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Messages - Bytewave

Pages: [1] 2 3 ... 46
1
Off-Topic / Re: Learning Python
« on: Yesterday at 04:11:20 PM »
bytewave, iviscosity is not a mod. I placed that there so he knew who said it.
Ooh, I should probably read the "last edit" indicator. :P

2
Post link
Gaben's user page (Follow his replies to questions here)

They're trying to keep HL3 spam to a minimum, so please respect their rules. But, feel free to browse around, ask questions, whatever!

edit: Well, I suppose I was a little late, but Gabe had to go. Still, the questions are there, and so are the answers.

3
Off-Topic / Re: Learning Python
« on: Yesterday at 03:39:04 PM »
-SNIP- I'm silly.

4
Off-Topic / Re: Learning Python
« on: Yesterday at 12:36:13 PM »
I'm a bit late, but I'd hazard to say that most web languages are going to be inconsistent due to the need for backward compatibility and the huge scope of devices and services they must serve. JavaScript is also (in my opinion) disgustingly inconsistent, but it's the best (if not only) solution for browser client side scripting.
Same with PHP for the serverside.
You're not going to find many languages more supported universally than PHP. Apache has a module, Nginx has FastCGI support. Web hosts are going to have it enabled and running for every client. As for NodeJS, Rails, Python, etc? You'll be lucky if they even have it installed, let alone configured correctly. Their control panel may not have sufficient control over the module, you may not be able to install certain packages, etc. What then?

Sure, PHP is a quirky language. So is JS. So is Python. So is Java.
Backwards compatibility is a pain, but a requirement. Implementation and choosing what to drop is a different story, and I can fault the PHP developers for that, but with PHP 7 it's becoming a lot more sane.

Truthfully, any language has its faults. But the majority of them aren't game-breaking, and programmers can and must work around them in any language. It's up to the skill of the programmer to make something beautiful regardless of the language they're using.

6
Developers Corner / Re: Creating Permissions
« on: January 01, 2017, 11:48:55 AM »
Or, you can find the documentation for that function here -- http://ulyssesmod.net/docs/files/lua/ulib/server/ucl-lua.html#ucl.registerAccess :)
Oh, right, I forgot there was documentation. :P

7
Developers Corner / Re: Creating Permissions
« on: December 30, 2016, 07:40:50 PM »
You can create permissions with ULib.ucl.registerAccess, seen here.
You can validate that users have permissions with ULib.ucl.query, seen here.

That should be about it.

8
Developers Corner / Re: Reading Ulib Files
« on: December 30, 2016, 07:38:03 PM »
users.txt and groups.txt are parsed using ULib.parseKeyValues following a ULib.removeCommentHeader call to the contents of each file (gathered using ULib.read (example[/url). So, you'll want to use a similar function chain in your own code to parse ULib's data into a table.

9
Developers Corner / Re: Experience (Math Help)
« on: December 21, 2016, 03:43:07 PM »
Just gonna throw this out: that's C++, not PHP. :P

10
*cracks knuckles*
I've put light thought into the idea, but haven't come up with much yet. gl;hf

11
Here, let me help you visualize the issue:

<offtopic>Huh, nice visualization.
I wonder how hard text-based graphing, especially in Lua, would be. Having a ULX command to draw the inheritance tree to console or something would be useful in visualizing branching inheritance trees like the above.</offtopic>

12
Developers Corner / Re: Log ONLY to Console
« on: December 19, 2016, 09:17:31 AM »
I'm thinking of using HUD_PRINTCONSOLE (with PrintMessage(), I think that's the one), but I need to know if there is any way that can be intercepted.
Unless someone has network access, I doubt this data would be interceptable.

13
Again, you need to flatten your inheritance tree, or manually specify what groups can be targeted with the # tag. Example: admin should target user, donator, and moderator, so can_target would be #user,#donator,#moderator.

14
General Chat & Help and Support / Re: Making a rank higher than superadmin
« on: December 08, 2016, 02:00:58 PM »
Ok, but is it possible that i can restrict commands from admin?? I dont want to change the admin otherwise.
Change permissions through xgui all you want. Nothing prevents you from that.
Just remember that Garry's Mod believes there are three access levels: guest, admin, and superadmin. Addons written without ULib in mind will use these three access levels exclusively. Typically, admin access is for staff members, and superadmin access is for server owners. Keep this in mind when you set up your inheritance, restrict commands, allocate groups, etc.

15
General Chat & Help and Support / Re: Making a rank higher than superadmin
« on: December 08, 2016, 11:34:38 AM »
But, i want to make a superadmin rank aswell (false one, under head admin), what should i do? Should i have a cap letter or?
Just name it sadmin or realsuperadmin or something. Again, chat tags, scoreboard ranks, etc can change what players actually see.

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