Guild Launch News
Version 6.1 - Sneak Peak Release Notes
Some more changes have completed testing:
Widget Enhancements
The RSS widget is now better formatted and more consistently formatted amongst the various RSS widgets. The resulting widget is a touch longer since it has more spacing, but the result is a much more readable and usable widget.
Performance Improvements
External Script Loads
* We've changed the WoWHead and WarDB scripts to be loaded immediatley after the page has loaded. This will not change the total time a page needs to render but will definitely change the perception of the total time since the main page content will load prior to thos external scripts. This will mean that you all will perceive the page as loading a quarter second earlier or so.
* This also means that if WarDB is down the page loads will not suffer nearly as much.
Secondary Domains for Static Files
* We've moved almost all of our Javascript files to our secondary js1.guildlaunch.net domain.
* We've moved almost all of our Image and CSS files to our secondary image1.guildlaunch.net domain.
* The net effect of this change is that your browsers will perform more parallel downloads. Also, cookies for the guildlaunch.com domain will not be sent to this domain. This should speed up page loads all around. If you are oversees this may speed up page loads drastically.
Enjoy!
Stephen
Widget Enhancements
The RSS widget is now better formatted and more consistently formatted amongst the various RSS widgets. The resulting widget is a touch longer since it has more spacing, but the result is a much more readable and usable widget.
Performance Improvements
External Script Loads
* We've changed the WoWHead and WarDB scripts to be loaded immediatley after the page has loaded. This will not change the total time a page needs to render but will definitely change the perception of the total time since the main page content will load prior to thos external scripts. This will mean that you all will perceive the page as loading a quarter second earlier or so.
* This also means that if WarDB is down the page loads will not suffer nearly as much.
Secondary Domains for Static Files
* We've moved almost all of our Javascript files to our secondary js1.guildlaunch.net domain.
* We've moved almost all of our Image and CSS files to our secondary image1.guildlaunch.net domain.
* The net effect of this change is that your browsers will perform more parallel downloads. Also, cookies for the guildlaunch.com domain will not be sent to this domain. This should speed up page loads all around. If you are oversees this may speed up page loads drastically.
Enjoy!
Stephen
Version 6.1 will also include a new version of the Guild Launch Profiler. This version is to support the changes to ensure that all achievements are tracked properly.
-Stephen
-Stephen
I don't know if you just didn't mention it or if yet another release has gone by without it, but have you streamlined th character add functionality at all?
http://support.guildlaunch.com/forums/viewtopic.php?t=2094089&gid=535. It's been promised for several releases now and it really is a right royal pain in the bum the way it currently works. Here's hoping!
http://support.guildlaunch.com/forums/viewtopic.php?t=2094089&gid=535. It's been promised for several releases now and it really is a right royal pain in the bum the way it currently works. Here's hoping!
Cruciformer wrote:
This feature has been discussed before and the character creation process as a whole has received changes in the last few releases. Are we pulling in characters the way you describe in your post yet, no, and we haven't commited to that being the way we'll do it in the future. Though, I've said that I will look into it and keep it mind when we do make changes in this area.
The character addition process has not been overhauled in this release. Armory imports, for most guilds, pull in hundreds of characters in one shot. The current process for manual character additions isn't broken.
That being said, I"ll see what I can do to preselct the game and server for the current guild's info and see if I can squeeze it into this release.
-Stephen
I don't know if you just didn't mention it or if yet another release has gone by without it, but have you streamlined th character add functionality at all?
http://support.guildlaunch.com/forums/viewtopic.php?t=2094089&gid=535. It's been promised for several releases now and it really is a right royal pain in the bum the way it currently works. Here's hoping!
http://support.guildlaunch.com/forums/viewtopic.php?t=2094089&gid=535. It's been promised for several releases now and it really is a right royal pain in the bum the way it currently works. Here's hoping!
This feature has been discussed before and the character creation process as a whole has received changes in the last few releases. Are we pulling in characters the way you describe in your post yet, no, and we haven't commited to that being the way we'll do it in the future. Though, I've said that I will look into it and keep it mind when we do make changes in this area.
The character addition process has not been overhauled in this release. Armory imports, for most guilds, pull in hundreds of characters in one shot. The current process for manual character additions isn't broken.
That being said, I"ll see what I can do to preselct the game and server for the current guild's info and see if I can squeeze it into this release.
-Stephen
I had to make an edit to the character add page for another change in this release. So, while I was there I've made it so that when you use the "Add Character to Guild" link on the guild roster the Game and Server for the guild are preselected.
Enjoy!
Stephen
Enjoy!
Stephen
BTW, I LOVE the changes upcoming to updating the Rapid Raid data. This will make adjustments a breeze!
GL_Support wrote:
I refer you to your comment in this thread: http://support.guildlaunch.com/forums/viewtopic.php?t=2223521&postdays=0&postorder=asc&start=45&gid=535
You said, and I quote "Character addition enhancements are slated for 6.1 ... and something like you've requested will almost certainly be there".
As we have covered in previous posts, the issue is not with importing guild mates, although at the speed at which the armory sometimes updates, even an armory import isn't feasible and I have to resort to manually adding people so that they can show up on the suicide list. The real issue is when we want to pug with people and get their names into the suicide list (especially for co-guild runs). Character addition is a frequent operation and sorry to argue with you, but it currently is broken, from a usability standpoint.
I am a programmer and I know how easy it would be to add two fields to the guild info page that specify the default game and server, and have those fields pre-populated. Even just that simple change would be a huge improvement. Having it look up a character on the armory to get their level, race, class and gender (thus eliminating all of the potential for human error - oops you are a human warlock not a gnome one - oh you're really female, my bad) would be very welcome indeed. I did something similar for my own website before I switched to guild launch and it took me all of 15 minutes. If you want some tiny C code that uses libxml2 and queries the armory for exactly this information I am happy to donate it to you.
This feature has been discussed before and the character creation process as a whole has received changes in the last few releases. Are we pulling in characters the way you describe in your post yet, no, and we haven't commited to that being the way we'll do it in the future. Though, I've said that I will look into it and keep it mind when we do make changes in this area.
The character addition process has not been overhauled in this release. Armory imports, for most guilds, pull in hundreds of characters in one shot. The current process for manual character additions isn't broken.
The character addition process has not been overhauled in this release. Armory imports, for most guilds, pull in hundreds of characters in one shot. The current process for manual character additions isn't broken.
I refer you to your comment in this thread: http://support.guildlaunch.com/forums/viewtopic.php?t=2223521&postdays=0&postorder=asc&start=45&gid=535
You said, and I quote "Character addition enhancements are slated for 6.1 ... and something like you've requested will almost certainly be there".
As we have covered in previous posts, the issue is not with importing guild mates, although at the speed at which the armory sometimes updates, even an armory import isn't feasible and I have to resort to manually adding people so that they can show up on the suicide list. The real issue is when we want to pug with people and get their names into the suicide list (especially for co-guild runs). Character addition is a frequent operation and sorry to argue with you, but it currently is broken, from a usability standpoint.
I am a programmer and I know how easy it would be to add two fields to the guild info page that specify the default game and server, and have those fields pre-populated. Even just that simple change would be a huge improvement. Having it look up a character on the armory to get their level, race, class and gender (thus eliminating all of the potential for human error - oops you are a human warlock not a gnome one - oh you're really female, my bad) would be very welcome indeed. I did something similar for my own website before I switched to guild launch and it took me all of 15 minutes. If you want some tiny C code that uses libxml2 and queries the armory for exactly this information I am happy to donate it to you.
GL_Support wrote:
Very much appreciated indeed.
That being said, I"ll see what I can do to preselct the game and server for the current guild's info and see if I can squeeze it into this release.
Very much appreciated indeed.
Hey guys i gave u my wrong email address so the person in charge email me back at 5shaffers@live.com.
Cruciformer wrote:
Many times.. even easy things take a while. It's where they stand in the priority list and of what project. I used to work in a pharmacy, and yes.. it took 2 minutes to get the RX into to the system, printed, and slapped onto a box that you didn't have to count pills. Yet the customer had to wait in line behind everyone else. Just because of the order in which it was received.
It didn't matter how sick/urgent the medicine was needed, or where in line it stood in the production phase - i.e. several times we had 2 lines of ready RXs, just waiting to be checked by the "one" person who could allow it to be released..
... = / just 2 copper from someone who's been in customer service.. GL will get to it.. trust me
I am a programmer and I know how easy it would be to add two fields to the guild info page that specify the default game and server, and have those fields pre-populated.
Many times.. even easy things take a while. It's where they stand in the priority list and of what project. I used to work in a pharmacy, and yes.. it took 2 minutes to get the RX into to the system, printed, and slapped onto a box that you didn't have to count pills. Yet the customer had to wait in line behind everyone else. Just because of the order in which it was received.
It didn't matter how sick/urgent the medicine was needed, or where in line it stood in the production phase - i.e. several times we had 2 lines of ready RXs, just waiting to be checked by the "one" person who could allow it to be released..
... = / just 2 copper from someone who's been in customer service.. GL will get to it.. trust me