Maybe the .properties files have backslash escaping, so "Documents\spring-85.0" becomes "Documentspring-85.0" when read, because "\s" can't be decoded?
(Might be what you are implying.)
Search found 4300 matches
- 04 Jan 2012, 10:21
- Forum: Lobby Clients & Server
- Topic: OpenLobby
- Replies: 98
- Views: 19441
- 03 Jan 2012, 10:55
- Forum: Engine
- Topic: Github without Git?!
- Replies: 5
- Views: 2144
Re: Github without Git?!
This.
Thanks for bringing it under attention a bit more then I did
Thanks for bringing it under attention a bit more then I did
- 02 Jan 2012, 19:59
- Forum: Engine
- Topic: Lua lobby?
- Replies: 98
- Views: 13973
Re: Lua lobby?
Why not to use script.txt or another writable file? Because local filesystem access is not secure from Spring, so whitelist could be tampered with easily by widgets. One way could be to set r/w permissions on the local whitelist file, but this doesn't work well in Windows. That is the advantage of ...
- 02 Jan 2012, 14:45
- Forum: Engine
- Topic: Lua lobby?
- Replies: 98
- Views: 13973
Re: Lua lobby?
Oh, script.txt is an interesting approach too.
With remote whitelist I mean http download yeah (as Cheesecan suggested).
With remote whitelist I mean http download yeah (as Cheesecan suggested).
- 02 Jan 2012, 14:43
- Forum: Engine
- Topic: Phoronix Test Suite
- Replies: 14
- Views: 3013
Re: Phoronix Test Suite
I think both situations are completely different. For Phoronix I assume they don't want a new engine version every few months, that might have quite different performance characteristics, because then hardware/drivers can not be compared. So for Phoronix it may actually be easy: fixed engine version...
- 02 Jan 2012, 11:40
- Forum: Engine
- Topic: Lua lobby?
- Replies: 98
- Views: 13973
Re: Lua lobby?
I think connecting to loopback isn't really an issue, as mentioned before someone who wants to cheat can cheat anyway, and this seems like an awfully complex way to cheat. (+ one can just pass traffic over LAN if loopback is blocked in some way) Personally I only consider unsigned, unprivileged, unr...
- 31 Dec 2011, 12:15
- Forum: Engine
- Topic: Lua lobby?
- Replies: 98
- Views: 13973
Re: Lua lobby?
We don't even have this "misplaced security feature" yet, so that's a nonsense argument. Heck, we don't even have the feature that is supposed to be "secured" using this "misplaced security feature". Only reason such solutions are made are because people take the way of...
- 31 Dec 2011, 01:31
- Forum: Engine
- Topic: Lua lobby?
- Replies: 98
- Views: 13973
Re: Lua lobby?
What you mean to say is "*A". What I mean to say is "most". If I meant to say *A I had said *A. Anyway, care to explain how a whitelist doesn't allow you to do the things you want to do? (In particular if you control the whole infrastructure, so -per definition- also the whiteli...
- 31 Dec 2011, 00:57
- Forum: Engine
- Topic: Lua lobby?
- Replies: 98
- Views: 13973
Re: Lua lobby?
Tobi completely trivial like what? Make map with Lua that does <insert something malicious> using it's unlimited access to LAN, WAN and (read) access to disk, and host it. We are responsible for the gadgets, widgets, engine, maps and lobby they use. How would people be affected by some exploit? ZK ...
- 30 Dec 2011, 13:03
- Forum: Engine
- Topic: Lua lobby?
- Replies: 98
- Views: 13973
Re: Lua lobby?
Meh, should have gone unity. There people dont try to babysit content devs. You should realize engine is not the end product. Its the tool for content devs. Game devs make sure their product is safe. If such feature exists, it should be optional and only enabled if content devs want it enabled (to ...
- 19 Dec 2011, 14:58
- Forum: Off Topic Discussion
- Topic: I hate debugging Thread
- Replies: 13
- Views: 1777
Re: I hate debugging Thread
My clock is broken, it is a large heap of cogs and wheels. I tried writing unit tests for each part, and it appears all the cogs and wheels are perfectly formed, yet my clock refuses to work, what's wrong? You got an integration problem :p (for which you have integration tests of course ;-)) all of...
- 14 Dec 2011, 11:23
- Forum: General Discussion
- Topic: No Saves makes it impossible to play the greatest games.
- Replies: 95
- Views: 12587
Re: No Saves makes it impossible to play the greatest games.
Tobi: Using my method, I don’t think this would be an issue. Every class knows about what to save from itself and about its members. The framework and each class should give back to each depending class what it got from it. So, for example, suppose the map, here called Map, has a member, Heightmap,...
- 12 Dec 2011, 11:14
- Forum: General Discussion
- Topic: No Saves makes it impossible to play the greatest games.
- Replies: 95
- Views: 12587
Re: No Saves makes it impossible to play the greatest games.
Hmm, good point yeah, though 90% is very optimistic :-) (Generating CREG definitions from header files might also work, but would complicate build system quite a bit.) I agree with hoijui though that time would be better spent currently in cleaning up the code. Quite decent save-load is already poss...
- 12 Dec 2011, 09:54
- Forum: General Discussion
- Topic: No Saves makes it impossible to play the greatest games.
- Replies: 95
- Views: 12587
Re: No Saves makes it impossible to play the greatest games.
Problem with the serialization solutions (we had one of those in the past, which worked occasionally -- we got our own reflection framework for C++) is twofold: First, it likely won't get updated before decent tests for it are in place, so effectively it breaks every release (if just one field of on...
- 12 Dec 2011, 09:25
- Forum: Infrastructure Development
- Topic: Modernising this site
- Replies: 37
- Views: 6052
Re: Modernising this site
Fixed that thread, it happens when people post stuff that cannot be broken over multiple lines (e.g., the list supported Assimp model formats in the infolog).
- 12 Dec 2011, 09:21
- Forum: Engine
- Topic: How to use rapid? [esp. make-sdd]
- Replies: 8
- Views: 1179
Re: How to use rapid? [esp. make-sdd]
Unfortunately, both aren't possible right now without modifying the source code.
Good points though, I've added them to the issue tracker (though I don't know yet when I'll take some time to go through the issues...)
Good points though, I've added them to the issue tracker (though I don't know yet when I'll take some time to go through the issues...)
- 05 Dec 2011, 09:58
- Forum: Engine
- Topic: Portable Linux Spring Released!!!
- Replies: 30
- Views: 5875
Re: Portable Linux Spring Released!!!
AFAIK the whole transitive closure of the static dependencies need to be specified. So if DevIL depens on libpng, libmng, libtiff and libjpeg, then the static libraries for those needs to be specified on the linker command line too. And if e.g. libpng depends on libz, then libz needs to be specified...
- 04 Dec 2011, 15:00
- Forum: Help & Bugs
- Topic: How to report bugs
- Replies: 13
- Views: 8164
Re: How to report bugs
Locked topic, the topic title is "How to report bugs", not "Report bugs here"
- 03 Dec 2011, 13:58
- Forum: Engine
- Topic: bitmaps/ui/background.jpg is hardcoded
- Replies: 9
- Views: 1802
Re: bitmaps/ui/background.jpg is hardcoded
Additionally, it could be set to look in game archive first. << makes the most sense. No, which game is used is not yet known when this image is needed. (that is what FLOZi hinted at) Have you tried creating bitmaps/ui/background.jpg in one of Spring's data directories? AFAICS that should work, nat...
- 28 Nov 2011, 16:40
- Forum: Help & Bugs
- Topic: Compiling under Debian 6 VPS
- Replies: 4
- Views: 831
Re: Compiling under Debian 6 VPS
Did you check if it was still using CPU, and how much RAM it was using / whether it was swapping?
Since it is a huge file maybe gcc required more memory than the RAM available in the VPS and it started swapping and being very slow...
Since it is a huge file maybe gcc required more memory than the RAM available in the VPS and it started swapping and being very slow...