SunRuanEr
 subscriber, 123 posts
Wed 28 Aug 2019
at 23:52
Re: RPoL Design Update
Are the fonts for Cursive and Serif and Smallcaps smaller than the regular font now?
They seem much smaller on responsive than on live.

Also, serious question that just dawned on me:
Jase, if you remove the Subject line from posts, what happens to all the Subject lines on existing posts?

I realize we could manually put in bolded headers and the like on posts going forward that didn't have subjects, but... should we be going through and adding hidden header lines to everything that currently exists, in preparation for losing the Subjects? :(

This message was last edited by the user at 01:39, Thu 29 Aug 2019.

Raddek
 supporter, 13 posts
Thu 29 Aug 2019
at 02:17
Re: RPoL Design Update
jase:
I can't see any issue with the game maps, just managed to upload three random maps to different groups, seemed to work fine...

Not the old browser refresh issue is it?


So I did a little more digging.  I tried closing / refreshing with multiple search engines, uploading the map as a JPEG and PNG and loading it to various groups.  As is, I have no problem with any group maps but the game map doesnít seem to display and basically shows each browserís graphic for a missing link picture.  Right now I have the same file loaded as the game map and group 0 map but only the group 0 one displays normally.

My best guess is that it may be a physical size issue, as when the group 0 map displays, it spreads well off of the formatted page.
horus
 member, 858 posts
 Wayfarer of the
 Western Wastes
Thu 29 Aug 2019
at 03:05
Re: RPoL Design Update
Raddek, which image hosting site are you using?

I've had trouble with using Google Drive for this purpose for some reason, and certain other sites have issues as well.  I think imgur.com still works...
Raddek
 supporter, 14 posts
Thu 29 Aug 2019
at 04:52
Re: RPoL Design Update
Game maps are hosted on RPoL.  I honestly didnít use them until a player requested it, preferring first to just use reference tags at first to my google drive, then <img src> tags through imgur.  Iím not having any issues with any coded references, just the images hosted by RPoL.
horus
 member, 859 posts
 Wayfarer of the
 Western Wastes
Thu 29 Aug 2019
at 06:36
Re: RPoL Design Update
Gotcha.  Sorry I wasted your time.

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.
jase
 admin, 3708 posts
 Cogito, ergo procuro.
 Carpe stultus!
Thu 29 Aug 2019
at 07:18
Re: RPoL Design Update
Table of Contents

Subjects, do we need them?
Benefits
Hindrances
Workarounds


Subjects, do we need them?

I'm undecided on whether we really need subjects.

I don't want to have them optional, I think the website needs to either have them or not so we need to decide.

Table of Contents


Benefits

People use them to change the current topic or as a kind of heading.

It's what everyone is used to.

It could be where the squiggle goes!

Table of Contents


Hindrances

Around 99% unused.  The more I analysed threads the lower the number got.  Didnít even finish the full thread analysis so not sure how low it would have gone.

I realise someone people use them but Iím not sure if thatís a reason to continue on.  If I was proposing a new feature and only 1% was going to use it then I doubt Iíd implement it.

Weíve got the opportunity to consider what is and really think about if it should be.

ďRe:Ē is stupid.  No matter what we decide Iíll be getting rid of that.  Weíre not replying to emails.


Table of Contents


Workarounds

Hopefully youíve figured what I think is a good workaround by nowÖ  (c;

Table of Contents


I had planned on phasing out subjects but if there's enough call for them to remain then they'll remain!

Will check out the map size limitations, didn't think it'd be different on the responsive site.
nauthiz
 subscriber, 624 posts
Thu 29 Aug 2019
at 08:36
Re: RPoL Desine Update
As part of the 99%, I wouldn't miss them.  If I have ever been in a game that used them in any significant way beyond the initial first post in a thread, I don't recall it.

I think the only times I have used them personally is to be subtly cheeky about something, and that was mainly because I knew it would take people time to notice that I'd changed it mid-thread because they do just fade into the background and get ignored the vast majority of the time
bigbadron
 moderator, 15787 posts
 He's big, he's bad,
 but mostly he's Ron.
Thu 29 Aug 2019
at 09:31
Re: RPoL Design Update
In reply to nauthiz (msg # 297):

Not that subtle really.  :)
evileeyore
 member, 207 posts
 GURPS GM and Player
Thu 29 Aug 2019
at 10:36
RE: Subjects? Huh, what are they good for?
I'm in favor of 'em, just out of both inertia and as a reminder of what bloody thread I'm posting in.

However, that said, this site isn't exactly crying out in need of them and I probably won't even notice their absence.
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.