wiremod / wire

Garry's Mod add-on that allows users to wire up components in order to make more elaborate automatic and user-controlled contraptions.
http://www.wiremod.com
Apache License 2.0
550 stars 332 forks source link

Text files disallowed by workshop #307

Closed Anticept closed 11 years ago

Anticept commented 11 years ago

Txt files are not allowed in the workshop. We need to either have a lua that runs which will create the text files on the client, or find a new way to embed txt file contents.

itsbth commented 11 years ago

Probably bug garry too, though I doubt it'll help that much.

TomyLobo commented 11 years ago

bugging garry sounds good

emspike commented 11 years ago

Is this stopping the license file from being included?

tigersmith12 commented 11 years ago

You can code a copyrights into wire for in game view from a web host.

Sent from my iPod

On Jul 9, 2013, at 8:46 PM, CoreyLee Hassell notifications@github.com wrote:

Txt files are not allowed in the workshop. We need to either have a lua that runs which will create the text files on the client, or find a new way to embed txt file contents.

— Reply to this email directly or view it on GitHub.

AbigailBuccaneer commented 11 years ago

The license file is currently only included as a text file. However, even the license we've included says that this isn't the correct way to do it, and suggests that "It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found."

I think it'd be fine to have the boilerplate license notice on the Workshop page and in the README.md in the Git repository (which can't be uploaded to the workshop).

EDIT: On second thought, this wouldn't actually have the license notice anywhere in the workshop addon itself. We may be able to just stick it in one of the 'important' files (eg. lua/wire/server/WireLib.lua)

Nebual commented 11 years ago

The license file doesn't have an extension (its just called LICENSE), so maybe the whitelist won't notice it? I hope we never have clutter all 500+ lua files with ugly license boilerplate.

This is however stopping the 36 files in wire/data from being uploaded (default E2s, CPUs, etc). I'm writing a quick script to save/load them to an .lua file.

AbigailBuccaneer commented 11 years ago

@Nebual: Write a system to fetch them from a git repository via http.Fetch.

Nebual commented 11 years ago

36 fetches sounds rather slow, good idea though. My little decompressor seems to be fine.

I figure we'll leave the /data folder in the Github version for readability, but it can be safely removed for Workshop.

@Anticept: Any other files breaking the whitelist?

emspike commented 11 years ago

I ask because the license issue links to this one and vice-versa.

AbigailBuccaneer commented 11 years ago

@Nebual: I just refreshed this comment page. 37 files downloaded from the network.

TomyLobo commented 11 years ago

@Nebual If you use that compressor, make sure it's part of the script that uploads to the workshop

TomyLobo commented 11 years ago

Oh and it's not our files breaking the whitelist, it's Garry's whitelist breaking our previously perfectly working files. Let's try and use lingo that assigns blame where it belongs

Nebual commented 11 years ago

@AbigailBuccaneer: Your webbrowser is a little more optimized at HTTP downloads than Garrysmod, and has multithreading.

AbigailBuccaneer commented 11 years ago

@Nebual, yes, my web browser needs to be fast, because it's an interactive program. It doesn't matter if the player has to wait a couple of seconds for their list of example E2 scripts to load :) (It was suggested semi-facetiously, though.)

Nebual commented 11 years ago

Uppercase filenames are also disallowed by the workshop. And my Windows git client can't tell I've lowercased them, so I can't commit those changes. Someone on Linux could, otherwise we'll need a script to do it on runtime (I can't seem to get a good recursive one for Windows).

Just uploaded a test to private workshop, you can add contributors and they show up on equal footing as the original uploader, though only the original uploader can add/remove contributors, or change the description.

X-Coder commented 11 years ago

Nebual, about the file-rename issue without loosing history in windows: On Windows / Git you need to the rename in two steps: first to a temporary name, then commit, and rename again to the right name, like: git mv Foo.txt foo.txt.tmp git mv foo.txt.tmp foo.txt

You could write a batchfile or something. Garry did this change because of Linux compatibility, not because of workshop.

itsbth commented 11 years ago

Probably better to just get someone on Linux to fix it. I can look into it later.

nrlulz commented 11 years ago

Just FYI I don't think garry plans to allow text files in workshop addons, in case anyone was going to bug him about it. See here: http://facepunch.com/showthread.php?t=1272225

Nebual commented 11 years ago

I've a solution in place now for .txt's, we can update it later if we need to.

Is there anything else holding us back from Workshop now? Should I add the usual contributors to my private workshop addon and hit public? Or should it be Anticept or Tomylobo as the original uploader?

nrlulz commented 11 years ago

I'm not sure if you were still planning on uploading the lua and resources separately or if you already discovered this but the resource.AddWorkshop thing does not work how I thought it did when it comes to singleplayer. You also might want to check that other listed "contributors" are actually able to update the workshop addon, I'm not sure if that works how I thought it did either...

emspike commented 11 years ago

@nrlulz: Not sure if usual Garry grabassery or anti-advdupe move. He should remove the sugar function syntax from GLua too, since functions really should be treated like the first-class values they are. The method syntax should be removed too, since really there are no objects in Lua. While he's at it, GMod shouldn't ship with any configs, scripts, html files, etc. I feel like Garry is a corner case of Hanlon's razor.

emspike commented 11 years ago

Whoever's going to be active for the longest in the foreseeable future should probably upload.

TomyLobo commented 11 years ago

garry says "Once again. The data folder is for addons to write to. You shouldn't be shipping addons with files already inside the data folder.

This won't change. It's by design. Insulting us won't change that." how about an extra folder where .txt is allowed (dumbass)

TomyLobo commented 11 years ago

about the uploader: probably best if anticept, divran or nebual do it

Nebual commented 11 years ago

emspike: Why so defensive? nrlulz was just stating that Garry's unlikely to budge on the matter. Not that he usually budges to community complaints.

I know most of the other devs haven't had much interest in Gmod itself in over a year, personally I've still got a community that drags me back into it every 3 months, but it doesn't matter too much since you can assign contributors.

EDIT: Uh oh, nrlulz is right, other contributors can't update the addon. So... what can they do? Delete comments? Wat

emspike commented 11 years ago

@Nebual: I'm referring to @nrlulz 's post before the one my comment is right after, not directly speaking at them (they made another post while I'd been typing). The rant was about Garry, not nrlulz...

If only the uploader can update, it's probably best if the current most active dev does it (would be Nebual I think).

Anticept commented 11 years ago

FYI: Faron is working out the details for the auto-uploader to workshop, and has created a Wireteam account to manage the workshop project.

emspike commented 11 years ago

Does the Wireteam account have to buy GMod to access its workshop?

Nebual commented 11 years ago

@FaronFox did have to buy Gmod again for the Wireteam account, yes. Thanks Faron!

The autouploader isn't done yet, but we're up on Workshop at least.