Earlier quoted context omitted.
It shouldn't be hard to save a static copy of the actual HTML and replace the dynamic site with that though. Or at least give others enough time to do the same.
It's not hard, except when it is and it takes weeks of work. From my own experience: 1) httrack wasn't able to crawl anything for some reasons. wget only with special flags available in the latest version. 2) All the links are broken. Wiki have their own linking system between pages that are processed on the fly. The archive with all links hardcoded to wikidump.example.com/wikidump/page really doesn't work in place.…
The Unreal Engine Wiki is now permanently offline
131–137 of 137 posts
Re: The Unreal Engine Wiki is now permanently offline
#132This is bad, very bad. A complete and utter disrespect for people who poured in their blood and sweat in creating the content for them and for free. Migrating only "top" content is insufficient and so ignorant. The value of wiki is almost entirely in long tail. Vast majority of Unreal engine is undocumented where you get all kind of issues few have seen before. If it wasn't for the community creating content for them…
This kind of crap is why I will always prefer a local archive and use the hell out of youtube-dl and similar tools.
Re: The Unreal Engine Wiki is now permanently offline
#133Re: The Unreal Engine Wiki is now permanently offline
#134Since I started using Ogre3D I always had a hard time settling down to feature rich engines like unreal or unity. I don't know how often, giving beginners access to a space shuttle, will it lead to a successful project that can compete with non-indie game developers. There is also a fine line between an indie team of developers who can benefit from those tools, and experienced game developers who would not need them.…
I think you're discounting the value of the tools Unity and UE offer to experienced developers/teams, and ignoring that outside a few exceptions, Indies haven't really been able to compete with AAA Devs since the PS2 era, when games more or less got programmed from scratch, or were adapted from the brittle code of previous titles. Nearly every major studio or publisher has a similar toolset they've either built from…
They allow it, but those indie devs don't seem to compete with AAA games. What's the catch then? I think that it's performance, game design, experience, etc. It's pointless to compete with big game studios on the same types of games.
> AAA level experiences
Sorry but what exactly is this? That's not what makes indie games interesting. And I don't think indie game devs will really achieve those "AAA" things.
Re: The Unreal Engine Wiki is now permanently offline
#135Earlier quoted context omitted.
So crawl the Wiki pages, grind out static HTML copies of them, and make those available. Not many security risks associated with static HTML. What am I missing here?
Static content needs a web server and a way to move the content to the server (ftp, sftp, rsync..), and ssl certification, and a DNS entry, and DDOS protection, and a way to manage credentials for those things. It's not zero risk at all . There are plenty of ways to attack a static site. The only way static is safer is because you're not executing scripts on the server (which is a massive win, I don't want to down pl…
That is just an excuse.
Re: The Unreal Engine Wiki is now permanently offline
#136Earlier quoted context omitted.
You could host that wiki for ten bucks a month.
Depends on traffic/content, but yeah text is cheap. Might grab a copy of the archive for reference then local host it. We've got a ton of internal references that will be broken. We haven't touched UE for about 10 months.
Every line is fact.
Re: The Unreal Engine Wiki is now permanently offline
#137Unreal Wiki must be experiencing similar trends. The real reason it was shut down.