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Messages - Nanshork

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Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: October 12, 2022, 12:39:22 AM »
Lol, we went over this many years ago. Dragon and Dungeon magazine are the only second party 3.5 sources I'm interested in adding

Edit: And Dragonlance IIRC.

Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: October 11, 2022, 12:40:50 PM »
If it helps I don't want anyone to find anything new.   :lmao

Also I had to dig to confirm that it wasn't anything new.

Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: October 11, 2022, 10:38:37 AM »
Polyhedron 163 is in Dungeon 104 so the Mantle of Freedom that is already listed is the same one that you suggested.

[D&D 3.5] The Terror of the Red Mountains / Re: Characters
« on: October 06, 2022, 12:01:34 AM »

Character Name

(click to show/hide)

Dedicated Wright Familiar
(click to show/hide)

(click to show/hide)

Stats (28 Point buy, +2 Int from race, ability score increases from Christmas Tree rules)
 - Str: 09 -1 Age +2 CT, Dex: 13 -1 Age +6 CT, Con: 13 -1 Age +2 CT, Int: 17 +1 Age +2 Race +8 CT, Wis: 11 +1 Age +4 CT, Cha: 09 +1 Age +2 CT

To Do:
 - Christmas Tree feats:
 - Possible crafting/metamagic/reserve feats: Forge Ring, Fiery Burst, Touch of Healing, Etch Schema
 - Other feats: Arcane Mastery
Gear ($17,600 - 100 from mystic focus - 25 for gun - 1.5 for 50 bullets - 1 for extra magazine - 100 for Dedicated Wright body, Christmas Tree rules, Armor rules from rule thread)
 - Choose what item the Mystic Focus is, replace Detect Magic power with something else (and maybe change out sense motive ranks)
 - Item crafting ignores XP costs, Extraordinary Artisan reduces the base price by 25% to determine crafting costs
Spells (Also check these:, track page count in Knowledge Reservoir/Mystic Focus)
 - Wishlist: Artificer's Monocle
  - Spell options: Appraising Touch, Detect/Read Magic, Comprehend Languages, Detect Scrying, Unseen Servant, Unseen Crafter, Fabricate, Minor Creation

Items Crafted (10% crafter's fee added to final cost)
 - Crafted for SDK: Hat of Disguise for 742.5 (Costs 675 + 67.5 fee), Tunic of Steady Spellcasting for 1,031.25 (Costs 937.5 + 93.75 fee), Raptor's Mask for 1,443.75 (Costs 1,312.5 + 131.25 fee), Roaring clothes (+3 armor) for 3,712.5 (Costs 3,375 + 337.5 fee), Boots of Skating for 2,887.5 (Costs 2,625 + 262.5 fee), Gloves of Eagle Eyes for 1,546.87 (Costs 1,406.25 + 140.62 fee)
 - Gold gained: 67.5 + 93.75 + 131.25 + 337.5 + 262.5 + 140.62
 - Spells required: Disguise Self (1), Expeditious Retreat (1), Bear's Endurance (2), Glitterdust (2), Protection from Arrows (2), Clairaudience/Clairvoyance (3), True Seeing (6)

Jester's Realm / Re: Chattin' 2
« on: October 02, 2022, 06:44:00 PM »
It's been a couple of weeks since he last logged in.  This happened a few months ago too, life probably just got busy.

Other RPGs / Review of Slasher Flick
« on: October 01, 2022, 10:21:45 PM »

It's been over a year since my last review and I guess that means it's time for another review!

Slasher Flick is an RPG about running slasher movie styled games (SURPRISE!) published by indie company Spectrum Games.  The "indie company" part kind of shines through here because for some reason this book has two covers, the image at the top of this post is one of them which also happens to not be the one which is on the purchased pdf itself (and that one has some artifacts on it left over from whatever program was used to make it).  Spectrum Games publishes some other thematic systems (Sunday morning cartoons being one) but this is the only one that grabbed me enough to look at it.

This is not a blind review, although it has been a long time since I've read through this system. 

The pdf is 171 pages cover to cover and the table of contents goes as follows:
 - Chapter One: Introduction
 - Chapter Two: Slasher Films
 - Chapter Three: The Game Rules
 - Chapter Four: Characters
 - Chapter Five: The Players
 - Chapter Six: The Director
 - Chapter Seven: Quick Flick
 - Chapter Eight: "The Vault"
 - Appendix: Character Templates (Which is almost 60 pages long)

And then there's a warning about how the game is for grownup's and "is Rated-R" which should kind of be self-evident.

Chapter One: Introduction
Before I get into the actual words written on the page, I want to take a little side trip into the world of page layout.  Each page in this book (once the actual content starts) is about 3/4 actual content (width-wise) and 1/4 sidebar.  Many pages don't have a sidebar but the sidebar (in blood red with splatters at the edge for theme) is there anyway.  Basically they had a page that was almost standard 8.5"x11" but not quite wide enough so they slapped a sidebar on it and shoved the page numbers into the sidebar area so it wouldn't feel wasted.  It's not bad, but it does help keep the "indie" feel of the book.  Each chapter also begins with a quote from a slasher flick (Scream, Friday the 13th, A Nightmare on Elm Street, etc) and there's indie quality art that once again isn't outright bad, I can honestly say that I've seen worse in more professional books.  Also I noticed a typo on the first page of this chapter so just be aware there are some rough edges if you decide to pick this one up.

Anyway, this chapter starts with "The Meaning of Fear" which is basically a section on why people generally watch slasher flicks.  We then move on to what is an RPG (in terms of this RPG) which in this case means that all players are the potential victims of the psycho killer(s) and that the players might die but that's part of the story you're telling.  Also, as player death is expected each player will control multiple characters.  There is an included sidebar about how the game isn't about winning or losing as long as everyone is satisfied with how it ended (even if all the players die).  That's actually a pretty good concept for a game which is not about larger than life heroes battling villains.

The dice used for this game are the d6 (also used as a d3), d8, and d10.  The Game Master is called the Director (which makes sense thematically).  Each game (or Adventure in traditional RPG terms) is called a Flick which can be made up of multiple sessions.  Sequels to Flicks (aka another adventure with the surviving characters and possibly the same killer) are also a thing that can happen.

We then move into the traditional "how to play an RPG" section although non-traditionally there is a sidebar about how a game board (aka battle map) is not needed.  One interesting thing I want to point out is that there's also an Important Terms section which includes "Genre Points" so we already know the game rewards people for doing the dumb things people in slasher flicks always do (like check out creepy noises).

Chapter Two: Slasher Films

This chapter is about real world slasher films (which should not be a surprise from the chapter title).  We got a basic overview of what slasher films are, what the killers in slasher films are like, tropes and cliches from slasher films (like how even when their friends are dying people in slasher films end up trying to have sex and then if they do have sex they get killed), and a list of "essential movies"  (each with commentary by the author of this book) and "almost essential movies", plus a list of just really bad movies.

Chapter Three: The Game Rules

Here are the crunchy rules bits.

There are four types of characters: primary characters (aka movie main characters), secondary characters, tertiary characters (aka minor background characters), and the killer.  Each player plays one primary character and they all share the secondary characters.  The director plays the tertiary character and the killer(s).  Secondary characters can either be assigned to players or just all in a pool and people play whoever.  Secondary characters allow the players to keep playing in different scenes (as secondary characters tend to die a lot), and also to contribute to scenes that their main character isn't involved in.

Characters have four main stats: Brawn, Finesse, Brains, and Spirit.  Stats are rated Poor, Normal, or Good, and there can also be positive or negative qualities to stats which make people good/bad at a specific area (like being good at sneaking of unperceptive).  For a stat check you either roll four d10 for a Poor stat, four d8 for a Normal stat, or four d6 for a Good stat.  Rolling two or more identical numbers is a success, two pairs out of the four dice equal an effective four matching numbers.  Positive or negative qualities can add or subtract dice to the pool (as can task difficulty modifiers).  Sometimes (but not usually) rolling matching numbers of the highest number you can roll has an extra benefit. 

There are optional rules for character vs character fighting which follow the general rules.  All opposed checks are a stat check vs stat check (because everything falls under a stat).  If one character is better at a stat than another character, the better character gains dice and the worse character loses dice from their dice pool.  Honestly this seems really punitive but killers don't have stats (it says so right here) so I don't know if it's really as terrible as it sounds since it purely impact character versus character conflicts.  There are also rules for helping someone else on a roll but only one person can help another person.

There are also rules for "freak-out checks" (aka you just opened a door and see your friend's dead body so you roll to see if you freak out) which results in a combination of roleplaying restrictions as well as situations with the director gets to make decisions for you (and then you get to do stupid things just like in the movies).

Then we get a side-bar with optional rules about what to do if your players are conditioned by other RPGs to just attack the killer every time it pops up.  Any scene involving combat with the killer is called a Kill Scene.  Instead of health, players have Survival Points.  Kill scenes are places with players gain/lose survival points depending on how they roll and what actions are taken.  1's are bad here, but having good stats also makes it easier to roll 1's so there really are some math issues with this game.  Then again, pretty much everyone dies in most slasher flicks that come up against the killer so this very well might be intentional!

Here's how a kill scene works.  First, the character and the killers involved roll Finesse checks for initiative (unless someone gets the drop on the other).  Second, everyone declares what they're doing in order (the person who won initiative gets to pick if they declare first or second).  Third, the director determines what stats are used and what modifications to the dice pool apply.  Fourth, the player rolls.  Fifth, the director narrates the results of the roll.  Sixth, the character adjusts their survival points based off of the results of the roll.

Matching results gives you extra survival points (with bonus points if you match the highest number you can roll).  No matching results means removal of survival points.  Rolling 1's as secondary/tertiary characters negates a match for each 1 rolled.  Four matching numbers of the highest number you can roll immediately ends the kill scene in the player's favor and four 1's ends it in the killers favor.  If the character's survival points reaches a certain number (which is usually 8) the kill scene ends favorably for them and if the character's survival points reaches a negative number it ends unfavorably for them.  All pretty simple.  There is also an optional rule for faster kill scenes if the dice end up making them go on for too long.

1d6 survival points are retained between kill scenes, and there are some other rules but that's about the gist of it.  Primary characters get some advantages to keep them from dying as quickly as the secondary/tertiary characters.  There is also an example of a kill scene written out to see how it works out during play (which unfortunately is incorrectly written with explanations saying that rolls were different from what the example rolls say).

Next we get an explanation of Genre Points.  Genre Points are gained when you do things particularly appropriate for the genre no matter how stupid the action might be.  They can be spent in the following ways: re-roll dice on a stat check, reduce survival point loss, make a minor alteration to a scene (such as getting your car to start when it won't start, but the director has final call), pull another character into a kill scene, make a secondary or tertiary character lose survival points instead of your primary character.

Lats we get some rules on the killer.  Slasher flick killers are generally more tropey than standard bad guys and the rules reflect that (including how hard to kill they are).

Chapter Four: Creating Characters

Primary and secondary characters are made using these rules, tertiary characters and killers are made using rules in chapter six. 

All of the players sit in the order that they choose but once you're settled in people aren't allowed to change the order during character creation.  The director decides how many secondary characters are created (usually one per player) and defines requirements for character concepts (like everyone must be college-aged friends).  Then everyone gets character sheets, one for the primary character with the secondary character sheets divided up as evenly as possible.    Everyone is in charge of making the characters that they are holding the sheets for.

First, all sheets in your possession must be given a stereotype (there is a big list in the sidebars here).  Then all players pass their secondary character sheets to the player on their left.

Next, all sheets in your possession get their stats.  All stats start at Poor.  Primary characters get four stat boosters (Poor > Normal > Good) and all secondary characters get three.  Then, once again, all secondary character sheets are passed to the player on your left.

After that all characters get positive qualities.  Just like stat boosters primary characters get four and secondary characters get three.  There are sample qualities listed and the director gets final say on all of them.  The game of musical character sheets continues.

Negative qualities are next, give your sheets one no matter what they are.  Each is assigned to a stat just like the positive qualities and you get some examples of these too.  Round and round the character sheets go, when they'll stop nobody knows.

Now we get to make alterations to the sheets.  Primary characters get two, secondary characters in your possession get a shared pool of all of your secondary character sheets minus one (minimum one).  These can be used to increase a stat, gain a positive quality, gain two genre points, or gain a special ability (primary characters only) that you can use genre points to activate.  To the left, to the left.

General items are given here, characters need a legitimate reason to have weapons in order to have weapons (aka you're a cop, a street gang member, etc).  Pass secondary character sheets to the left again, I'm out of jokes.

Last, all character sheet details are filled in.  Things like their name, how they are linked to other characters, tidbits about their personality or past, etc.  Now everyone has helped create all of the secondary characters as a group (and made their primary character all by themselves).

Chapter Five: The Players

This is the "how to play this game" chapter.  Tip #3 (out of 5) is to "Accept Death!".  There are some actual rules here, mainly around genre points.  First, genre points are pooled on a player basis, not a character basis.  This means that you can have your secondary character do stupid things to get genre points in order to spend them on your primary character.  Some general tips about how to gain genre points are also listed (although the only sure fire way to get them is to have a character you control die which gets you two).

There's also some information about how to play secondary characters (which involves treating them as more than just a sacrificial pinata of genre points), and how to pay primary characters, how to play into the group archetypes that exist within slasher flicks.

Chapter Six: The Director

As expected, this is the "how to run this game" chapter.  Both pre-game and in-game responsibilities are listed (although it does explicitly say that just making up the flick as you go along is okay so don't feel like it is roping you into anything).  I'm not going to dig too deep into this one because you might end up playing the game and I don't want to ruin it, but this chapter does go in depth about how to prepare and run a flick in a way that is both helpful and also genre appropriate.

There are also rules for creating tertiary characters as well as the killer (and the killer is built completely different from a character because in the movies they're generally portrayed as larger than life and able to do things that other people can't).  There are rules to be able to portray pretty much any killer from any slasher flick you can think of, supernatural or otherwise.  There are also some example killers to give you ideas or just use wholesale.

Then we get into more running the game tips.  It can be run as a serious horror game or a campy B-movie schlockfest.  There are also tips on how to narrate (including how to deal with sex scenes which are a staple of slasher flicks), how to adjudicate rules (including giving genre points), how to play tertiary characters and the killer, and how to embrace the different sub-genres of slasher flicks. 

Chapter Seven: Quick Flicks

Quick flicks are basically one-page adventure ideas with a killer concept but they aren't really fleshed out.  Savage Worlds has a similar concept in their books.  There are three listed here.

Chapter Eight: "The Vault"

The Vault is a full flecked flick for up to four players (with a specified number of total primary + secondary characters) to use if you want to run a game.

Appendix: Character Templates

Here is a huge list of character templates usable as primary/secondary/tertiary characters based off of the stereotype that they portray.

Final Thoughts

I like it for what it is.  The rules are a little fast and loose and probably not mathematically sound but it's simple and easy and works from a thematic perspective.  This isn't a game to sit down and have a long campaign with, this is a game to run short sessions with if you don't have a group that can get together regularly or just want something different. 

If I want a long drawn out horror game with tense decision making (and most/all of the characters dying) I'll run Alien.  If I want something shorter and quicker with people leaning into the idea of a slasher flick type game specifically (with most/all of the characters dying) I'll run this game.  It definitely has its place in my library.

Play By Post / Re: 12th level fixed-lister casters vs the Cthulhu Mythos
« on: October 01, 2022, 11:03:45 AM »
Tentatively interested in anything and don't know any CoC modules.

Board Business / Re: Community Input Requested V2
« on: September 25, 2022, 09:40:36 PM »
It's the only one I run into accessing it from a phone.

Hopefully everyone else agrees (or only comes up with other minor display specific issues), because if this is the only real problem I think I can fix it by adjusting the website code.

Board Business / Re: Community Input Requested V2
« on: September 25, 2022, 08:31:57 PM »
I'm not happy with the theme options so I'm going to go about this from a different direction.

Are there any mobile issues besides the fact that it looks like this?

Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« on: September 22, 2022, 04:51:56 PM »
Listen 1d20-5 : 9 - 5, total 4

Board Business / Re: Community Input Requested V2
« on: September 22, 2022, 04:51:02 PM »
Will the site have downtime?

It won't have downtime during the testing, I can test a theme by changing it for me but not for anyone else.  It will probably have downtime during the actual theme conversion. 

It might have downtime during some of the non-theme related changes.

I don't expect any of the downtime to be longer than a few hours (like the downtime that happened during the updates).

Board Business / Re: Community Input Requested V2
« on: September 21, 2022, 04:15:43 PM »
Status Updates

I have been digging into themes off and on, I want to get that sorted out first because customizations (which we have a handful of) can edit the theme and I don't want to have to do extra work re-implementing things above and beyond what I'm already going to have to do.

My options are whittled down to a number I can reasonably test, the basic layout of the site will stay the same, but some things will change like colors and mobile friendliness and parts of the homepage.  I doubt there will be a poll but I will accept complaints when a new theme is implemented.

Embedding discord chat directly in the website would be a giant pain in the butt that would require changes both in Discord as well as to the site and so that pretty much won't happen unless Strat makes me.  :lol  However, we are going to be able to get more integration than what we have now (which is just a link that says "Join our Discord!". 

Other plans include changing the post editor interface (which will also add a pop-up for the url button if it works as advertised), and some other minor stuff that I don't really expect people to notice.

Board Business / Re: Community Input Requested V2
« on: September 16, 2022, 11:16:13 PM »
Threads look fine on mobile, boards definitely do not with everything scrunched to the left side and a bunch of empty space where other columns should be displayed.

The mobile site resizes things horribly and just cuts pieces off.

Board Business / Re: Community Input Requested V2
« on: September 16, 2022, 04:11:55 PM »
Too many quote pyramids for my taste so I'm starting over.

On the theme, I give it a 50/50 that I'll have some sort of poll about themes.  I don't even know what a "modern" forum layout looks like because this is the only one that I use.   :lol

On Discord, I don't even know if Discord integration with the website is something that is possible for me to do in a free and easy to implement way.  Anything that gets done is something that will be tested, but Strat was right when he said that most of our activity is over there and that's why there is barely any posting here anymore so it is something I need to look into from various angles.

On the header, I can pretty much guarantee that our header won't be bigger than it is now.  It's not like we're going to start putting up banner ads.  And hey, at least it's smaller than GitP's! 

On tables, yeah I don't expect anyone to have issues.  I just want it to be clear to everyone that I refuse to just break all tables like GitP did that one time in order to add fancy stuff (and not breaking stuff is why we have two different ways to code tables).

On not implementing things in the past like a url popup box, honestly I doubt it was something that the mods ever thought about because it was never requested (I'm speaking of post-BG mods, as far as I remember the BGs just had a friend who did maintenance sometimes and they weren't technical so once things were set up they just left it alone).  Prime got proactive about implementing some things but I think he just went after what he used the most (like all of his work on tables) or was actively requested to look into, and personally I've gotten so used to manually entering in the url code after all these years that I never thought about it.

The only thing that should have to be manually coded is the table code.  Everything else that's on my list is something that can be done just through existing SMF supported stuff if it will be done at all (because right now I'm still gathering information, I've started some basic digging into the feasibility of some things but haven't wanted to go further than that yet).

The theme will probably be first because it will break at least some things and so I want to get that out of the way first so that I only have to fix what we currently have in place instead of what we have now plus whatever new stuff gets added.

Board Business / Re: Community Input Requested V2
« on: September 16, 2022, 11:36:33 AM »
Yeah, that is the most important one. Cell merging would be nice... but NOT worth it for the amount of fuss and bother I would think it would be to implement.

Fair enough.  We do have cell merging and some other table functionality that is in the GitP thread, it just is implemented differently so you'd have to adjust the table coding if migrating a table over.  I'm less likely to be interested in coding up a second way to do something we can already do so I'm glad you don't think it's worth it, heh.

I'm a bit leery of any UI overhauls done to implement greater mobile support. I think it's probably best to implement a stylesheet that will do special things like relocate the profile sidebar when viewed from mobile and change the page width instead of messing with the existing page layouts. I've seen a lot of modern mobile-friendly forum UI overhauls and I have to ask that you please do not do inflict drastic changes on the normal forum UI like that. As far as table display on mobile is concerned, I think we will largely have to just accept the tables be, since most mobile users would probably sooner prefer to have to zoom in than deal with broken tables. If we are still inflicting page resolution limits for pages with tables, we should probably implement horizontal scrollbars for tables while also adding a special option to expand the table back to full size (raising the page resolution), since it can be a real nuisance to have to mentally piece together the entire table since you're only seeing small pieces of it at a time.

Implementing a new stylesheet would mean downloading an implementing an existing SMF theme because I do not want to manually code up a new stylesheet.  Table display on mobile has never been a specific issue for me more than just the site in general, what you're talking about with scrollbars and an option to expand the table is not really an option as we have two different types of tables coded up and so I'd have to actually code up that solution which applies to both and that's not going to happen.  The table navigating experience might improve by moving to a SMF theme that was actually designed after everyone started using their phones as primary internet browsing devices however.

As for Discord integration, please don't. Aside from real concerns over user-tracking behavior, Discord has a tendency to consume a lot of CPU and RAM (especially when run through a browser) as well as unnecessary bandwidth (This is rather relevant if you are using a cellphone's internet connection.) and I can confirm that having discord active makes old computers run slow as molasses. This will essentially ruin the usability of the website for anyone on a slow PC (you know, the ones with slow CPUs and only 4GB of RAM) so I strongly recommend against Discord integration. Make a new, snazzy discord banner if you prefer, but right now this website actually runs very well on older and slower computers, so let's not ruin that by bundling discord into the webpages.

Your position against Discord is known and has been re-noted.

As for implementing a URL pop-up for the link and mailto buttons, I certainly support that and my recommendation would be to actually just use the easiest and laziest solution, which is the good old javascript prompt() function (like prompt("Please insert link URL:")). Pretty much every browser supports it and it's certain to appear properly and work right regardless of your browser's particular UI needs, without futzing with divs and css and resolution-specific concerns. Really, it does the job and there is no need to overcomplicate it.

The easiest and laziest solution is to install an SMF add-on that adds the functionality.  :lol

As for snazzing up the website header area, I have no strong opinions on this and go right ahead if you prefer, but I do recommend not enlarging the overall header area, since that just consumes valuable screen space that would be better spent on letting people see more of the page proper. I also think it's best to make the new header not something too demanding for attention since that will just become a minor nuisance and an unwelcome distraction from reading the page contents. Other than that, my major recommendation is actually to try to reduce any empty vertical space in the header area so that there is more screen space for the more useful page contents below.

All of this would depend on the SMF website theme we move to.  The website header snazzing up request was by someone on Discord who clearly had a 180 from your opinion so no matter what I do I'm not going to be able to make everyone happy (which isn't really news).

On the subject of adding more table code functionality, I'm all for it so long as it does not become a breaking change, but if need be we can probably just make new table tags. Really, I'd only consider it a problem if it either breaks existing tables or makes existing habits of creating tables suddenly not perform as expected.

Making new table tags is what I'm going to have to do, it's the only way to add the requested functionality (there's no add-on I can install for that).  Since I'm the one doing the current hands on management of the website I have no interest in breaking anything we already have because then I'd have to find a way to fix it.

I want to make it clear that I do appreciate the feedback, just know that the only parts of this website that are manually coded are some functionality that Prime32 added because he either wrote it up himself or grabbed it from somewhere (like the table2 functionality).  We're not so old that the site was made from scratch, heh.

Board Business / Re: Community Input Requested V2
« on: September 15, 2022, 07:17:21 PM »
I am guilty of using Firefox.  Today I confused a tech support person because I use Firefox and don't even have Chrome installed on my personal computer (I was having issues getting registered on a website).  :lol

Okay, got it.  You want the th header code from here which automatically bolds and outlines the cells.

Hmm, that might actually be possible.  It'll require some coding adjustments but from what I'm looking at for our fancy table2 coding this should be something I could do.  I won't be adding all of the options in that thread but if th is the most important one that should be possible.

Board Business / Re: Community Input Requested V2
« on: September 15, 2022, 05:57:25 PM »
I can bold, italicize, and underline using the standard keyboard shortcuts, so if you can't I think that's a browser issue and not a forum issue.

For the tables I'm not really sure what you mean by using hr because the only time I see someone actually using the code [ hr] it is in a post that links to another thread where they talk about changing hr to be horizontal line (which is how we use hr).  I honestly don't understand what their header code is supposed to do but if we change what our hr code does then it will break a bunch of our stuff because here hr is this.

Making a pop-up show up to input a URL with the URL button might be possible.  I'll look into it, if it is possible it would probably require big changes to this whole post editor interface.  That wouldn't automatically be a bad thing but we've got so many customizations running around that I can't make any promises.

And you're welcome!  I don't have a gitp account specifically because of the culture over there so if we can get this place modernized and competitive with them enough to lure more people over here I'd count that as a big win.

Board Business / Re: Community Input Requested V2
« on: September 15, 2022, 01:54:36 PM »
I can definitely look into discord integration, a quick search shows that we've got a few options!

Board Business / Community Input Requested V2
« on: September 15, 2022, 01:37:15 PM »
There have been some discussions on Discord about the site but I'm posting it here to make it "official" (and also Discord is a terrible place to try and reference old information from).

Our website doesn't look great on phones and this is not a new issue.  I'm going to be looking into alternative themes for the website that are more mobile friendly which will end up probably including (among other things) a small visual overhaul, but it's going to be a little bit of work because some things like our fancy tables are extras that Prime coded into our existing theme.

While I'm doing things anyway, are there any other issues people have noticed with the board that should be addressed?

Is there any functionality that you think would be good to add that other forums have? (For example GitP, I don't have an account there so I don't know if they have features we don't.)

Is there anything you wish you could do while posting or browsing that you can't? (From a technical perspective, not a mod rules perspective.)

Here is a working list of things that I'm going to look into:
- New website theme that is mobile friendly Done, edited current theme
- Integrate Discord into the site better than the News link Sort of done
- URL pop-up input for the link button (might require changes to the post editor) Done, post editor changed
- Snazzing up the website header area? Not easily doable so not happening.
- th table code from here (might have to go in table2 options) Doesn't seem possible

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