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bmn

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Posts posted by bmn


  1. @Jovahexeon Pirate Ridley

    I've heard back from IPS; the image pasting behaviour is a design choice on their part. Reportedly, Firefox's behaviour is different in this situation, and IPS's approach is to respect the browser's behaviour. In this specific situation, it may not even be possible to create matching behaviour if Firefox is only providing the data and not the reference.

    Image data copying/pasting is one of those things that has never been addressed in a web standard as far as I know, and it's only in the last couple of years that sites have actually started to do sensible things when faced with it. Thankfully, copying the image location isn't much of a stretch ;)

     

    In terms of some of the other issues, this post may be of help:

     


  2. I've made a new theme available, "SSMB '18", which you can try out and see if it makes things better. This theme is a recreation of Sonical (light version) starting from an up-to-date codebase, and will eventually replace Sonical.

    Please note:

    • This is a work in progress, and it's not in the least bit finished
    • We'll be making changes, and strange things/breakage may occur
    • All complaints will be ignored ;)

    If you can handle that, give it a shot.


  3. Looking into it.

    (The information in the previous post about how images are stored in the clipboard was slightly incorrect - they're stored as two fields, one with the raw image data, one with the original URL.)

     

    https://invisioncommunity.com/forums/topic/446652-browser-specific-behaviour-pasting-images-into-ckeditor/
    (for my own info - this link won't work if you aren't an IPS client, but you get the idea)


  4. Slowness: We're running a maintenance op in the background to rebuild the content of all the posts and status updates. It's been running for about a week handling 750 posts a minute, and should be going for another week or so. I'm hoping this is the cause of the intermittent slowness, but will look at it again once the job's complete.

    Problem ads: I haven't looked at the monetisation strategy in a couple of years, so that's planned when there's some free time, but I am inclined to move away from the type of advertising that invites the problem ads, if we can make it work. I should note that it's disabled on the forum for logged-in users, so your ad blocker isn't really hurting us in that sense!

    Multiquote: Should be fully functional. It may be a skin-specific issue, or related to an outdated cache or cookies, so try clearing those. If it still doesn't work, could you open the developer toolbar (F12) and switch to the Console tab, and see if any errors appear when reloading the page.

    Notifications: May be related to the multiquote issue.

    Editor image importing: This does seem to be different, looking at it more closely. This is intended behaviour. Standard text editors (used in IPB3 etc) will fail to paste an image, or will insert the local path for a drag-and-dropped image (which won't work anyway). Early versions of IPS4's editor would store a pasted/dropped image in the post itself as a data URL (a very long URL containing the entire image data), which isn't ideal for the database - this may be the behaviour you're thinking of. The current editor should work like this:

    • Drag and drop an image from your computer = upload as an attachment
    • Drag and drop an image from a webpage = hotlink to the original image
    • Copy and paste an image from Windows Explorer = upload as an attachment
    • Copy and paste the URL of an image = hotlink to the original image
    • Copy and paste an image from a webpage = upload a true colour PNG of the image browser-specific?

    The latter case happens because, when copying image data, it's stored in the clipboard as a raw uncompressed image (of a single frame - forget using it for gifs) and nothing else (no URL, for example), so the editor doesn't have much choice but to convert it to a web-suitable format.

    General theme problems: We're working on a new set of themes, which should resolve the small wear and tear problems from updating a load of times. No ETA.


  5. This should fix itself eventually. As far as I know it's to do with one server taking a request intended for the other, and acting as a middleman (proxying) for it; there are a few things not quite working properly, and this is one of them.

    It was previously the backup server proxying for the main, now it's the other way around. It's necessary to do it because it can take days to make every visitor's system aware that the site is on a different server (DNS propagation), and during that transition period there's no real way of controlling which server a system will try to access - imagine two diverging versions of the same forum where one group of people can't see what the other has posted, and vice versa.

    That isn't what we want, so the moment we switch from one server to another we replace the forum on the old one with a proxy. That allows us to take people stuck on the old server and give them a way to use the new one anyway, until eventually no-one remembers the old one any more!

     

    Might be worth clearing cookies/cache in the meantime, though I'm not sure it'll help with anything.

     


  6. We're doing some major work on the main TSS server over the 1st and 2nd of June, to resolve some big under-the-hood problems that have appeared in recent months.

    As part of this, all of the websites are being moved to our backup server while the main server is being worked on. In SSMB's case, we brought the move forward to earlier on Friday since people were experiencing major problems using the site - this was the cause of the 3 hours of downtime. However, the backup server has significantly fewer computing resources, so everything will be running slowly until the sites are moved back over. We've also had to disable the search functionality, which includes the activity streams on profiles.

    We intend to complete the work tonight (the morning of the 2nd) if possible. When we're able to, SSMB will be closed for maintenance again, so the database and uploads can be transferred back to the main server.

    As always, I apologise for the downtime, and with any luck things will be running better on the other side.


  7. Bug in the config, should be fixed now.

    For info, nginx is the web server software (the part that listens for page/image/etc requests and sends back the response) we use. Most of our main sites are served via HTTPS, which encrypts the traffic between you and the server so it can't be eavesdropped on. This requires that users that attempt to use HTTP instead (the default, if you don't specify the scheme by using "https://" in the URL) are redirected to the HTTPS version of the URL, and it's this part that didn't work correctly, sending you to a generic welcome page for nginx instead.


  8. As @Ryannumber1gamer mentioned, this issue involved an error in one of the files that generates the HTML for the Sonical theme. This triggered a fatal error in the generation of the webpage as a whole when you request it, which gets sent back to you as an Internal Server Error (HTTP Code 500). This can sometimes happen if part of the software is updated in a way that would break old code somewhere else, and here in particular it can affect customised parts of our themes that don't get updated automatically when the forum software is updated.

    @Razule Server performance issues occurring between around 5am and 7am GMT are probably due to the backup tasks that run around then. The system that's in place right now works the server quite hard, sometimes to the point it doesn't have the resources it needs to fully respond to requests. I'm working on a reorganisation of the system that should make a big difference to system load, but no ETA on that.


  9. So according to SteamSpy, Steam ownership has risen by a little under 29,000 since release day. At least 6,500 people have refunded the game. Since Steam reportedly takes 30% of sales, that's about $400,000 of revenue to Sega since release.

    Sega likely paid either ~$12,000 or ~$60,000 to licence Denuvo for Mania. Denuvo themselves suggest a 15% improvement in sales figures during the initial sales window - applied to Mania, this would be about $50,000 . Realistically, however, this number would probably be much lower, given that Mania is attractively-priced and very well-received, and that the backlash has been particularly strong in this case and has probably harmed launch window sales more than usual.

    So, optimistically, Sega's profited by about $38,000 (likely less than 5% of total revenue) for using Denovo, and realistically nowhere near that. They may not even profit at all longer-term, given the loss of goodwill. Was it worth the damage to your reputation, review metrics and long-term sales, and alienating both your customers and your own developers?

     

    Personally, I was one of those hoping for a quick crack release (though, for a current version of Denuvo on a custom game engine, a week is still very good from what I know). Not because I want Mania to be pirated - on the contrary, it's a great example of a game that should be actively supported - but because Sega of Europe hasn't done anyone justice in how they've gone about this, and they absolutely need to be pushed as much as possible to actively remove Denuvo from the game now that it's not of use to them. Judging by Sega's record with Denuvo-integrated games, years from now Mania will be stuttering as it phones home after every level, telling people they can't play on the plane because they didn't realise there'd been a patch since they last "activated" it, possibly breaking entirely if Denuvo itself ever goes under and the activation servers disappear.

    I have no real issue with the decision to use it in the first place, but Denuvo has a very clear use case, and that period is over; even to Sega, it's now more of a hindrance than a help. Yes, there's been overreaction, but honestly they invited that overreaction by how hamfistedly and underhandedly they've handled what should have been a triumph of a PC release.


    • 2 hours ago, Mister X said:

      So everything was just fine and dandy for me until the update happened, now my antivirus has flagged sonicmania.exe as a high security risk. I'm guessing this is because of Denuvo, then? 

      Antivirus programs tend to take no risks when classifying files they can't scan properly. Given Mania's executable is encrypted (and has a complex proprietary self-decryption into memory), that's likely the case.

      Though, why it's only flagging it now, I dunno :P

      1 hour ago, CleverSonicUsername said:

      An anti-virus flagging a fan created Sonic game? Just like Sonic 2 HD!

      ~How authentic~

      And it'd be pretty much the same reason, too, obfuscation of code!


    • I'm not too stressed about this whole thing, mostly because I was never planning on playing offline. That said, the game freezes for half a second just as some levels start, and wouldn't surprise me at all if DRM was the cause, which is really disappointing for what should be the definitive version of the game.

      Plus, the underhandedness at play here really does not suit what was meant to be the best-received Sonic game in a very long time. It's at a price point that most would be more than happy to pay, you're spending money to actually implement the DRM, and tanking goodwill and user review scores in the process.


    • Yep, pretty convinced now that the post-32X games will all be existing ports, or (like VTC) games that already existed for mobile and have never been on console. Looks like Sega made a business decision to hard-switch to a freemium model on mobile for its inventory, and Sega Forever is the lick of glossy paint put on to make it relevant.

      Thing is, the whole thing is not a bad idea in concept. But these days, when you go all-in on promoting something as a love letter to fans (the stunt with the hand-made music cassette sent to journalists I imagine spoke to a lot of them - it definitely spoke to me because I was one of the people that did that in the Mega Drive days!), you deliver or you invite a shitstorm.

      That said, it may well be the later-era games that save this. Given a decent mobile to play them on the proper 3D games Sega's put out are quality for the most part. Moving from paid to ad support is a reasonable move since there's no superior alternative to play these games on mobile (as other emulators provide for cartridge-based games).


    • Been a while since I did the merch thing (not really since my Sonic Adventure 2 10th Anniversary set got stolen :(), and I've wanted to get something from Data Discs, so I think I'll jump on this :)

      There's a decent amount of extra nuance to that Studiopolis mix that I haven't heard in previous recordings (ending aside), and it's clear they're doing this one properly.

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