SunRuanEr
 subscriber, 124 posts
Thu 29 Aug 2019
at 10:57
Re: RPoL Design Update
In reply to jase (msg # 296):

You've given us some good workarounds there, jase, so I can't say I'm panicking about potentially losing Subject titles. I am still on the side of keeping them instead of doing away with them - although I do wholeheartedly agree with losing the 'Re:'. Speaking of, what triggers that in the first place? I noticed while flipping through a thread recently that only a few posts at the start had an 'Re:' on them (and they weren't ones using the 'In reply to' from the Reply button, unless the authors specifically backed that portion out after using it), but then once someone started posting replies to the second (oddly, not the first) 'Re:' post, then the 'Re's were everywhere.

I think the most important benefits of them (beyond a home for the squiggle!) is that it lets the GM change the topic within the thread setting and automatically puts it up for each successive post made by a player so the players aren't tasked with having to remember to manually put in their own new header, and (as evileeyore just mentioned) that they provide a reminder for what thread is being posted in. If we rely on the GM to manually put in a header when something is changed, and then the players drop the ball (and my experience is that they will), well... if we're three posts past the GM post, we can scroll back up. If we're three PAGES past the GM post, things will get confusing.

Seriously though, what will happen to currently-existing Subjects if you remove them? (Edit: I realize you said 'phase out' which implies they'll hang around, but I like to be 100% sure.)

I'm not panicking about not being able to use them going forward (as you said, my games are apparently in the 1%, so I'll adjust if I have to), but I am rather panicky about losing the ones that already exist. I've got... well, more than I want to count right now posts that rely on the Subject line to keep the information in them set by in-game date/time (and no real way to tell from the body of the post, if that suddenly disappears). Should I be going through and adding headers to those posts, just in case?

This message was last edited by the user at 11:09, Thu 29 Aug 2019.

bigbadron
 moderator, 15788 posts
 He's big, he's bad,
 but mostly he's Ron.
Thu 29 Aug 2019
at 12:16
Re: RPoL Design Update
In reply to SunRuanEr (msg # 300):

Used to run a game where the subject line basically said something like. "Profit Margin - Dinomn/Lanth (0302) Date: 316-1107 11:00".  So location, date, and time.  As the thread lengthened, the time and date were changed to reflect advancing time.  An in-character time stamp for the players and GM.  Saved a lot of "Okay, we had six hours to complete this repair... Hey, GM!  How long have we got left before the core melts down?"

As the subject line of the post that information is, currently, always there automatically in every post, and right where the players can find it easily as they are posting.  It never gets bumped off the page if the players get into long IC discussions or planning sessions.

Could I live without it?  Probably.  Eventually.

Would I miss the convenience of having it there?  Definitely.
horus
 member, 860 posts
 Wayfarer of the
 Western Wastes
Thu 29 Aug 2019
at 16:00
Re: RPoL Design Update
I see subject lines as organizational data:  they are there to herald what a post is about, and to make searching for a particular post or block of posts within a topic somewhat easier.  I would hate to see them go.
Raddek
 supporter, 15 posts
Thu 29 Aug 2019
at 16:22
Re: RPoL Design Update
horus:
What size images did you upload, perchance?  Less than 100K size?

Well, horseradish!  The game map for one of my games is not displaying in the responive site, either.  That's because my map is larger than 100k.  The limit on the classic site is 1024K.


Shoot, thatís exactly what it was.  I noticed the 1024 limit in the old site, must have missed the change.  Odd that the same restriction isnít applied to the group maps...  thanks for the help!
evileeyore
 member, 208 posts
 GURPS GM and Player
Thu 29 Aug 2019
at 20:40
Re: RPoL Design Update
bigbadron:
Used to run a game where the subject line basically said something like. "Profit Margin - Dinomn/Lanth (0302) Date: 316-1107 11:00".  So location, date, and time.

Now that is a good idea.
horus
 member, 862 posts
 Wayfarer of the
 Western Wastes
Thu 29 Aug 2019
at 22:04
Re: RPoL Design Update
Raddek:
Shoot, thatís exactly what it was.  I noticed the 1024 limit in the old site, must have missed the change.  Odd that the same restriction isnít applied to the group maps...  thanks for the help!

{eerie robot voice}
Sorry I cross-circuited the first time, but when you (figuratively) smacked me upside the head it made my vacuum tubes conduct better and I figured it out.
{/eerie robot voice}

All joking aside, glad I could be of some small service.

jase:  I do hope the map size upper limit will eventually revert back to 1024K.  What say you, man?

This message was last edited by the user at 22:04, Thu 29 Aug 2019.

jase
 admin, 3709 posts
 Cogito, ergo procuro.
 Carpe stultus!
Fri 30 Aug 2019
at 01:43
Re: RPoL Design Update
We'll leave the subject there for now, so let's put all that to bed (until I decide it bothers me).  Surprised nobody's noticed the change...

horus:
jase:  I do hope the map size upper limit will eventually revert back to 1024K.  What say you, man?

... you reckon I'm going to suddenly invalidate 90% of maps?
SunRuanEr
 subscriber, 125 posts
Fri 30 Aug 2019
at 01:58
Re: RPoL Design Update
jase:
Surprised nobody's noticed the change...

SQUIGGLES!

(also, moved message number)

But more importantly, SQUIGGLES! :)
horus
 member, 863 posts
 Wayfarer of the
 Western Wastes
Fri 30 Aug 2019
at 05:32
Re: RPoL Design Update
Did notice the message number change, and thank you.  It's looking more like home.
horus
 member, 864 posts
 Wayfarer of the
 Western Wastes
Fri 30 Aug 2019
at 05:35
Re: RPoL Design Update
jase:
horus:
jase:  I do hope the map size upper limit will eventually revert back to 1024K.  What say you, man?

... you reckon I'm going to suddenly invalidate 90% of maps?


Nah.  Figured sorting this out was something you'd get to in the fullness of time... (you gotta be busier than nine kinds o' heck lately.)
jase
 admin, 3710 posts
 Cogito, ergo procuro.
 Carpe stultus!
Fri 30 Aug 2019
at 08:24
Re: RPoL Design Update
Maps should work now.  I couldn't see an issue with size but the "main map" never worked while the group maps did (the group maps are loaded via a secure mechanism which worked while the main map just loads via traditional methods... but it was referencing the wrong path due to responsive hackery.

I've also implemented a maximum width for the maps so they don't explode all over the screen (and beyond)... and also pushed in lightboxes while I was at it.  (c;
SunRuanEr
 subscriber, 127 posts
Fri 30 Aug 2019
at 14:58
Re: RPoL Design Update
Editing posts (specifically the last post in the thread) seems to occasionally (but not always, and I can't seem to pinpoint specifically when it happens) force a New Message Indicator icon up for the thread on the Forum Menu.

Working as intended?
horus
 member, 865 posts
 Wayfarer of the
 Western Wastes
Fri 30 Aug 2019
at 21:11
Re: RPoL Design Update
Maps are working here.  (Thanks again!)
seraphmoon
 member, 104 posts
 Talks lots. Reads more.
Fri 30 Aug 2019
at 21:30
Re: RPoL Design Update
It seem as if the URL magic-linking is broken on the responsive site; I've noticed it, and a few other folks have mentioned it. It still works on the basic site, though.
horus
 member, 866 posts
 Wayfarer of the
 Western Wastes
Fri 30 Aug 2019
at 22:17
Re: RPoL Design Update
Not sure what seraphmoon means by "magic-linking", but I use links of the form:

<a href="URL goes here">Descriptive text goes here</a>

extensively in my games as navigational aids.

Not only do they work in the responsive site, they worked without me having to recode any of them, and now all point to the responsive site targets.  None of my links on the "classic" site were altered by this in any way.

Nicely Done!
bigbadron
 moderator, 15790 posts
 He's big, he's bad,
 but mostly he's Ron.
Fri 30 Aug 2019
at 22:51
Re: RPoL Design Update
horus:
Not sure what seraphmoon means by "magic-linking", but I use links of the form:

I suspect that it refers to the fact that if you just copy a URL from the address bar and slap it into a post, it automatically creates a link.
seraphmoon
 member, 105 posts
 Talks lots. Reads more.
Sat 31 Aug 2019
at 02:25
Re: RPoL Design Update
That's what I meant, the auto-link creation.

Using <a href> tags only works for GMs, according to the help files. I've never tried to use it, myself.
SunRuanEr
 subscriber, 129 posts
Sat 31 Aug 2019
at 02:31
Re: RPoL Design Update
I just copy-pasted a few URLs into both posts and character descriptions a few minutes ago, and the auto-links worked fine. Are they still not working for you, seraphmoon?
seraphmoon
 member, 106 posts
 Talks lots. Reads more.
Sat 31 Aug 2019
at 03:26
Re: RPoL Design Update
They are not in posts, PMs, or character sheets, although they are working in character descriptions. I wonder if it's browser- or system-related; I'm using Safari 12.1.2 on OSX 10.14.6. Did a quick test on the mobiles, and it didn't work there either.

I only have the one browser at the moment; can download some others and test them tomorrow.
horus
 member, 868 posts
 Wayfarer of the
 Western Wastes
Sat 31 Aug 2019
at 06:09
Re: RPoL Design Update
Using Flashpeak Slimjet, Firefox, and can load several others.  OS is PCLinuxOS 2018.08 updated to the present day.

just playing around in the preview window... using code tags in text below to supress spurious links.

Linking to https://www.rpol.net resulted in a link that contained one character: /
Linking to my superannuated personal web page worked correctly (link not shown by reason of possible infractions against RPoL policies).
https://www.rpol.net/game.cgi?gi=36224&date=1567228195 created a link to the RPoL Development Forum Menu on the responsive site (if using the responsive site to view it...?)

Oddly enough https://r.rpol.net/game.cgi?gi=36224&date=1567228195 did not seem to work.
jase
 admin, 3713 posts
 Cogito, ergo procuro.
 Carpe stultus!
Sat 31 Aug 2019
at 06:19
Re: RPoL Design Update
Autolinking for r.rpol.net is currently not working if I recall correctly, the brevity of the "r." was tripping it up.  Hadn't managed to get a linking routing that wasn't linking too much to date.
nauthiz
 subscriber, 625 posts
Sat 31 Aug 2019
at 14:06
Re: RPoL Design Update
I hope I just caught things mid update or something because the default "white" theme is now unusable, and the "dark red" doesn't seem to work on the main page.
jase
 admin, 3714 posts
 Cogito, ergo procuro.
 Carpe stultus!
Sat 31 Aug 2019
at 14:08
Re: RPoL Design Update
Log out of rpol.net.  The cookies will get confused.  Trying to see if there's a better way with PHP.
nauthiz
 subscriber, 626 posts
Sat 31 Aug 2019
at 14:35
Re: RPoL Design Update
Ok, so logged out of rpol.net on the desktop.  Logged out and cleared the cookies on the mobile, then logged back in.

The color schemes are working as normal on responsive on desktop.  On mobile on the main page I get this regardless of whether I set it to "white" or "red".

https://i.imgur.com/HVcf7rE.jpg

The other navigation menus are still there, just there's no text for them.  Long pressing on other visible text and choosing "select all" doesn't highlight them the way it does the Main Menu text that remains.  However if I press blindly where I know the menu buttons are, I can still pop open the drop downs, but they're the default blue text on transparent backgrounds.
seraphmoon
 member, 107 posts
 Talks lots. Reads more.
Sat 31 Aug 2019
at 14:47
Re: RPoL Design Update
Bit of a surprise when I logged in this morning. :)

I didn't have any problems switching back to the white theme, but it wasn't persistent; as in, it'd be white on the main page but not on the game or forum pages. It also wasn't persistent across devices. Relogging everywhere only fixed the main page color, but going into my cookie manager and deleting the rpol cookies fixed everything else. I have to do the same thing to switch back to the dark red theme.

I did notice that with whatever the initial replacement theme was, with the swirly background, the top and side menus were showing up as all black so I had to guess where they were. The dark grey menus on the dark red theme are only a problem on the phone, as the dark icons are hard to distinguish. I don't know if there's a way to make them automatically switch to lighter icons if the background values are set to below a certain value. The new message indicators in the game and forum pages are also hard to distinguish in the dark red theme. On tablet and laptop, I could find the right menus by text color. I like the way the squiggles changed to the purple bars in between posts, though, and the poster-information section in threads pops really well on the phone screen. All the text I've seen pops nicely, too. :)

That makes sense about the URLs. I admit it didn't occur to me that it might be specific to the r. and to try one without; since I was just testing, I used the first one I could think of. :) I'm glad it's not just me!

As usual, all Apple devices over here. I feel like I should put that in my bio so I'm not repeating it every time. :)