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DungeonMaster

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Everything posted by DungeonMaster

  1. a_bertrand you are only reinforcing my points:   Exactly hence this needs to be documented with mods.   Actually, when a module is downloaded from your site it is assumed you checked it for bugs and "locks" or you don't test them? This will help me ascertain what level of trust I should give to third party mods.   Not sure what that is supposed to mean but if you read the Verify Email thread you will see I brought up that point. Prior knowledge about something saves time for the end user. I think I may be running in circles here with suggestions and since I do not have much time I will stop there.
  2. Good point, I forgot to mention this is sent in HTML and should have a text only option.
  3. BUT - it still disables Admin with an undesirable result. The illustration is that the module IS capable of doing something that can render someone's install frozen regardless of it being core or not. Keep in mind that the idea you are proposing is the ease at which NWE can make installing modules, etc. Not everyone knows how to go in, uncomment, alter codes, edit files, change databases, etc. Please see this as constructive input and not as criticism.
  4. Tables should not be an issue unless they actually modify core tables. Lets take the verify Email module as an example. (No Kyle nothing about you, just an example). I installed it - locked me out. Could not do anything because I did not get the verify Email. I then deleted the module via FTP and the lock was still there! So in some cases simply just deleting a module does not remove what it can 'do'. This is just an example. Hence another reason to emphasize descriptions.
  5. I understand those concerns but Email verification is important because: 1. It presents a level of control 2. You can tell them to check their spam folder if they do not receive it (I do this in all my forums for example: here) 3. When it is time to Paypal you can ensure that there are similarities in Email accounts and you are not getting paid with some 'unknown' Email 4. If you need to contact the person because something happens with their account, newsletter or whatever then you can be assured that they first verified their email. When Emails bounce, are blocked or go to fake accounts I delete their accounts to, thus participants are usually willing to give genuine Email. Lastly, whey even ask for Email if you don't know if it is genuine, may as well leave it out.
  6. 1. Perhaps you can make it a requirement for submission and review what is there already 2. I will keep that in mind though when I'm on a roll I do not like to stop and request something especially because a mod could take months to receive. 3. I've tried that (deleting) but some modules still leave many footprints that can affect your overall site hence my emphasis on description and a list of affected files. Thanks for your answers.
  7. No, no this is not about singling out your mod, these are general comments. I am actually using a test run and just installing, updating, pressing buttons and just being a 'child' with it so when I do start with the real thing I'm not surprised. Some of what I said above I had actually observed long before I decided to go with NWE.
  8. I've gotten the chance to do a lot of testing with the system and it is just what I wanted and should make transferring content from my defunct systems easy. Of course I do have some concerns: 1. There really needs to be more documentation for modules. For instance in Admin there will be info about updating a module but it does not say how the update will affect it. There is no picture and the descriptions are very sparse. 2. How would Core file updates affect me if I did any editing to them? Will there be a show of what was changed or will I have to try and work outside of the core in order to grow with the updates? This same question relates to the core modules as well. 3. Module regrets - if you install a module and then later need to remove it I notice there is no remove option I guess because of the hook concept and dependencies. Modules should state in what way it will affect your files and what changes will be made so you can undo them.
  9. I believe the key to have it work for others is not to assume the server environments of users and allow as much configuration as possible which of course can be done by editing your mod directly but just saying for someone who may not know how. With that said I applaud you for creating it, as I said I'm surprised it isn't a default option, it alleviates having to start from scratch as you took out most of the work.
  10. OK I see what the problem is... If the Email address is located on the server then the email will be flagged to :fail: If it is sent to an Email outside of the server then it will send it but: The send from Email addressed is assumed and is also a reason to send to :fail: on some servers This is something that has to be either edited first by Admin or at least the headers need to be configured. I will also suggest that since Admin is installing the module he should not be required to verify because if anything goes wrong as in my case then he is locked out.
  11. Yes I did a quick scan of the code and noticed there is a forced no-reply Email. I tried changing that to see if it was being rejected by exim because of the false address but that did not work either. I'm going to see if I can pick up anything from my logs. UPDATE: I do see it being sent in the logs but it is not actually relayed to me. I will check the send procedure and post an update. Thanks.
  12. This should be default however unfortunately it does not work for me and has locked me out of the system. When I press for it to resend verify Email I get nothing. How is it sending Email?
  13. Just to update this thread: 1. I will like to thank Kyle for the push, he gave me a Dev. license that helped me to understand the system better. 2. I will like to thank a_bertrand for answering my questions by Email and helping me make up my mind to go with a FULL license. 3. I am excited to do some work on this and get it running but my boys will just not give me peace enough to do it. I have not dived into the code yet but I can tell you this is a great system compared with the many I have used in the past. This is just to say Thanks.
  14. Installed dev version. I got the same error as in the free version and had to comment it out. Also it says in the Admin info section: Installed engine version: 1.1.5 Latest version available: 1.1.6 So the one I downloaded is not the latest?
  15. a_bertrand, I haven't received anything. You sent it via Email? UPDATE: I just logged in and see it now - thanks but if you can please send to me via Email so I have a hard copy for my records other than just seeing it on your site. So I will install this version and remove the free one - which forum or support area do I use for comments or do i stay with this thread? One of the first things I noticed is the lack of screen shots for the modules especially if you are charging for it then at least the buyer should 'see' what they are getting. Suppose it is not what they wanted, you refund the credits?
  16. a_bertrand, when am I get the license so I can see what you have to offer in the marketplace? I believe Kyle sent you the info already?
  17. Well, I have already done that, hence I am here. ;)
  18. Well so far the two I am looking at now has my objectives in mind. I lean more to NWE but find it over priced for the lack of WOW factor involved plus the $100 version has things I will never use: forum, mail, etc. Maybe that will change once I can gain access to the marketplace. I also like that it does not use SMARTY code which I realized ezRPG does. I also want mods that work right off the bat so when I begin to edit them I know I'm working with something already functional.
  19. Let me just throw this out here... are there any other game engines I should be looking at besides these two?
  20. Fair enough though I doubt I will reach that amount anytime soon. By the way you are talking about the paid license since the free is well... free? This probably is applicable to modules more than the core files not so since what you are actually charging for is the use of modules and not the core files.
  21. I tested EZRPG - install was flawless and no errors. The only drawback I see is the use of smarty (which I personally do not like) and from browsing available modules a lot of the threads have complaints about users trying to get it to work. Now I could probably invest time looking at the code and getting it to work but I don't want to do that. I'm interested in something that works right off the bat so my modifications will not bring up more surprises. KyleMassacre I'm sending you that PM shortly. a_bertrand - well what did you decide. I plan to use it for 6 different genres which will function off of four domains - that is not 10 but if it does not say that as part of the license I need to know what the ideal is on that. And from your EMail I am talking about: http://www.nw-engine.com/
  22. I am installing now and will join the community over there.
  23. If that is true then it would only push me further to use EZRPG which doesn't have those restrictions.
  24. Thanks, modules are also compatible with this version?
  25. OK so there are different versions of EZRPG to make it more confusing. Right now I need an engine with good modules that is secure. I then need to be able to use that across multiple domains. I am mostly interested in having it functional and secure rather than new features. To meet this need and to avoid constant adaptations of codes due to mergers etc which one should I use?
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