#91 posted by Spirit on 2012/06/05 20:16:31
I pointed the domain to another ip for the time being.
#92 posted by Spirit on 2012/06/06 17:51:55
Server is back online, DNS will take a while to travel to your DNS servers.
#93 posted by necros on 2012/06/07 23:03:15
not sure if this is the place to report such things, but the beyond belief hotfix (bbelief6_fix.zip) link did not work from quake injector (opened with the url: http://www.quaddicted.com/reviews//filebase/bbelief6_fix.zip)
but the link on the quaddicted website for the same file worked fine.
#94 posted by Spirit on 2012/06/08 10:44:34
fixed, thanks
Spirit
#95 posted by Baker on 2012/07/04 08:13:49
Is there some sort of file --- hopefully of plain text or tab-delimited or space-delimited format --- of the Quaddicted archive.
Ther'es The Injector Xml
#96 posted by megaman on 2012/07/04 08:47:09
And Before You Complain
#97 posted by megaman on 2012/07/04 08:55:35
the data is a bit too complex for csv iirc
#98 posted by Spirit on 2012/07/04 11:12:44
i want to make the database available, just need to think further about licensing. and I am not sure what detail I am comfortable to expose in terms of user ratings etc.
it depends what you need. some stuff could be done in csv and I would gladly provide that. I would much rather have an api like doomworld has now.
there is a partial dump in our forums somewhere iirc.
license would be something that requires attribution, same license and non-commercial. so probably a cc by-sa-nc. maybe even nd. I would have a clause that allows unlimited exploitation in case quaddicted vanishes.
#99 posted by Spirit on 2012/07/04 11:22:46
database is sqlite3
#100 posted by Spirit on 2012/07/04 11:23:07
database is sqlite3
...
#101 posted by Baker on 2012/07/04 11:51:53
About ready to try to wrap up an in-engine mod installer.
However this leads to other issues:
I'm not sure I want to have a user have to wade through more than a thousand items.
I also --- at least for a FitzQuake style implementation --- and not sure whether or not to make the engine possibly generate a map on the fly or if I might actually find a way to implement a "gallery" that looks like it belongs in a FitzQuake or oldschool engine.
I know I don't want a "list" in the engine (that's impersonal) and I personally feel the Quaddicted ratings get skewed towards 4.5 and 5 star ratings (maybe the # of ratings says more about a release).
Plus I think some of the maps that have lower ratings are of definite gameplay value (many of the 5 star maps are too hard/too big for a non-hardcore person ... )
Perhaps I should prototype and tune first, and then bother you more.
I guess I'm not sure how to deal with ...
1) The sheer quantity of entries.
2) A way to limit to a relevant pool.
3) Some way to know to ignore things that aren't going to work (require some non-FitzQuake 0.85 engine or feature.)
the data is a bit too complex for csv iirc
I know megaman, I just want mod name, URL to archive and image name. I want to test installation, presentation and some other details.
Add:
#102 posted by Baker on 2012/07/04 11:57:22
I might also want to exclude by necessity huge download size mods. Maybe ones over 3 MB zipped.
(Which sucks, but an end-user having to wait 15 minutes to play something or maybe 2 hours on a bad connection ...)
#103 posted by Spirit on 2012/07/04 18:48:55
mod name, URL to archive and image name would not be enough to successfully install stuff. You will need at least the zipbasedir too. See the XML at quaddicted.com/reviews/ quaddicted_database.xml
I made a bayesian rating a while ago but something broke it. https://www.quaddicted.com/forum/viewtopic.php?id=55
#104 posted by Spirit on 2012/07/04 22:05:12
Not sure if, but I think I fixed it http://www.quaddicted.com/reviews/index_bayes.php (only works if logged out, just a wip)
Hehe
#105 posted by Baker on 2012/07/04 22:06:24
You will need at least the zipbasedir too
Hehehe, actually ... I don't!
With the engine, I can have zip functions give me the directory contents. And then write some code looking through the directory contents to see where .pak or .bsp lives and derive the basedir.
But yeah, early yesterday I was thinking I'd need zip basedir too.
And then I realized if I write something to look around the zip file directory section, I can have an engine know how to install any archive (and tell the difference between a gamedir mod and a mere map with extras).
Still, I suppose other things are important --- there isn't a way to tell if something requires -hipnotic or know if a map requires Quoth or is a Nehahra or Travail expansion map.
Damn
#106 posted by Spirit on 2012/07/04 22:24:22
that is so stupidly simple and nice I wish someone was actively developing the Injector so I could nag about it bring added.
It's Probably Simple If The Map Is Simple
#107 posted by megaman on 2012/07/05 09:53:30
the nightmares dealing with all corner cases I wanted to avoid :-)
Add:
#108 posted by Baker on 2012/07/06 04:46:16
Also having the MD5 checksum and the file size would be useful. So that the engine has some way to validate expectations of what it downloaded as being correct.
#109 posted by Spirit on 2012/07/06 10:36:02
Say exactly what you want and how it should be formatted and I will make it if it is easy enough. Might be deprecated once I really make an API though.
Let Me Think About It For A Week ...
#110 posted by Baker on 2012/07/06 12:08:20
I can make a fake template for personal use while prototyping.
I'd rather ask once with a tested out plan than ask 2 or 3 times when something unexpected causes trouble.
When I'm ready I can graft the prototype into the Quakespasm source (so you can compile it) and you can tell me what you think or suggest tweaks.
Sorry About The Downtime
#111 posted by Spirit on 2012/08/10 23:35:02
Should be back in some hours I guess. It is all my fault. If OVH's "plug in a 2TB USB disk" was not so expensive I would not do stupid things all the time. Just trying to host the forumplanet forums...
90% uptime is good, isn't it?!!
#112 posted by Spirit on 2012/08/11 12:33:18
it's back. I would be interested if you notice a slowdown (even slower...) in the coming days.
#113 posted by necros on 2012/08/11 21:39:22
Slowdown on the overall site? Seems about the same for me (maybe 1 second for the main page)
#114 posted by Spirit on 2012/08/12 22:25:33
Aaargh, it has happened again. But now I know why. I am mounting the forumplanet files from a compressed archive. That works well until updatedb runs... So I have now disabled that. Unfortunately the process is unstoppable. So I will reboot. Unfortunately it will fsck on reboot so it will be a longer downtime, I guess an hour or two. I THINK afterwards I will be smart enough to prevent this from happening.
How often do I have to do this until someone gets annoyed enough to add local caching to the Quake Injector? ;)
#115 posted by necros on 2012/08/12 22:58:04
lol, that's one way to solicit help.
Are you saying like, download the urls for maps so that quake injector doesn't have to ask for them from quaddicted itself? I didn't know it was doing that.
Wouldn't it just be a matter of dumping the urls it has in memory to a file and then reading that one back?
Course.. i have no idea how the thing works. Is the source available?
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