[QUOTE=Alex_grist;50073680]Your carrier could be injecting ads.[/QUOTE]
No, I get the exact same thing on multiple networks and devices. It's a "sponsered link" that appears in the comments system. It doesn't appear all the time though which is odd.
Best way I could get to reproduce it is to clear all disqus.com cookies and visit a few wiki pages, allowing time for the comment system to load each time.
[t]https://i.imgur.com/Zfd2Ijz.png[/t]
Just get Adblock guys :D
You can also get adblockers on iOS now anyway.
I personally wouldn't mind whitelisting the wiki if it had some adsense stuff at the bottom, as long as the revenue were going towards you guys and not disqus
[QUOTE=Alex_grist;50073876]You can also get adblockers on iOS now anyway.[/QUOTE]
None I can find work.
[QUOTE=YourStalker;50073925]None I can find work.[/QUOTE]
I use Crystal and Focus for adblock and privacy.
Should I axe Disqus? I mean, its purpose was "comments most of the time contain more info than the page" (c) Garry, but now that most of the wiki pages are mostly nicely documented, I don't really see the point to it.
I've only ever seen a useful comment on the wiki once.
99% of it is "help pl0x" and garbage like [url]http://wiki.garrysmod.com/page/gmod/GetGamemode[/url] and [url]http://wiki.garrysmod.com/page/Category:Lua_Reference[/url]
[QUOTE=Robotboy655;50074001]Should I axe Disqus? I mean, its purpose was "comments most of the time contain more info than the page" (c) Garry, but now that most of the wiki pages are mostly nicely documented, I don't really see the point to it.[/QUOTE]
Also, you should probably make the login use our steam account. So only gmod owners can make changes and trollers will think twice before doing something stupid as you could ban their steam account from changing anything.
If we're talking about fixing web stuff, this forum glitch has been bugging me for a long time. When a thread is one post short of having a new page, the navigation shows that the new page exists but clicking it brings you back to the page before it, i.e. the real last page.
[img]https://i.gyazo.com/46c85ef9c267edb001e41a2a5850729a.png[/img]
Clicking on "2 Last" is supposed to bring me to page 2, but actually brings me to page 1, where I scroll down to the bottom and see:
[img]https://i.gyazo.com/d01296aadee9e994d52b87e3a1db5453.png[/img]
[editline]5th April 2016[/editline]
And now that I take a closer look, the reply count is way off, which is probably the root cause of the glitch. The last reply was post #38, which includes the OP, but the forum view shows that there are 40 replies which ISN'T supposed to count the OP. That's a 3-post difference.
[QUOTE=Neat-Nit;50075818]If we're talking about fixing web stuff, this forum glitch has been bugging me for a long time. When a thread is one post short of having a new page, the navigation shows that the new page exists but clicking it brings you back to the page before it, i.e. the real last page.
[IMG]https://i.gyazo.com/46c85ef9c267edb001e41a2a5850729a.png[/IMG]
Clicking on "2 Last" is supposed to bring me to page 2, but actually brings me to page 1, where I scroll down to the bottom and see:
[IMG]https://i.gyazo.com/d01296aadee9e994d52b87e3a1db5453.png[/IMG]
[editline]5th April 2016[/editline]
And now that I take a closer look, the reply count is way off, which is probably the root cause of the glitch. The last reply was post #38, which includes the OP, but the forum view shows that there are 40 replies which ISN'T supposed to count the OP. That's a 3-post difference.[/QUOTE]
There's a FP improvement thread somewhere that you should post this to instead of here.
[editline]manual[/editline]
[URL="https://facepunch.com/showthread.php?t=1499829"]Found it[/URL]
[QUOTE=Neat-Nit;50075818]Old fourm bug[/QUOTE]
It's an unfixable bug from the post merging plugin
[QUOTE=highvoltage;50076144]It's an unfixable bug from the post merging plugin[/QUOTE]
Meh, I'm not at all surprised that this has been talked over before. Whatever!
But unfixable? Seriously? How can a post merging plugin really cause that much trouble? When a double-post is made and merged, shouldn't the latter post be completely deleted?
[lua]function FORUM:NewPostCreated(user, thread, post)
if thread:GetLastPost():GetUser() == user then
thread:GetLastPost():AppendText(post:GetText())
post:Remove()
end
end[/lua]
although it's probably better to use hook.Add to not break other plugins :v:
[QUOTE=Leystryku;50068797]iirc they use unreal engine. Unreal Engines tutorials show you how to do steam multiplayer, but they use the lobby system. I haven't seen a way of doing traditional servers with unreals steam integration yet.[/QUOTE]
Just a lil' addendum on this, UE4's default steam implementation uses lobbies incorrectly. As said before, they're meant to be a client thing that organizes players to connect to a traditional gameserver, but Unreal just make the lobby [I]_the_[/I] gameserver for listen servers.
For dedicated servers though, it properly uses the traditional SteamGameServer api for things and doesn't use lobbies at all (hence the incompatibility).
Quick thought... We all know that [url=http://wiki.garrysmod.com/page/Player/UniqueID]Player:UniqueID[/url] is bad. It has collisions and its purpose can easily be solved by [url=http://wiki.garrysmod.com/page/Player/SteamID64]Player:SteamID64[/url] or, at worst, tonumber(Player:SteamID64()).
So I think it would be a good idea to switch over [url=https://github.com/garrynewman/garrysmod/search?utf8=%E2%9C%93&q=UniqueID&type=Code]every occurance of UniqueID[/url] in the gmod vanilla lua code with SteamID64, to set an example, wherever this would not break people's databases. A candidate to start with is the [url=https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/includes/modules/undo.lua]undo system[/url] or the [url=https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/includes/modules/cleanup.lua]cleanup system[/url].
Am I wrong - can changing that in those libraries break people's stuff?
[editline]7th April 2016[/editline]
Unrelatedly, a question to the admins: will you start using the announcement system a week ahead of release, with the release candidate up on dev, as suggested?
[QUOTE=Robotboy655;50072179]Huh? It should work 100% properly [b]on the server[/b].[/QUOTE]
Couldn't remember my exact issue and what I wanted the function for but based on the image from my dropbox, I assume was that it returns false on the client even though the documentation suggests otherwise. I think I wanted to use it to switch between stuff which supposedly works differently on listen servers which I can't seem to find anymore so I also assume it was improperly documented too.
[t]https://dl.dropboxusercontent.com/u/5601782/isdedicatedserver.PNG[/t]
[QUOTE=slayer3032;50085493]Couldn't remember my exact issue and what I wanted the function for but based on the image from my dropbox, I assume was that it returns false on the client even though the documentation suggests otherwise. I think I wanted to use it to switch between stuff which supposedly works differently on listen servers which I can't seem to find anymore so I also assume it was improperly documented too.
[t]https://dl.dropboxusercontent.com/u/5601782/isdedicatedserver.PNG[/t][/QUOTE]
I have documented the fact that it always returns false on client.
[QUOTE=Robotboy655;50085627]I have documented the fact that it always returns false on client.[/QUOTE]
I just clarified it a bit more myself. Looks like your edit was quite hasty, as the first line was retained as incorrect: [quote]Returns whenever the server [b]or the server we are connected to[/b] is a dedicated server.
Returns false 100% of the time on client.[/quote]
New description: [quote]Returns whether the server is a dedicated server, as opposed to a Listen server or a singleplayer game.
This function only works on the Server. On the Client, it will always return false.[/quote]
Edit: Although I'm not complaining, as the saying goes: "Move fast and break things". I'm a bit of a slow-mover, for better or for worse. ;)
[QUOTE=FoohyAB;50084125]Just a lil' addendum on this, UE4's default steam implementation uses lobbies incorrectly. As said before, they're meant to be a client thing that organizes players to connect to a traditional gameserver, but Unreal just make the lobby [I]_the_[/I] gameserver for listen servers.
For dedicated servers though, it properly uses the traditional SteamGameServer api for things and doesn't use lobbies at all (hence the incompatibility).[/QUOTE]
I'm pretty sure lobby-list queries can only return 50 lobbies. How does that turn out in UE4? I guess it's a bit of luck they use the proper API for dedicated servers.
[QUOTE=Neat-Nit;50085462]Quick thought... We all know that [url=http://wiki.garrysmod.com/page/Player/UniqueID]Player:UniqueID[/url] is bad. It has collisions and its purpose can easily be solved by [url=http://wiki.garrysmod.com/page/Player/SteamID64]Player:SteamID64[/url] or, at worst, tonumber(Player:SteamID64()).[/QUOTE]
Converting a SteamID64 will cause it to lose precision and make it useless.
[QUOTE=YourStalker;50086016]Converting a SteamID64 will cause it to lose precision and make it useless.[/QUOTE]
Loss of what precision? UniqueID is less precise than SteamID64
I think if SteamID64s weren't precise we'd notice some issues with Steam by now
I suppose YourStalker meant that you can't store the SteamIDs in a double without losing precision
[QUOTE=BillyOnWiiU;50086513]I think if SteamID64s weren't precise we'd notice some issues with Steam by now[/QUOTE]
They're not precise becasue tonumber() converts it to a [del]float[/del][QUOTE=Willox;50086591]double[/QUOTE]
In most cases, you shouldn't have to handle SteamID64s as numbers in code. All database I/O can be achieved with strings (unless some special snowflake made a NoSQL connector for gmod?)
[QUOTE=xaviergmail;50086600]In most cases, you shouldn't have to handle SteamID64s as numbers in code. All database I/O can be achieved with strings (unless some special snowflake made a NoSQL connector for gmod?)[/QUOTE]
Right... I only mentioned it because UniqueID returns a number. I didn't realize that UniqueID uses half as many bits :P
[QUOTE=Neat-Nit;50086642]Right... I only mentioned it because UniqueID returns a number. I didn't realize that UniqueID uses half as many bits :P[/QUOTE]
Well UniqueID is nothing else than CRC32(SteamID), thats why you get numbers.
Removing UniqueID is just plain dumb as it would only cause issues. You could instead discourage people from using it. And does anyone know why UniqueID even exist?
[QUOTE=CoreWaffle;50087311]Removing UniqueID is just plain dumb as it would only cause issues. You could instead discourage people from using it. And does anyone know why UniqueID even exist?[/QUOTE]
Garry hasn't always made the best decisions. It could very well be that he didn't know about collisions when he implemented it.
[QUOTE=CoreWaffle;50087311]Removing UniqueID is just plain dumb as it would only cause issues. You could instead discourage people from using it. And does anyone know why UniqueID even exist?[/QUOTE]
Well, UniqueID - > util.CRC("gm_*SteamID*_gm") - 2^32 combinations. UniqueID can been transmitted by using writeuint(4 byte). I should use this to store data on client, while this work I not found same uniqueIDs.
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