Thursday 28 May 2009
CXLIB 1.4 Pulled from Downloads - A look ahead :)
Updated 28 May : 19:50 by Heavy
Well, sorry all, but cxlib 1.4 seems to have caused more problems then fixes when it came to our plugins, so we're pulling cxlib 1.4. If you downloaded it, grats!

I am working on Character Manager with every spare moment of free time that I have and hope to have something released for platinum members of the site soon Don't ask when it'll be done, it'll be done when it's done. No timelines this time, not with how hectic my new job is going
Friday 01 May 2009
CodeXscape Library 1.4 (FINAL) Released
Updated 01 May : 11:40 by Heavy
The FINAL release of the CodeXscape Library is out. This addresses some issues with a few plugins (notably WCM and REM menus) that some users were experiancing. Also, the forums will NOT be re-opened for this plugin.

This is considered a "maintenance" release and I must repeat this one last time...

THERE WILL NOT BE ANOTHER VERSION OF CXLIB AFTER 1.4. We are concentrating on other projects in order to move forward.
WOW Character Manager 2.1 (FINAL) Released
Updated 01 May : 11:33 by Heavy
This will be the LAST release of WCM before Character Manager is released. I'm trying very hard to get CM done as quickly as possible, it's a lot more complex then I think people realize

This is a MAINTENANCE release more then anything. It combines all the previous fixes, and bugs that have been found thus far into a new release. Support will ONLY be given for this release, and no release prior.

Enjoy !
Tuesday 21 April 2009
April Updates
Updated 21 Apr : 21:14 by Heavy
Well, things at work have been pretty unbearable here as of late with the workload. The good news is that work is FINALLY letting up some. Also applied for a new position so lets hope that goes well

All things said, I'm ready to hop back into development land, 1 plugin at a time. First, I want to talk about Character Manager, the up-and-coming replacement to WCM. There have been a lot of questions and I've even had people find me in-game (good luck with that the past week tho... bah... work...) and ask me about it, so figured I would 'spill the beans' so-to-speak on what it is, what the purpose is, etc.

First and foremost, CM is short for "Character Manager" and you'll hear me refer to 'CM' more and more in this post. CM is the natural progression of a REAL character manager for e107. I've had a TON of requests to support other games in WCM, but WCM simply wasn't setup to play well with other games. I'm trying to correct that first and foremost with CM.

As one can expect, you will be able to add your characters from different games to an e107-based website. Why would someone want to do this is probably the next question For simplicity sake, the ability to store an organize characters and then extend that data model has always interested me. It's always "what about adding this?" or "what about adding that?" when I look at "mapping" data from a character perspective. Ultimate, I have a pretty extensive MMO background extending back from the EQ days of old. Because of this, I know it's inevitable that I will play a different MMO then World of Warcraft, so that's why I'm working on CM

The other thing that I want to clarify is what CM "is not" to people. It will NOT be a place to store trade-skill information. Although I can see a use for a plugin that could 'interface' with CM and provide that data It's also not out of the question that I myself will code something to 'compliment' CM after things have settled down, as I can see the usefulness of having that detailed information available to members. Also, CM will NOT, by default, connect to ANY outside data sources (ie. Blizzard's Armory, MyLotro, EQ Players, etc). I will be writing 'import' and 'update' plugins seperately for games where I can find information readily available. I see this as a VERY POSITIVE change in the plugin development. What it means at the most basic level is that other import sources can be specified as long as someone wants to write a plugin template for it basically. I don't know 100% how this is going to work for people, but I want to use standard return codes, and function names to pull the data. The import plugins will be up to whoever to write (I see myself writing the first revision of most to get people started).

That also opens the question of how multiple import sources will work... I have thrown the first revision of the static XML config file for CM up on this site so people have have a look. You can find it here:

http://e107.codexscape.com/dev/cm_static.xml

There is a function that runs in the plugin that will convert the entire XML structure into a multi-dimensional array and store it in a global variable called $CMXML. For those that aren't technical, it basically means that ANY of the data you see in that file is loaded directly from the XML as a datasource, not a DB, so it's faster. The other thing people will probably notice is that as long as you have the right components defined, you can specify other games in the file

My hope is that other games can be added quickly by simply adding the required data into the XML file.

Now, when the plugin is released there is going to be some adjustment for some. I hope to include as many options as possible so people can 'tailor' CM to be used with 1 game or another. Also, REM WILL BE BROKEN WHEN CM IS RELEASED. I don't want to do a simultaneous release with CM, so a new release of REM will follow shortly after CM.

Now to speak a little bit about the next Raid Event Manager

I'm REALLY thinking of moving towards a 3.x release for REM at this point. There is a LOT that really needs to be done with REM, I simply haven't had the time to do it. Here is a 'short-list' of the things I would like to change with the next release of REM:

* Re-do the UI completely. There was a lot that made sense, and even more that didn't make sense with the UI that is REM 2 right now. I want the plugin to be as user-friendly as possible. Both to users, and admins. The more feedback and help that I get here, the better. I do plan on doing some 'mock-ups' of the design prior to release to get feedback

* Re-do time calculation. Quite simply, it's too damn confusing to understand for a LOT of people. I need to find a way to make this easier on everyone... lol - users, admins, and myself included. If anyone has php experiance and has delt with time calculation, give me a shout on the forums

* Re-work the event system. REM is going to support MORE then just WOW, it just HAS to be done this way to fall in-line with CM and the work going into that project. With that said, I need to start gathering information on how events are done in other games and see what options we will have to work with.

* CM integration. This one is a no-brainer, and some integration will be done with CM on the fly as I'm cross-referencing data between CM and REM to see what all has to be done.

As I said... a short-list eh?

I'm also going to copy this news post into the general forums as I REALLY want to get some feedback on what people would like to see with the next generation of the plugins as a whole. I know some have some radical ideas out there, but plz, TRY to be realistic in terms of what 1 man can accomplish hehehehe
Tuesday 31 March 2009
A post of random thoughts... a developers blog if you will :)
Updated 31 Mar : 09:24 by Heavy
Well, some have noticed that we have release eWOWHead, so yes development is still moving. Right now things are extremely slow in development land for me anyways. I know Kelem has been busy with RL projects and work taking a good majority of his free time away.

Anyways, just wanted to post to let everyone know that yes, we are undergoing a development shift here. Some are probably going "eh? What? How?" or something to that affect, so let me lay it out for you.

When we started our plugins (Kelem and I) our intention was to get 100% functionality out of them. Meaning, create something that we simply couldn't find anywhere else. I think we have accomplished that. Somewhere in the last 2 years, our development changed (not a bad thing) and focused more on the user community that uses the plugins. Adding in features that were requested, doing small hacks here and there, and helping people with e107 support on their site where they had our plugins installed. None of that is a bad thing, it's actually a very positive thing for us and to know that some of our community is still around that cares about what we create here.

We have also been through 3 (yes... THREE) site moves. We started originally at rem.mmoportal.org, then moved to the e107forge, when that got shut down we back to hosting our own stuff. I personally host the codexscape.com site and everything it is. Why the shift to e107.codexscape.com? Because of the hosting plan I chose @godaddy, I'm saving money, so there

Anyways, back on topic... development. When developing REM (the 1.x branch) it was VERY apparent to me that we needed to seperate some functionality. The plugin was becoming HUGE to manage. Hence the split into REM 2.x and WCM (WOW Character Manager). With that split, that is also when Kelem released RPM and WRM. It wasn't long before we both got sick of re-using the same libraries and code in every one of our plugins, so that's how cxlib (CodeXscape Library) was born. This was a very powerful thing for us... code once, and use it in all our plugins.

This also led us down a very rocky path. I use jQuery extensively at work, which is why I chose to use it in cxlib. The problem lies with incompatibilities between it, and other javascript libraries out there. The e107 devs could have picked MooTools and there would be problems, it's just something we didn't forsee. The timing of it however, could have certainly not come at a worse time.

I'd like to think we were at a 'high' point in development when e107 devs released what would be used in the 0.8 release of e107. We had JUST finished migrating the rest of our plugin code to use cxlib, our all-inclusive library that we were basing all of our plugins functionality on, as well as providing a way to 'cross-talk' between plugins, when the news about e107 0.8 using prototype. That crushed me.... literally. I'm not sure how much time Kelem had spent, but I know the time I had spent on re-writing code to use cxlib was well over 100 hours (including dev time on cxlib to make sure things were working correctly). I don't think it was a month before the news came out about 0.8.

That brings us to another point... we had just coverted everything over, and now it wasn't going to work correctly when the new version of e107 was released. Terrible, terrible timing I suppose on our part, but we had no idea what was coming, and honestly should have known better. I started to try and re-work cxlib to be compatible, it wasn't working correctly at all. Everything from declaring things differently, to the order on which things were included, things simply didn't seem to work well. Not to mention the other issues that we were having with popup problems, etc.

At that point, I hit burnout. Which is why development has been so 'lax' lately. I took a good 2 months off and then released ewowhead on the site. So far it's been received pretty positive, so I'm hoping people enjoy it

There have been other things going on with the site as well, as some will probably notice. I have changed the downloads section around and added some categories, etc. Same with the forums. Truth is, we are in the process of re-inventing ourselves. I'm done worrying about cxlib, and what it was and want to focus on the future of plugin development.

That being said, ewowhead is just the start of things. WCM development has been 100% put on hold. I'm actually working on CM (Character Manager) which will be a new character management system that people can use. The biggest benefit of it is supporting more then just WoW. Why? Because I, like a lot of folks, am pretty much on my 'last leg' with that game, and it won't surprise me in the least if I quit. So... I want to make sure that whatever I 'move to' I can utilize the same plugins that I've always used/created.

The initial list of games that CM will support are:

1. World of Warcraft (I know... duh! right?)
2. Warhammer
3. Lord of the Rings
4. Everquest
5. Everquest II
6. Age of Conan

Also, things are being controlled a bit differently this time around in that plugin, I'll talk more about that another time

What this also means is that there will inevitably be a new release of REM to co-incide with this plugin release. I'm not completely unsure of calling it REM 3.x at this point, but I'm not sure if enough has been done in the 2.x branch to really satisfy a full revision jump. We'll have to see.

One thing is for sure... if you have 'ideas' for a character manager or an event manager for e107, NOW is the time to start posting ideas on the site to be sure their included. I definately plan on going through the suggestions forums and implimenting everything that I possibly can that people have requested.

Also, don't ask when it'll be done. It will be done when it's done There is a section for 'platinum' members of the forums to get early access to the plugins (ie. beta) before everyone else. Before people ask, no, there is no 'charge' for getting that access on these boards. It's really about how you participate on the forums, help people out, provide feedback/ideas on what would make the plugins better, new plugin ideas, etc

I'm currently focused 100% right now on an ASP.NET/C# project for work, so when things let up there, development will resume on everything

- Heavee (Heavy/Mipp)
Tuesday 17 March 2009
eWoWHead - New Plugin!!! - Released to the public!
Updated 17 Mar : 08:06 by Heavy
I've had this 'under the hood' in development land for about a month now. No major bugs appear to be cropping up, so here is version 0.1 of ewowhead. Here is the README.TXT file from the docs directory on the plugin, read on to learn about the plugin and what it does.

For those that don't wish to read the wall of text, it's effectively a replacement for ArmoryStats utilizing wowhead.com instead of Blizzard's Armory. This also falls more in line with the development direction we are moving towards, so hopefully everyone enjoys it.

-------------------------------------
Requirements
-------------------------------------
+ e107 CMS (http://www.e107.org)
- Tested on version 0.7.15

+ Only tested on PHP5, may work in PHP4...

-------------------------------------
Table of Contents
-------------------------------------
1. What is ewowhead?
2. Why was ewowhead created?
3. How do you install ewowhead?
4. How do you upgrade ewowhead?
5. Who is involved in ewowhead?
6. Will you support game 'x'?
7. I have an idea for ewowhead, where do I submit this?
8. Can I change the names of the tables for ewowhead?
9. Do you support other languages?
10. Will this plugin affect my page load times?
11. Can I Import/Export the item data?

-------------------------------------

1. What is ewowhead?

ewowhead (Wowhead for e107) is a plugin for e107 that will pull item, spell,
quest, and achievement data from wowhead and display it on your e107 site. It
does this by using bbcodes. It is intended solely to be used for World of
Warcraft and does not, nor has the intention of, supporting any other game.


2. Why was ewowhead created?

First, a little history for those that don't know ewowhead came about as a
development effort @codexscape. We originally did the plugin 'ArmoryStats'
which was mildly sucessful. Ultimately, due to the erradic nature of Blizzard's
Armory, plus a focus shift in development, ArmoryStats was dropped as an active
project. ewowhead is what replaces armorystats effectively

There were also a LOT of technical challenges to overcome with the Armory, and
at the end of the day, I simply wanted something that would WORK, and that I
wouldn't have to guess if the Armory was going to work today or not.


3. How do you install ewowhead?

Easy Just download the .zip file, extract it, and upload it to your
e107_plugins directory. After you have done this, go into your plugin manager
and click 'Install' and then proceed to configure ewowhead for your needs.
To pull information in a different language, be sure to change the URL for
wowhead to the one in your correct language.

ewowhead is a 'passive' type plugin. Meaning that is has very little configuration
and simply 'works' without much interaction. In order to test that it is working
correctly, you can simply insert an item name in the bbcode tags. You can
also specify an item by id as well.


4. How do you upgrade ewowhead?

Extremely easy Simply upload the new files from the updated ewowhead-<version>.zip
file to your site, go into your Admin panel in e107 and click "Upgrade" in the e107
Plugin Manager.


5. Who is involved in ewowhead?

Mipp Creator/Main Developer (also known as Heavy and HeavyD)


6. Will you support game 'x'?

Not with this plugin It's for wowhead.com... DUH!


7. I have an idea for ewowhead, where do I submit this?

If you have an idea, please submit it on the forum located here ->

http://e107.codexscape.com


8. Can I change the names of the tables for ewowhead?

Yes! In fact, it is BEST to do this BEFORE you install ewowhead... open the file:

<e107_plugins dir>/ewowhead/includes/config.php

You will find an entry pointing to the 'Itemstore', change the table name there and
then save and re-upload the file. Be sure your database has the same name!!!


9. Do you support other languages?

We only support English officially. According to the wowhead site for integrating "Powered by WOW Head"
located here:

http://www.wowhead.com/?powered

If you need support for another language other then English, you have to make sure your site
and your database support UTF-8. Sorry we can't answer more about this, we simply don't know
a whole lot on other languages Try hitting up our forums to see if other users in the same
locale are experiancing the same problem.


10. Will this plugin affect my page load times?

The answer here is 'Maybe'. The e_meta.php file used in the plugin DOES call to wowhead's site
in order to pull in their power.js widget as described here:

http://www.wowhead.com/?powered

If wowhead is down, or is experiancing problems, it is possible that it will affect your page
load times.


11. Can I Import/Export the item data?

Sort of

We only actually record a VERY SMALL set of data from wowhead, and only from items themselves. We cache:

* Item ID
* Item Name
* Item Quality

What we do offer is the ability to 'import' and 'export' the itemcache that contains this data. The export
is also a simple XML file so you can actually use the data for whatever at that point if you wish to. I
wanted to give people the ability to import/export LARGE item databases, hopefully this works for that

----------------------------------------------
Author Information:
D (temnsujad@yahoo.com)

Thunderhorn Server - horde
Mipp - Blood Elf Paladin
Cryt - Blood Elf Mage
Manstik - Tauren Death Knight

Bloodhoof Server - alliance - retired
Heavee - Draenei Hunter
Heavy - Gnome Warrior
Mippx - Draenei Paladin
Shirako - Gnome Rogue
----------------------------------------------

VERSION INFORMATION

Please check the CHANGELOG file for version history, etc

Friday 27 February 2009
Changes :)
Updated 27 Feb : 08:11 by Heavy
The following downloads are considered "end of life" and are no longer being actively developed. As such, only registered members of the site may download these:

* CodeXscape Library
* WOW Character Manager
* WOW Boss List
* ArmoryStats

There is some new development in the works, and REM will continue to be available and will be updated so that cxlib is no longer required in order to use it. I simply haven't gotten to that point in my development efforts quite yet.

Additionally, I have chosen to stick with e107 as the CMS that I develop for, with one caveat... I will no longer be including javascript frameworks or anything of the sort in with plugins. Only independant libraries will be included. Because of this, CXLIB is now depricated as we were previously moving toward using jQuery across all of the plugins.

I will also be assisting Kelem on getting RPM and WRM updated as well. When all of this will be done I can't tell you. It's been a nice (almost) 2 month break from development for me and I don't want to get in over my head again. Part-time is my mantra here, nothing more.

Also, the forums will be changing too. The old plugin forums will eventually be locked and then moved to a forum 'graveyard'. You will still be able to browse them, but that's it.

Lastly, for the gold members of the site, they have early access to the new things being developed here. How do you become a gold member you ask? Be active in our community here. Suggest direction on where things should be moving, etc or help us with development, graphics, language files, or whatever else might be needed.
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