/0ad/-/issues?show=eyJpaWQiOiI2IiwiZnVsbF9wYXRoIjoiYXJjaGxpbnV4L3BhY2thZ2luZy9wYWNrYWdlcy8wYWQiLCJpZCI6MjI0OTY4fQ%3D%3D but they didn't let me create a account due to heavy traffic or so. Toolybird said: "Can you reproduce the problem? Where is the log file? If it's crashing, where is the backtrace?" Can another arch user reproduce it? Or can another arch user say that they could play for a bit longer? I just started a single player game, let some gaia fight and waited 2 minutes and 10 seconds for the next crash. Here are some log files from .local/state/0ad/log If you tell me how I can run tools tracing it, but wouldn't it be easier if the person that investigates it just lets the game run themself for just max. 5 minutes? log.zip
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Mauryan rams are the cutest imo. they look so harmless, when their wheels move it feels like a wloden cute toy, it has literally 0 "warlike" assets on it it just looks so harmless like, awwwwww
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I was dabbling into this too. In my case i simply needed an extra main menu button, doing let grapejuice = { "caption": translate("Grapejuice Info"), "tooltip": translate("View the changes that this mod brings to the game."), "onPress": () => { Engine.OpenChildPage("page_grapejuice.xml"); } }; mainMenuItems.unshift(grapejuice) into `MainMenuItems~grapejuice.append` Seems to be clean and works well if i do the same in another mod. However if the variable name is the same in some other mod it will hardcrash on startup. Even if you let the variable out of it and just do mainMenuItems.unshift ( { "caption": translate("Grapejuice Info"), "tooltip": translate("View the changes that this mod brings to the game."), "onPress": () => { Engine.OpenChildPage("page_grapejuice.xml"); } } ) in 2 different mods it will hardcrash aswell. Not sure why and if this the recommended way of doing it anyway.
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for inspiration
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@phosit right, I was too quick. So, what works and what does not: ✔ gui/pregame/mainmenu~MyMod.append.js ✖ gui/pregame/mainmenu~MyMod.js The second approach has worked in all versions prior 28 - and this was "the" established practice, as far as I could see. It looks like the "append" keyword has a special meaning for evaluation of files (I tried with other keywords). Then I have two questions: Should modders be advised to rename all files of the form "module~MyMod.js" with "module~MyMod.append.js"? If so, could this be explicited somewhere? Probably not so relevant here https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA27ToR28, but it would have helped.
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With "any content" do you mean "no content"? Then that's expected. An empty file shouldn't change the behaviour. eg: appending nothing to the mainmenu.js doesn't change anything. When adding a `warn` call at global scope of the "append" file, it works for me.
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@phosit try creating a file gui/pregame/mainmenu~MyMod.append.js with any content; this file is not loaded. Or do you get a different outcome?
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Congrats on the release folk
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phosit started following Modding pregame page in 0 A.D. 28
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There is an example in "binaries/data/mods/test.scriptinterface/module/modified/". In your example you would write a file "mainmenu~local_rating.append.js". In that file you can override the init-fuction or anything else. init = function() { // new init code. }
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That's the point. If the directory gui/pregame was loaded by the xml - like it was before: <script directory="gui/pregame/"/> then one could create a file named mainmenu~MyMod.js and do all sort of scripting therein (for example making proxies of existing functions). But this is not the case anymore for the pregame page. At first glance, this is the only page which changed behaviour. To make a comparison, session.xml is still loading the entire directory gui/session: <script directory="gui/session/"/> I wish I was! New release, new work for porting mods. I played my last game in 2023, but 0 A.D. is always in my heart.
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Hey @Mentula Nice to see you're still active! Can't you add a file like autociv like so ~mainmenu.js to extend it ? Else maybe you can wrap the module into something else and use that elsewhere. sounds inconvenient though @phosit
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