| 03-02-2009, 06:43 PM | #1 |
I've noticed a lot of people complaining about this and it happened to me too in the Deadeye Spellpack thread. Basically, after so much code, Firefox or whatever just stops parsing it. If you overflow the 'jass limit' or whatever it is, hitting 'Submit Post' will submit a fully blank post to the thread. Is there any reason this occurred and can it be fixed? Thanks! |
| 03-03-2009, 02:03 AM | #2 |
Try a different browser? Perhaps its a FF-related thing, not a sitewide thing. |
| 03-03-2009, 02:35 AM | #3 |
Nope, it's sitewide and not just in JASS. If you try to *edit* your post (even in another browser) after posting something the site decided was too long, you get a blank box. Moving to "advanced" mode and/or hitting "Preview" displays a warning that the number of characters in your post is less than 1. EDIT: Come to think of it, a majority of my post was in [[hidden]] tags, so that could be part of it, but I kinda think it's just post length. It was a REALLY FREAKING LONG post, though. EDIT#2: Pyrogasm, do you mind if I copy the image in your sig? I'd like to join the "Save the Vowels" movement, too. ![]() |
| 03-03-2009, 04:04 PM | #4 |
Yeah, tried it and it continued to happen in FF, Opera, and IE. It is important to also note that my jass code was in [hiddenjass][/hiddenjass] tags. |
| 03-05-2009, 06:37 PM | #5 |
@cosmicat: That's why I (almost) always write my posts in Notepad or something before I copy/paste and post it. Especially since my computer likes to freeze up randomly. ~On-Topic~ I actually have yet to notice a character-limit in posts (compared to GameFaqs, this is a dream). Is this only for code, and in submissions? Or is cosmicat just getting that error because he's a new user? |
| 03-05-2009, 06:39 PM | #6 |
I found the limit. Precisely 24,999 characters are allowed in a post. 25,000 or more characters in a post will erase the entire thing. Tags like [hidden] apparently take up more bytes, though. For example, I was only allowed to have 24,949 characters when I used one [hidden] tag (not including the 17 characters used to make the tag). It's not the same for all tags, though. If I used a single [b] tag, I was allowed to use exactly 24,990 characters (not including the seven characters used to make the tag). I can test this further if you want. EDIT: But yeah this is like 10x what GameFAQs allows. <3 EDIT2 because I can't make a new post for the next 10 minutes: I know, I have wayyyy too much time on my hands. |
| 03-05-2009, 06:43 PM | #7 |
You sick fiend. Apparently, I haven't written enough. :P |
| 03-08-2009, 09:24 PM | #8 |
Can the limit be increased a bit? (@ Vex) If I'm running into it in trying to post the code for all of my Deadeye hero submission, then it could use to be a bit higher. Thanks in advance. |
| 03-09-2009, 01:51 PM | #9 |
I am not sure why this happens, so I'd rather not do nothing until I find out, the alternative would be adding an explicit limit of characters to vBulletin's posts limits. Huh? |
| 03-09-2009, 02:17 PM | #10 |
I suppose so. |
| 03-09-2009, 07:51 PM | #11 |
It'd be nice, though, to see a warning when you post, displaying the limit (24,999 bytes) and perhaps a small chart of how many bytes a given BBCode (or vBCode) tag uses up. Then again, if you don't know how many bytes a tag uses, the task would quickly become extremely tedious. I still have my saved Notepad document with 12,500 'a's separated by 12,499 spaces, so I can easily do further testing if necessary. 24,999 (or 25,000) seems like a weird limit, though. 25,600 (25 KB) or 32,767 (2^15) makes more sense where data is concerned; 25,000 sounds like something a human came up with. Maybe 600 bytes are reserved for the signature? When I have the time, I'll test signature limits. ![]() |
| 03-15-2009, 05:35 PM | #12 |
Blah, this makes me sad. Has there been any progress on figuring it out, Vex? I just checked Ani's olympics submission. If he ever updates that thread, it's going to bug out the same way my spellpack does. It must have something to do with whatever changed Tim made when the site moved, since the bug didn't exist before then. |
