-
Who's Online 6 Members, 3 Anonymous, 415 Guests (See full list)
-
Topics
-
Posts
-
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);
-
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
-
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
-
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.
-
Thanks for your work! Also, the new log ram is cute (and efficient).
-
