Mr.lie Posted June 18, 2020 Author Share Posted June 18, 2020 1 hour ago, Stan` said: You're welcome. It could be improved still First little improvement ... but: why there are so much entries running the script only checking the public mod? checkrefs.log Link to comment Share on other sites More sharing options...
Stan` Posted June 18, 2020 Share Posted June 18, 2020 Well the unused feature doesn't work properly for gui files. But for art files it's just the accumulation of twenty years that cause so many to be unused. Link to comment Share on other sites More sharing options...
Mr.lie Posted June 18, 2020 Author Share Posted June 18, 2020 1 hour ago, Stan` said: Well the unused feature doesn't work properly for gui files. But for art files it's just the accumulation of twenty years that cause so many to be unused. Would you agree the changes i made in the "sub_check_unused"? Link to comment Share on other sites More sharing options...
Stan` Posted June 18, 2020 Share Posted June 18, 2020 1 minute ago, Mr.lie said: Would you agree the changes i made in the "sub_check_unused"? I always redirect checkrefs.pl to a file so I don't know if it's really useful. Although most of the time I don't use --check-unused Link to comment Share on other sites More sharing options...
Mr.lie Posted June 18, 2020 Author Share Posted June 18, 2020 1 minute ago, Stan` said: I always redirect checkrefs.pl to a file so I don't know if it's really useful. Although most of the time I don't use --check-unused How do you redirect? Link to comment Share on other sites More sharing options...
Stan` Posted June 18, 2020 Share Posted June 18, 2020 $ perl checkrefs.pl > checkrefs.log 2>&1 1 Link to comment Share on other sites More sharing options...
Mr.lie Posted June 18, 2020 Author Share Posted June 18, 2020 I post the following here in this place because the following error-message i get for the first time. After correct all errors the "checkrefs.pl" found, i started a new game with my modded "gulf_of_bothnia" map. I didn't make any changes to the script. After a while i got a WARNING: The red one can be ignored (i delete this files by mistake). So, i was wondering why this message was throen for the first time. I know this is thrown by " "PETRA.ConstructionPlan.prototype.buildOverseaDock = function(gameState, template)" in "queueplanBuilding.js". In the "map.json" file i defined the Keyword [naval]. Link to comment Share on other sites More sharing options...
Stan` Posted June 18, 2020 Share Posted June 18, 2020 Is you modified version adding water islands? Link to comment Share on other sites More sharing options...
Mr.lie Posted June 18, 2020 Author Share Posted June 18, 2020 (edited) 1 hour ago, Stan` said: Is you modified version adding water islands? Yes, dependent upon the mapsize the script creates islands: What i don't understand, why now? I played this map for months and i've never seen this Message Edited June 18, 2020 by Mr.lie Link to comment Share on other sites More sharing options...
Stan` Posted June 18, 2020 Share Posted June 18, 2020 Maybe you found an edge case? Link to comment Share on other sites More sharing options...
Mr.lie Posted June 18, 2020 Author Share Posted June 18, 2020 It would be nice if you can look at the following pictures, maybe you see something i didn't : Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 18, 2020 Share Posted June 18, 2020 Is map set to NavalMap? I think this inits some commands for Petra. Link to comment Share on other sites More sharing options...
Mr.lie Posted June 18, 2020 Author Share Posted June 18, 2020 38 minutes ago, wowgetoffyourcellphone said: Is map set to NavalMap? I think this inits some commands for Petra. Yes, is set. Link to comment Share on other sites More sharing options...
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