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Forum: Nuke Blocks / Modules Support Posted: Wed Mar 22, 2023 11:01 am Subject: Mentions Mod Upgrade -- PLEASE READ & VOTE
Lonestar and I have been considering adding this mod into the CMS by default for the next release, and before we go ahead with that, I am taking a vote to see what you guys think on a couple of things. There is a design that Lonestar proposed to me that I guess IPBoards does, which is when you hover the "mentioned" user, a popup shows up and will display some information about that "mentioned" user, like their avatar, and other info. When we release the next version of the CMS, this could be something that we will have in there.
So, my questions to all of you is,
Poll will run for 14 days.
You will see the poll above and that's the questions that I like to know, so, please vote, if you have any other thoughts, please SPEAK UP.
Thanks. Â

So, my questions to all of you is,
- Is this mod something you would like to have built into the CMS?
- Would you like the mini profile to show up on over?
Poll will run for 14 days.
You will see the poll above and that's the questions that I like to know, so, please vote, if you have any other thoughts, please SPEAK UP.
Thanks. Â



Topic: [ITW] Evo Mentions Mod
Forum: In-The-Works Posted: Tue Mar 21, 2023 2:10 pm Subject: Re: [ITW] Evo Mentions Mod
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Topic: [ITW] Evo Mentions Mod
Forum: In-The-Works Posted: Tue Mar 21, 2023 9:57 am Subject: Re: [ITW] Evo Mentions Mod
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I think it may be working, what do you think?
j/k, I know I am talking to my self there, but as you can see, it's here and working.
Topic: [ITW] Evo Mentions Mod
Forum: In-The-Works Posted: Mon Mar 20, 2023 4:52 pm Subject: [ITW] Evo Mentions Mod
I know I started this project a couple of years ago, but lost everything when my PC died. Luckily, Lonestar had a copy I gave him, which he was able to get to me. Well, since I am in the final testing phase of the Evo Lotto for the next few days, I decided to go back and finish up some projects I was working on. Unfortunately, the module I went to work on is gone, for good. The Tournament Champion module that I was coding was on a version of my local that I tested the Evo update, and when it didn't work right, I just deleted it. Well, I forgot to grab the module, so, in my anger towards myself, I remember the mentions mod and decided to finish that up.
Okay, I am about ready to roll this out for some testing. I still have some work to do on it, so it will be a couple of days, but since I started on this mod this morning, I was able to make some good progress fixing a few bugs and issues from the original version.
A few of things has changed.
In the UserInfo block, I removed the number variable and now just has the hover feature.
I did this for a few reasons:
I did however maintain the hover system, so you can hover to see your latest mentions that are still there. I did also make it, so you click on the @username in the message, it will send you to their profile. That I didn't have working when I first started, but now is working. All I did was use the global $nukeurl and put that in.
Another change, since I removed the count system, was the choice to have it send a PM or not. Now, it will always send a PM with a new mention/tag. With that, now, in the popup menu, I added a delete all button that will allow you to delete all the mentions rather trying to do them one at a time. That was difficult because I had to come up with some workarounds. I also fixed how I was doing the system, so it wouldn't doupe on a quote. Just say, I fixed it using fontawsome.
I will be putting it on my site in probably the next day or two. If anyone would also like to be a tester, let me know. I just want to have a couple of people at first. If you have a local server to test it on first, that would be best. I will make a post when it is live on this site.
Okay, I am about ready to roll this out for some testing. I still have some work to do on it, so it will be a couple of days, but since I started on this mod this morning, I was able to make some good progress fixing a few bugs and issues from the original version.
A few of things has changed.
In the UserInfo block, I removed the number variable and now just has the hover feature.
I did this for a few reasons:
- Like the PM's, there is a chance that the number can be decreased by 2 instead of 1. This happens on rare occasions for people that refresh, or doubled open real fast, and they load at the exact same time. I have seen this issue a few times, which prompted me to create the
. It can cause new PM's not to popup, or, I have seen the opposite, where it keeps telling you that you have a PM when you actually don't.Please login to see this link
Get registered or Log in - No point in having the number shown for it will be the same as the PM. Why have another database query called when it's not needed.
- I didn't like the look of the number on the side when it generally always matched the PM's.
- Makes installing a lot easier
I did however maintain the hover system, so you can hover to see your latest mentions that are still there. I did also make it, so you click on the @username in the message, it will send you to their profile. That I didn't have working when I first started, but now is working. All I did was use the global $nukeurl and put that in.
Another change, since I removed the count system, was the choice to have it send a PM or not. Now, it will always send a PM with a new mention/tag. With that, now, in the popup menu, I added a delete all button that will allow you to delete all the mentions rather trying to do them one at a time. That was difficult because I had to come up with some workarounds. I also fixed how I was doing the system, so it wouldn't doupe on a quote. Just say, I fixed it using fontawsome.
I will be putting it on my site in probably the next day or two. If anyone would also like to be a tester, let me know. I just want to have a couple of people at first. If you have a local server to test it on first, that would be best. I will make a post when it is live on this site.
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Topic: SVG?
Forum: General Talk Posted: Sun Mar 19, 2023 8:58 pm Subject: Re: SVG?
Must be our aspect ratios or our browsers, I am not seeing much of a difference myself.


Update.
I just tested on Chrome, Firefox, and Edge, they looked the same, so then I tried with both themes that we have here and again, looked the same.
Here is what I see. Left is Chrome and right is Firefox.
Left is V2 theme and right is our original.

I also created a blank HTML file and put the images in there just to see it on a white background:

The page:
I am just not seeing it, to me, they look identical or near identical.
I guess I am not seeing what you guys are seeing. Before I continue on with the SVG, I want to see if it looks bad or what not in the system. I just want to make sure what you guys are seeing. If it looks bad, then I wont add in it into the module.

Update.
I just tested on Chrome, Firefox, and Edge, they looked the same, so then I tried with both themes that we have here and again, looked the same.
Here is what I see. Left is Chrome and right is Firefox.
Left is V2 theme and right is our original.

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I also created a blank HTML file and put the images in there just to see it on a white background:

The page:
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I am just not seeing it, to me, they look identical or near identical.
I guess I am not seeing what you guys are seeing. Before I continue on with the SVG, I want to see if it looks bad or what not in the system. I just want to make sure what you guys are seeing. If it looks bad, then I wont add in it into the module.
Topic: SVG?
Forum: General Talk Posted: Sun Mar 19, 2023 3:38 pm Subject: Re: SVG?
— Megaboost wroteAlthough it is scalable compared to .png, I still see a difference in quality with your png file being slightly clearer than your svg image.Â
Yes, SVG is going to be slightly lower than PNG, but, the SVG is actually just code where the .png is pixels. I was just looking to have 1 file that will work on all devices, vs using the usual .png. I also wanted it to maintain the visual aesthetics and I have to say, it did a very good job. One thing I was impressed was that it actually maintained the white noise that I put into the center dot.
Topic: SVG?
Forum: General Talk Posted: Sun Mar 19, 2023 7:52 am Subject: Re: SVG?
Never mind. I tried around 30 different online converters, and they all sucked. I had a couple remove all color, others add in new colors that were not even there, and others that just changed the whole thing all together. There were a few that were close, but, blurred/distorted the image a little, but finally, this morning, I found one that worked great. So, for anyone that is looking to make an SVG, and you make it a high quality .png with alphas, then I recommend going to the site below, (for now).
You may ask why I am doing an SVG instead of doing regular images, and it's simple. I just want 1 image for the system, and I don't want to make it different sizes. If I can reduce the amount of files, the better. If you don't know, there are many types of images, everything from .jpg to ,gif. If you look at my stuff, I like to use .png due to it having great alpha channels, (transparency), but also being a high quality image. GIF images do have some alpha channels, but does not allow for any fades. Just think of their alpha channels as being a light switch, just and on or off state with no fade. PNG is a dimmer switch that allows on and off and everything in-between.
Now, SVG, isn't really an image in how we would traditionally think of an image. SVG stands for Scalable Vector Graphics, and is a is an XML based, vector image format, meaning that they are resolution independent. Unlike the aforementioned image type, they are all bitmap-based (or raster-based), meaning they consist of a set amount of pixels. Typically, this means that as soon as you start to increase or decrease an image of this type, you are presented with jagged lines, blurry artifacts and a pixelated mess. An SVG image is drawn from mathematically declared shapes and curves, not pixels. SVG’s can be animated, support transparency, and any combinations of colors or gradients.
SVG is a lossless file format like GIF and PNG, and they tend to be fairly large files when compared with other formats for the web, but overall can be cached and scalable for any device that is viewing it for it, like mentioned before, will look great at any resolution.
Here it is in SVG format.

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You may ask why I am doing an SVG instead of doing regular images, and it's simple. I just want 1 image for the system, and I don't want to make it different sizes. If I can reduce the amount of files, the better. If you don't know, there are many types of images, everything from .jpg to ,gif. If you look at my stuff, I like to use .png due to it having great alpha channels, (transparency), but also being a high quality image. GIF images do have some alpha channels, but does not allow for any fades. Just think of their alpha channels as being a light switch, just and on or off state with no fade. PNG is a dimmer switch that allows on and off and everything in-between.
Now, SVG, isn't really an image in how we would traditionally think of an image. SVG stands for Scalable Vector Graphics, and is a is an XML based, vector image format, meaning that they are resolution independent. Unlike the aforementioned image type, they are all bitmap-based (or raster-based), meaning they consist of a set amount of pixels. Typically, this means that as soon as you start to increase or decrease an image of this type, you are presented with jagged lines, blurry artifacts and a pixelated mess. An SVG image is drawn from mathematically declared shapes and curves, not pixels. SVG’s can be animated, support transparency, and any combinations of colors or gradients.
SVG is a lossless file format like GIF and PNG, and they tend to be fairly large files when compared with other formats for the web, but overall can be cached and scalable for any device that is viewing it for it, like mentioned before, will look great at any resolution.
Here it is in SVG format.
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Topic: SVG?
Forum: General Talk Posted: Sat Mar 18, 2023 9:48 pm Subject: SVG?
Topic: War of the Worlds Game
Forum: Fun Zone Posted: Fri Mar 17, 2023 11:44 am Subject: War of the Worlds Game
I have been following this for a little while now, since last year, and I think it's coming along.
Topic: [ITW] Evo Lotto 1.2 Update
Forum: In-The-Works Posted: Thu Mar 16, 2023 7:42 pm Subject: Re: [ITW] Evo Lotto 1.2 Update
Okay, today. I just finished up the module part itself, but for the next week, I am going to be running test to verify it is working as intended. If anyone else that has a local, if you like to help test, let me know. This should not be on a live site just yet.
If you have any suggestions for addition to this module, let me know and I will add it.
I am still trying to figure how I want to do the block. Not sure if I am going to leave the block as is, or modify it to hide the lotto that they can't join.
If you have any suggestions for addition to this module, let me know and I will add it.
I am still trying to figure how I want to do the block. Not sure if I am going to leave the block as is, or modify it to hide the lotto that they can't join.