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1  Village Square / General Discussion Area / Re: Sound in lotgd on: September 16, 2018, 05:24:58 PM
I know.  Still though, being extremely myopic myself..I tend to try to accommodate those with visual problems.  The player in question is one who eyes are hurt by some of the colors, and I don't fond it a huge problem to make atemplate for him that does not hurt his eyes, and all that is needed is to fool with the hex codes on one template.

That's very thoughtful that you do that. I have the same for Fandom Kingdom, a plain white and a plain black version of my main template. However, not everyone needs to implement such changes, so mentioning it in every post might end up dissuading other editors from their personal projects.

Fair enough.
2  Village Square / General Discussion Area / Re: Sound in lotgd on: September 15, 2018, 10:01:48 PM
Ah, dang, of course ... the screen reader reads the text and thus music playing in the background would make it difficult to understand at all .. now that seems pretty obvious. sorry for that :-D
Exactly.  That is what I am told by screenreader users, hence why I just took it out of my site when I upgraded.  If yo u want sounds, it should be defaulted to off for everyone, or at least defaulted off for screenreader users, if you wanted to add a step to your character creation so as to know and set the defaults accordingly.

Incidentally...off topic but also trying to create a template with colors that do not hurt the sensitive eyes of a player who has expressed this concern...apparently they have evry bad eyes, even worse than mine, though I am probably heading that same way...
Now I know I can monkey with templates and set up a template that would work for this person, just by changing the hex codes for colors in the specific template.  I am wondering, opinion, if a gray background, like Mist...would be a good one to use for this.  Thinking on just doubling up some of the more intense colors...changing hex codes to match.

They tell me bright red and blue hurt, and has a hard time reading dark red, blue, green, and brown.

Opinions, then...

the code for `1 and `! should be changed
the code for `@ and `2 should be changed
the code for `# should be changed
the codes for `4 and `$ should be changed
probably `5 and `% should be changed
probably `^ should be changed
and that would be the standard colors, anyway...I have more colors, I need to fool with this a bit...

I see you mention screen readers etc quite a lot. Although important and i'm sure help out the visually impaired a lot. It's not practical to build every single module, template, modification etc to fit everyone's needs. You can't please everyone. If something works for the majority, then that is who you should be building for, if you can have it work for the impaired etc then great but you shouldn't "not" do it if you can't.

I know.  Still though, being extremely myopic myself..I tend to try to accommodate those with visual problems.  The player in question is one who eyes are hurt by some of the colors, and I don't fond it a huge problem to make atemplate for him that does not hurt his eyes, and all that is needed is to fool with the hex codes on one template.
3  Village Square / General Discussion Area / Re: Sound in lotgd on: September 14, 2018, 09:30:49 PM
Ah, dang, of course ... the screen reader reads the text and thus music playing in the background would make it difficult to understand at all .. now that seems pretty obvious. sorry for that :-D
Exactly.  That is what I am told by screenreader users, hence why I just took it out of my site when I upgraded.  If yo u want sounds, it should be defaulted to off for everyone, or at least defaulted off for screenreader users, if you wanted to add a step to your character creation so as to know and set the defaults accordingly.

Incidentally...off topic but also trying to create a template with colors that do not hurt the sensitive eyes of a player who has expressed this concern...apparently they have evry bad eyes, even worse than mine, though I am probably heading that same way...
Now I know I can monkey with templates and set up a template that would work for this person, just by changing the hex codes for colors in the specific template.  I am wondering, opinion, if a gray background, like Mist...would be a good one to use for this.  Thinking on just doubling up some of the more intense colors...changing hex codes to match.

They tell me bright red and blue hurt, and has a hard time reading dark red, blue, green, and brown.

Opinions, then...

the code for `1 and `! should be changed
the code for `@ and `2 should be changed
the code for `# should be changed
the codes for `4 and `$ should be changed
probably `5 and `% should be changed
probably `^ should be changed
and that would be the standard colors, anyway...I have more colors, I need to fool with this a bit...
4  Village Square / General Discussion Area / Re: Sound in lotgd on: September 14, 2018, 08:34:49 AM
But what about mood and ambiance ?  Is the problem you describe related to music being intrusive but not mood or is there any technical reason i am not aware of ? I chatted extensively with raiyndarren 2 years ago and she told me that mood and ambiance would be nice things to have. Not sure how you mean that .. oh and of course an option to disable music is a must :-)

I have no first-hand experience with screenreaders.  I am told that the music can interfere with the user being able to hear the screenreader tell them what is on the screen.  I don't actually know, as I said, soince I have no actual experience using a screenreader.  I used to have background music both in the Gardens and in my Inn at Degolburg, and was told it was a problem...and I advised those players the sound could be turned off from preferences, but that it defaulted to being ON.

Am suggesting the default be set according to whether or not they are a screenreader user.  But again, no personal experience.  I took the music out of my site when I moved and upgraded to 1.1.2
5  Coding Support / Coding Support Desk / Re: Witches Garden/Potion Brewing for Magical Arena on: September 13, 2018, 07:50:46 AM
I found the battle arena thing that's similar to the battle arena at hl: it's currently in Zebulon on your current game; it's not pvp related. I think the potions we were talking about can't be used within this arena. But I tested out the potions module, and that's accessible for screenreader users. So, being short: an exchange system for potion ingredients would be great. Best, WW

No, what you found was the Gladiator's Arena.

The PVP Arena, where potions are used IS in Brazoria...I believe it is called Battlegrounds.
6  Village Square / General Discussion Area / Re: Sound in lotgd on: September 13, 2018, 07:48:27 AM
FWIW, background music interferes with people who use screenreaders, so you might make a part of character creation, asking if the player uses a screenreader and then defaulting the music OFF for those players.
7  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Account Switcher : File Submission/Discussion on: August 28, 2018, 10:20:41 PM
I know.  But, if I were to have something like this on my site, I'd also have a rule that said all alts must be registered in this way...and if caught using an unregistered alt, you get all your known accounts deleted.

I know, I am fairly hostile to the idea of alts, because in my experience, people use them to get up to all kinds of no good.

So, as I was saying - the advantage to having something like this is it might motivate people to not use alts to get up to no good.  I do know some people use alts in ways that are not nefarious.

Site rules won't stop those who are deliberately there to create trouble.

Anyways, this thread is for discussion, issues and suggestions for the module itself.

Well, then consider that a suggestion for the module.  It should check, using existing tools for multis, and alert to possible multis that are not currently registered with the module...and alert Admin to that.
8  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Account Switcher : File Submission/Discussion on: August 28, 2018, 11:43:15 AM
I do see ONE stellar advantage to having this installed.  Admins wold thus know FOR SURE...who is whose alt...allowing misbehaving players to be appropriately sanctioned if they use alts to cheat or create drama, or stalk and harass other players....as some people DO use alts for this sort of thing.  Anyone using this module for their alts...it would become totally clear whose alt is whose.

Anyone that would cause trouble at a place is not going to register an alt like that lol. Checking ip and id are the only measures you will have - if they want to change those to stay hidden, they surely won't add a link between accounts.

I know.  But, if I were to have something like this on my site, I'd also have a rule that said all alts must be registered in this way...and if caught using an unregistered alt, you get all your known accounts deleted.

I know, I am fairly hostile to the idea of alts, because in my experience, people use them to get up to all kinds of no good.

So, as I was saying - the advantage to having something like this is it might motivate people to not use alts to get up to no good.  I do know some people use alts in ways that are not nefarious.
9  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Account Switcher : File Submission/Discussion on: August 23, 2018, 05:34:03 AM
I do see ONE stellar advantage to having this installed.  Admins wold thus know FOR SURE...who is whose alt...allowing misbehaving players to be appropriately sanctioned if they use alts to cheat or create drama, or stalk and harass other players....as some people DO use alts for this sort of thing.  Anyone using this module for their alts...it would become totally clear whose alt is whose.
10  Coding Support / Coding Support Desk / Re: Krayter accessible from only one village on: August 12, 2018, 12:25:57 AM
I am very sorry madam, I will commit seppuku, as an apology.

Anyways, thank you again.

np, happy I could help.
11  Coding Support / Coding Support Desk / Re: Krayter accessible from only one village on: August 12, 2018, 12:18:15 AM
Glad that worked and I was able to help.  Basically, just your extra open curly I took out for you.

Code:
}elseif ($session['user']['location'] == get_module_setting("krayterloc")){ //you had and extra open-curly here I took out for you.


I removed the original post where I answered you because things got too weird in the post.  

But I am a Miss, not Sir.

And now this post is much better, concise.
12  Game Administration, Installation and Configuration / Game Administration Chat / The Desert - Customized on: July 12, 2018, 12:22:40 AM
Okay....so I used The Desert module on my new site, and placed it outside the Ghost Town...where there previously was no Forest or fighting area.  I had to tweak this a bit to make it work there, I had to make it so that Forest Specials would never trigger there..because it caused navigation problems with "specialink" returning you to the forest and not the Desert.  This was accomplished by adding code so that any time your location is (name of Ghost Town, in my case, Xanterra) - Forest Specials do not trigger.  It thus has become a place where you can just fight battles.  But they are tougher...which is Admin settable in the original Desert Module, anyway.

It was either that or rewriting every single Forest Event Module to accommodate The Desert and I did not really want to do that.

So, my code makes it now, when fighting in The Desert, you cannot use your Specialty/Magic, either.  Also, you can't use your pets or anything else extra.  Creating an extra level of toughness I like for the area.

Well...there's times when doing something like this...has a secondary, unintended side effect, and I just found one -it is specific to my site and my code.  And there ARE rare times when unintended side effects are GOOD...and this is one of them.

I have set the final Signet Dungeon to appear in the Ghost Town.  Because of the coding I added to prevent magic use in the Desert and preventing Forest Specials from triggering while fighting in the Desert....I just now discovered that one cannot use pets or magic inside the Final Signet Dungeon, The Dark Lair...or Mierscri's Lair, if you prefer.

This had the effect of making it a MUCH more worthy, yet do-able challenge, worthy of the sort of prize that Dungeon offers.

Fun stuff.  I am happy as heck about this one....a rare moment when an unintended effect turns out to actually be VERY GOOD!!!

Just thought I would share this.  Incidentally, I also copied The Desert, and made a second special fighting area called The Tundra.  Again I had to prevent Forest Specials from triggering and did so.  BUT...this time...I was unable to prevent the Flying Healer...from transporting you back to The Desert...and Xanterra...if you used him from The Tundra...which of course I attached to Ice Town (in my game this is Aurora Borealis) - so the harder effect there is you can't heal while fighting there, unless you have healing magic, because in this case I did NOT prevent magic from happening in The Tundra.

So the Signet located there, you get to use your magic and pets and so on.  Just really interesting how it all worked out.  Some of it was just tweaking things around in order to be able to place these areas in towns that did not actually normally have fighting areas.  And here, I ended up with some rather interesting effects that worked out good.

Of course, I will share my modified code with anyone who asks, as per the rules of the Creative Commons License (CCL)
13  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: File Discussion: Match Birthdays on: July 07, 2018, 09:08:47 AM
Okay...sorta trying to understand what this module is meant to do.

If I am right, it check, on age-restricted modules, to be sure the player has entered the same birthdate on both modules...right?

Thus a player lying to gain entry where they shouldn't has to remember what they lied...right?

What actually happens if a player gets caught lying??  Is Admin alerted to this?

Just wondering.
14  Game Administration, Installation and Configuration / Game Administration Chat / Re: GDPR Privacy in the EU (and those who accept EU players) - Issues with Lotgd on: June 06, 2018, 04:48:11 PM
You're welcome =)

As said, what must be deleted is in my gdpr mod I added Tongue

It does hook into the creationaddon and create a link there - so you can set up a perma-delete there.

The lotgd delete function (IF you either disable the charrestorer-savefile OR hash/delete the email address+ip+id) will do just fine if somebody wants to be deleted.
As said, it's not necessary to remove any footprint he/she left, just the personal stuff that can be tied to a natural person.

So if I plug and play the creation addon, and gdpr, I should be good?

Just need to then come up with a privacy statement, yes??

Just want to figure out how to cover my ass.  I hate stupid laws like this, because they are never used to actually protect people (good purposes) and are always used to hurt people...witness what pharis was talking about about how rivals are trying to use it to hurt each other...
15  Game Administration, Installation and Configuration / Game Administration Chat / Re: GDPR Privacy in the EU (and those who accept EU players) - Issues with Lotgd on: June 06, 2018, 11:17:31 AM
CreationAddon: http://www.orpgs.com/downloads
But it seems that's offline =/
I added my copy, but it's modified, I commented some stuff out I didn't need.

@removal of data / deletion
you *only* need to delete personal data. any items, achievements... no worries.
but email, name, cookie id, ip ... that's personal and can be requested to be deleted.

You can keep dwellings etc too...

Thanks, let me check this out.

OK, skimmed it.  I see where you must put in your own privacy statement and so on...it would seem to take care of the front end of the GDPR.  Now how about the back end...as far as data deletion on request?

Would a mod of my Dwellings Destroyer do the trick here??  Just delete what must be deleted...from the database, on request??

By the way, nice work, Nightborn!  Many thanks.
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