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13:49, 9th May 2024 (GMT+0)

Are we there yet?

Posted by jase
jase
admin, 2616 posts
Cogito, ergo procuro.
Carpe stultus!
Tue 16 Aug 2011
at 15:27
  • msg #1

Are we there yet?

After quite a prolongued cycle, the next version is finally nigh.

Normally I would quietly post on the beta site, however with such a long absense I thought it more prudent to mention it here - most of the usual culprits probably gave up on beta a long time ago (except for Utsukushi, who decided to post something today just to prove there's always an exception!).  (c;

Though I have done some preliminary testing at this stage it is a bit raw, so I would only suggest the brave of heart venture there.  After a while the beta site should get more stable and those a little more cautious can join in with the testing.

As the next version requires some updates/upgrading to existing games to be done I have created a script that can duplicate your existing game from here (a.k.a. the "live site") over to the beta site.  Instructions are on the main menu of the beta site.  This will let you check that your game will get upgraded without error.

General feedback can be posted within this thread, however please keep any bugs or indepth discussions on the beta site, namely in the bugs, features & suggestions, oh my! forum.

The current changes/additions are as follows (which may also give you an idea of what needs to be tested).


Major:
  • Added game systems!
  • Converted the (per game) player database to a single mySQL database.
  • Converted the (per game) character database to a single mySQL database.
  • Rewrote "gameinfo" in PHP.


Minor:
  • Increased the map size by a factor of ten to one megabyte (i.e. 1,024 kilobytes or 1,048,576 bytes) as the current 40MB worth of images seems nothing when compared to the 9.5GB of messages.
  • Added one additional game map per group per game, secured so only a user with a character in the appropriate group can see the image.  One megabyte limit per image.
  • Fixed places where the dice roller wouldn't record when "unique die" was selected.
  • Added Feng Shui system to the dice roller.
  • Added The Riddle of Steel system to the dice roller.
  • Added Ricochet system to the dice roller.
  • Added HackMaster Basic/Advanced Penetration and Backstab systems to the dice roller.
  • The dice roller now checks that the drop/keep amount entered is a digit (to indicate the number of dice to drop/keep).
  • Game systems and complicated manual dice rolls (with more than one set of die) can now always have fudged rolls (rather than randomly returning an error that the fudged amount is invalid).
  • The dice roller now maxes the fudged (fixed) roll to the maximum possible if the amount is higher than the die size (it does continue to try and warn if the fudged amount is too high or low).
  • The dice roller can now skew rolls as well as fixing them to a number.  Enter ±integer to artificially raise or lower the rolls by that (e.g. 1d20 skewed +1 will result in a roll between 2 and 20 (inclusive), all weighted evenly).
  • Fudged rolls can now have a roll in the middle of the sequence completely random (i.e. not rigged).  Done by putting in a "?" in the sequence (e.g. "20 ? 6").  Skewing a result by +0 or -0 in the sequence will have the same effect.
  • Fixed a dice roller bug that wouldn't insert a comma after the first roll result (if it was zero).
  • Fixed a dice roller bug that would continue to subtract dice rolls from the modifier.
  • Fixed a dice roller bug that prevented it from saving the default configuration for manual rolls.
  • Fixed several WoD dice roller mechanics and tweaked some feedback provided in the logs.
  • Fixed incorrect tally showing on the RPoL Miscellaneous Information page.
  • Fixed auto-linking of help pages with plusses in them.
  • Improved the "Info" link (available from character posts).
  • Changed the HTTP Headers to try and stop browsers presenting stale (old) pages upon the use of the back button.
  • Fixed Ad Filtering in "Wanted - Players" returning duplicate genres for each matching game.
  • Improved the error handling for game advertisements in "Wanted - Players".
  • Added filtering for mature, adult and sole ownership to "Wanted - Players" and main menu search.
  • Advertisements in "Wanted - Players" now show the mature, adult and sole ownership icons in the thread list.
  • Tweaked the feeds script to avoid some readers detecting an update to a game as a new entry.
  • Added last modified support for RDF and RSS feeds (Atom feeds already had it).
  • Fixed RSS (only) feeds having incorrect maximum cache value (was 60 times higher than it should have been).
  • Added game/forum category to the feeds to allow grouping by that attribute (for readers that support it).
  • Fixed a problem in the [reply] link where it would sometimes truncate the subject.
  • Stopped "typed" from being added after the user's name in quote boxes.
  • Fixed private note prefix text not being completely case insensitive.
  • Improved the genre searching.
  • Added "first", "last" and "new" (which is a guess) to the thread links.
  • Fixed the first table row entry (sometimes) being skipped for user tables in messages.
  • Game editors (previously called "game moderators") can no longer see private lines when editing messages.
  • Fixed some (more) game/site statistics.
  • Added more thread information (topic, poster, etc) to the browser's window/tab title.
  • GM posts using the "Other Name" entry will now not only use a matching NPC/character's details (bio etc), but will update the relevant post count and last post entry.
  • Added colspan, rowspan and (percentage) width keywords for table cells (th and td).  Tightened the security on the table parameters and sped up the parsing while I was at it.
  • Fixed a bug in the polls that would stop the title of a single poll (i.e. one with no sub-polls) from being displayed.
  • Added "m.rpol.net" and tweaked (improved?) detection of mobile browsers that don't report they are mobile browsers.  Fixed header/footer is turned off when any of these are used or found.
  • Added support for [dice=...] in character sheets and messages.  Allows links to be automatically generated to go to the dice roller and setup the options ready for a roll.  More information is available in the help (under Games \ RuBB Code).
  • Increased portrait selection/browse screen from 6x3 to 8x4 (32 portraits a page rather than 18).
  • Added formatting toolbar to character sheet, character description, and game introduction composition screens.
  • Added reminder/option to turn off the Players Wanted flag when a GM is adding a player or character.
  • Tried to standardised more of the GM management screens to have the text inside solid coloured boxes (rather than sitting on what could potentially be the background image).
  • Added automatic URL shortening for really long links.
  • PM'ing from and to the same character is now only checked (and stopped) for new threads, not for replies.
  • Enabling email notifications now requires an activation link to be sent to your email account - far too many users had incorrect addresses or did not allow RPoL to email them, resulting in a large portion of failure reports flooding the admin mailbox.
  • Removed rMail and PM links from own character posts.
  • Stopped email addresses in rMail subjects being hyperlinks to the email address (you think I'd have learnt from last time).
  • Added Private/Language Groups.  Groups with hidden members that can be used for private communication inside game messages.
  • The main menu now shows your GMT offset as well as the time (current as of when the page is loaded).
  • Added more text styling colours.
  • Changed the way the 'pre' button displays to avoid the undo buffer being cleared in Internet Explorer.
  • Changed portraits to default to on for new accounts.
  • Added the ability to locate and re-add any games you play (or lurk) in back to your sticky list.
  • Fixed colours not flowing to sub-elements (e.g. a table enclosed in <red>..</red> would not have red text).
  • Tables and colours within a spoiler will now be hidden.
  • "Return to this thread" (displayed in the summary when posting/editing a message) will now jump to the bottom of the thread or the edited message (providing it is on the last page).
  • The game post count on the main menu will jump to the private or public thread list if there are new posts for either.



Accounts are periodically copied from here to the beta site, overwriting all existing beta accounts.  Feel free to change your account details over on the beta site, but beware that anything you change may be overwritten without warning (password, email address etc).  Duplicate accounts are also allowed on the beta site (and only that site) for testing purposes, but again they might be overwritten (and replaced with a completely different account).

Please visit http://beta.rpol.net if you are interested in testing, and thanks if you do!
This message was last edited by the user at 09:59, Thu 08 Sept 2011.
PushBarToOpen
member, 185 posts
Tue 16 Aug 2011
at 15:41
  • msg #2

Re: Are we there yet?

This is great. I can't eait to get my teeth sunk inn$ out of interest has the beta site been down the past couple of months I kept going to it to see what was happening but I either couldn't sign on or couldn't create an account. I think the one time I did do one of these it was barren and empty.
cruinne
moderator, 5721 posts
Eight, eight -- I forget
what eight was for ...
Tue 16 Aug 2011
at 15:45

Re: Are we there yet?

Nope, it's been there and been functional.

Note that if you can't sign on, it's likely because your account does not exist there, and you'd have to create an account on the beta site to use it.
jase
admin, 2617 posts
Cogito, ergo procuro.
Carpe stultus!
Tue 16 Aug 2011
at 16:01

Re: Are we there yet?

I copied the user accounts over about 30 minutes ago, so unless you created an account really recently, it'll be there now.

I probably won't copy them over for a while now as I doubt any new users will be beta testing, and it's better not to overwrite the beta test accounts that are created.
Utsukushi
member, 845 posts
I should really stay out
of this, I know...but...
Tue 16 Aug 2011
at 16:25
  • msg #5

Re: Are we there yet?

One quick (and admittedly, pet) question...on the beta site, the Private/Language Groups are active, but I'm not finding it in the Changes list.  Am I missing it?  Are they not ready to go live yet?
jase
admin, 2618 posts
Cogito, ergo procuro.
Carpe stultus!
Tue 16 Aug 2011
at 17:06

Re: Are we there yet?

I sometimes forget to put things into the change list.  (c;

Hopefully they work!

Added these two:

  • Added Private/Language Groups.  Groups with hidden members that can be used for private communication inside game messages.
  • The main menu now shows your GMT offset as well as the time (current as of when the page is loaded).

This message was last edited by admin at 17:09, Tue 16 Aug 2011.
jase
admin, 2620 posts
Cogito, ergo procuro.
Carpe stultus!
Sat 27 Aug 2011
at 11:29

Re: Are we there yet?

We've been busy tweaking and debugging.  A few extra points have been added to the change list.

  • Added more text styling colours.
  • Changed the way the 'pre' button displays to avoid the undo buffer being cleared in Internet Explorer.
  • Changed portraits to default to on for new accounts.
  • Added the ability to locate and re-add any games you play (or lurk) in back to your sticky list.


We could probably do with a few more testers, I hope I didn't put people off.  (c;
jase
admin, 2624 posts
Cogito, ergo procuro.
Carpe stultus!
Thu 8 Sep 2011
at 09:50
  • msg #8

Re: Are we there yet?

Me again!

Our current (select few) testers seem to be running out of issues for me to fix; which could indicate things are going well, but it could just mean they're busy with real life.  There are quite a few changes taking place with the upgrade, so if you want to make sure your game will upgrade seamlessly to the new version (and that you like the changes in the next version) then I'd suggest you go beta test now.

Nothing special at all is needed to test, just follow the link (above), it'll look unnervingly similar.

There is still no ETA for the release, it hinges entirely on sufficient testing.

Updated the release notes in the first post as well.
kneverwinterknight
member, 25 posts
www.pelinore.org
Denmark
Fri 9 Sep 2011
at 12:41
  • msg #9

Re: Are we there yet?

Deleted by User - probably Moot.
This message was last edited by the user at 12:42, Fri 09 Sept 2011.
jase
admin, 2643 posts
Cogito, ergo procuro.
Carpe stultus!
Thu 13 Oct 2011
at 07:10

Re: Are we there yet?

Soft ETA is currently the weekend starting the 22nd.
Mortuis
member, 293 posts
cogito cogito, ergo...
...cogito sum!
Thu 13 Oct 2011
at 20:07
  • msg #11

Re: Are we there yet?

*crosses fingers*

The language groups will be an extremely welcome addition, it's been a lot of work keeping track of who should be included in what PM when people start using non-common languages. :-)
Mr Crinkles
member, 1095 posts
Men buy the drinks,
but girls call the shots.
Sat 15 Oct 2011
at 18:17
  • msg #12

Re: Are we there yet?

   Will this be the update where subscriptions will start?
MILLANDSON
member, 1190 posts
Postcognition Man
Power of Hindsight
Sat 15 Oct 2011
at 18:40
  • msg #13

Re: Are we there yet?

In reply to Mr Crinkles (msg #12):

I'm fairly certain we'd have had a massive announcement if that were the case.

So no, it's almost certainly not.
Shannara
moderator, 2817 posts
Sat 15 Oct 2011
at 18:51

Re: Are we there yet?

I do not believe that jase is ready for subscriptions at this time.  I believe MILLANDSON is correct in stating that there will be ample advance notice when he is. :)
MILLANDSON
member, 1192 posts
Postcognition Man
Power of Hindsight
Sat 15 Oct 2011
at 19:35
  • msg #15

Re: Are we there yet?

Yay! I guessed right (and therefore didn't look like a tool)! :D
matthewfenn
member, 215 posts
www.nj-pbem.com
Northern Journey PBeM DM
Fri 21 Oct 2011
at 21:57
  • msg #16

Re: Are we there yet?

jase:
Soft ETA is currently the weekend starting the 22nd.

Um... out of curiosity - when does the weekend officially start?  :-)  Looking forward to it!
jase
admin, 2650 posts
Cogito, ergo procuro.
Carpe stultus!
Sat 22 Oct 2011
at 01:45

Re: Are we there yet?

You'll see...  (c;
Utsukushi
member, 896 posts
I should really stay out
of this, I know...but...
Sat 22 Oct 2011
at 03:28
  • msg #18

Re: Are we there yet?

According to the message...in 1 minute and 31 seconds!

 ...Hey, wait.  It just gained 30 minutes.  That Jase is a slippery one!
This message was last edited by the user at 03:29, Sat 22 Oct 2011.
jase
admin, 2651 posts
Cogito, ergo procuro.
Carpe stultus!
Sat 22 Oct 2011
at 03:29

Re: Are we there yet?

Final checks have revealed some games that will fail to upgrade, so it's been pushed out (twice now).  Hopefully getting near the end of the issues.
Utsukushi
member, 897 posts
I should really stay out
of this, I know...but...
Sat 22 Oct 2011
at 04:46
  • msg #20

Re: Are we there yet?

Yay!  pops confetti!
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