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Recent Statuses

3 mos ago
Current Really excited for the new feature we've been cooking...
8 likes
10 mos ago
I just try to keep my maturity low enough that my account age is the only indicator that I should be on this site.
2 likes
10 mos ago
Clearly a man can't sleep without getting woken up by an explosion of spambots.
11 likes
1 yr ago
Rules of the Guild include not discussing bans. roleplayerguild.com/topics/…
2 likes
1 yr ago
Guild should be back to normal! Hope you all took the opportunity to touch some grass ;)
12 likes

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Most Recent Posts

In Mahz's Dev Journal 11 yrs ago Forum: News
You're right, I could simply scale it in the web browser: <img src="{{ user.avatar_url }}" style="max-width: 150px; max-height: 150px"> But the reason I don't is to kinda shame people that break the rule. When I see people with red "avatar too big" text, I sometimes fix their image or remove it entirely.
And I agree that people who break the rules should have some sort of reprimand, but I'm not sure if I'd say it's best to sacrifice convenience for a "test rule" of sorts.
In Mahz's Dev Journal 11 yrs ago Forum: News
@Mahz By "resolution," I'm referring to the quality of images. Images can be a small size, but high quality, and the addition that I'm considering is code that will only scale down the display size of the linked image, without sacrificing the number of pixels in the original image, which can be done. That way, an upload system isn't required, as it still links to the original image, but displays the output in a different size. If I recall, pre-GuildFall Guild had the feature to link an image and display it as a profile picture, but it's entirely possible that it just uploaded the image in the URL to the site.
In Mahz's Dev Journal 11 yrs ago Forum: News
I'm 99% sure that PHP isn't used at all on the guild, so you'll probably have to find a purely node.js way to do it.
Just because it isn't used doesn't mean it can't be installed on the server. There is no pure node.js way to do it, it would have to be done by a server-side programming language, not a scripting language like JS. At least if you wanted true rescaling (so it creates and stores an image of the correct size on the server) and not just resizing a larger image.
Are you sure you're copying the link from the link icon (it's to the right of Raw at the upper-right corner of every post) and not the topic link? Post links look like this: http://www.roleplayerguild.com/posts/2404697 Topic links look like this: http://www.roleplayerguild.com/topics/75056-Something-Something-Title-Side Notice the word post or topic before the numbers.
This is how our catalog URLs are coming out in the URL box. http://www.roleplayerguild.com/topics/19063-precipice-of-war-there-be-spaniards-in-my-coffee/ic#post-1272608 Yet, this one works. http://www.roleplayerguild.com/topics/19063-precipice-of-war-there-be-spaniards-in-my-coffee/ic#post-508933
If you simply right-click on the link icon, and click on Copy Link Address/Location in the menu. (If you're on Internet Explorer, the menu item is Copy Shortcut.) The link you get that way will always redirect to the proper page, even if the pages or titles change.
Though, I would personally be careful when saying that something "cannot be done" in a language. I've learned throughout the years of programming that there is often, if not always, a workaround to any problem.
In Mahz's Dev Journal 11 yrs ago Forum: News
The Guild already supports high res image embedding. What prevents using the same concept for profile pictures, and then have the server scale it down, and perform all the necessary alternations (such as the displayed resolution, as you mentioned)? For instance, is there anything that would make it impossible for the server to take these image URls, make the alterations server-wise, as if it were a local file, and display the altered output?
I'm fairly sure the guild doesn't actually store any images, it just points to where an image file is stored (I believe this is how websites work – I don't work on web much (read: the guild is the first real web coding I've done), so I'm not certain on that.) so it can't do anything to the image.
I'm aware that it doesn't store them, but it is completely possible to edit them. You just run the image through a "filter" of sorts before output, and it displays it according to the commands. For example, Mahz has a hack that alters profile pics images larger than 150 X 150 to attempt to display them correctly. You're correct that it doesn't do anything to the image itself, but it can change the display.
PHP has a couple modules for this, GraphicsMagick and ImageMagick. I think Node.js has a library that will interface with the PHP modules to do this. So long as the two (PHP and Node.js modules) are installed, then it's probably just a matter of taking the time, reading the documentation, and doing it. Someone with the javascript skills and wherewithal could probably write a patch and submit a pull request if they really wanted it done quickly.
Once I've finished my computer repairs, I may go ahead and have a crack at it myself.
In Mahz's Dev Journal 11 yrs ago Forum: News
The Guild already supports high res image embedding. What prevents using the same concept for profile pictures, and then have the server scale it down, and perform all the necessary alternations (such as the displayed resolution, as you mentioned)? For instance, is there anything that would make it impossible for the server to take these image URls, make the alterations server-wise, as if it were a local file, and display the altered output?
I'm fairly sure the guild doesn't actually store any images, it just points to where an image file is stored (I believe this is how websites work – I don't work on web much (read: the guild is the first real web coding I've done), so I'm not certain on that.) so it can't do anything to the image.
I'm aware that it doesn't store them, but it is completely possible to edit them. You just run the image through a "filter" of sorts before output, and it displays it according to the commands. For example, Mahz has a hack that alters profile pics images larger than 150 X 150 to attempt to display them correctly. You're correct that it doesn't do anything to the image itself, but it can change the display.
In Mahz's Dev Journal 11 yrs ago Forum: News
I could only do something like that when I implement image uploads instead of the current hack. That way I could do server-side processing and, for example, output two different resolutions which will display depending on your device rez.
The Guild already supports high res image embedding. What prevents using the same concept for profile pictures, and then have the server scale it down, and perform all the necessary alternations (such as the displayed resolution, as you mentioned)? For instance, is there anything that would make it impossible for the server to take these image URls, make the alterations server-wise, as if it were a local file, and display the altered output?
In Mahz's Dev Journal 11 yrs ago Forum: News
I personally would like to see dice, it may convince me to head down to see the nerds at Tabletop
But what will convince you to use a 150x150-sized avatar, tough guy?
That does bring up a good point, though. Will the Guild support higher native resolutions of profile pictures in the future?
In Mahz's Dev Journal 11 yrs ago Forum: News
Yeah, what @Captain Jordan said. But just to make sure @LegendBegins, you have everything working now? If so I might just add my instructions to the repo myself. Also, my last comment was basically "here, I gave step by step instructions on exactly what to do. If you are lost or can't figure out any problems you are having on your own, then I don't think you are up for working on the guild." And although I wrote the instructions specifically for you, I suppose it applies to anyone who uses it.
Eh, I doubt it will give me much trouble. Regardless, I am currently in the process of repairing my main device, and I haven't had the opportunity to test it on my backup machine. I'll see if I can make time to get my older computer running today, and install it.
In Mahz's Dev Journal 11 yrs ago Forum: News
<snip>
I downloaded the Node, and once installation was complete, it resulted in a folder, among other files. The Node.exe (or something to that extent) opened up a window similar to command prompt, and that looked similar to the screenshot. Though, I believe the usage will be radically different for our Operating Systems.
NOTE: The Windows version of PostgreSQL does not include an extension that the guild requires. I don't remember if this only limits functionality, or makes the site unusable. If you are not comfortable with compiling a .dll file from source code, then keep in mind you may not be able to connect to your local build even after following these steps. You have been warned.
Thank you; I appreciate that. While I assume the last message was geared toward anyone who might be reading this, for all intents and purposes, the previous steps on GitHub were rather cryptic. I appreciate you taking the time to write this, and I look forward to assisting the progress of the Guild.
In Mahz's Dev Journal 11 yrs ago Forum: News
@Mahz, is the black border around the hiders normal when they're closed? Because when you click on them it goes away.
Nice catch! #willfix
@Mahz Could you perhaps clarify the download and install instructions on github? https://github.com/danneu/guild
Yeah, I could clarify them. Unfortunately I have no experience with webdev on Windows. You may have to google for resources on getting Node.js (v0.12) and Postgres (v9.4) set up on your machine. Setting up those dependencies is out of the scope of the guild's setup instructions. Can you get this far:
> node --version
v0.12.0

> psql -v
psql (PostgreSQL) 9.4.0
it seems long copy/paste Url's don't wrap around to fit the text box.
Nice one. #willfix I work during the week so during the week I'll accumulate a checklist of fixes and then burn through them on the weekend when I work on the guild.
I downloaded the Node, and once installation was complete, it resulted in a folder, among other files. The Node.exe (or something to that extent) opened up a window similar to command prompt, and that looked similar to the screenshot. Though, I believe the usage will be radically different for our Operating Systems.
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