We're announcing today the Data Embassy, a new service for our fellow Drupal shops to make content migration into Drupal easier. Let us remove the pain of content migration from your Drupal development workflow.
You know exactly what I mean by "pain". As Drupal continues to expand and existing websites are converted into Drupal, large migration comes as necessary evil. While migrations from smaller Wordpress or Joomla websites can be automated fairly easily, anything other than that it not so simple.
In the eleven years I've work with Drupal, I've notice that migrations take a significant part of the budget in various Drupal projects, with countless developer hours spent migration in every single project that is not a brand new website.
To counter that, we've developed over the years in Chuva Inc. several strategies, checklists and custom tools to deliver quicker, cheaper and more precise content migrations. We've applied that method to several migrations, from several different CMSs, in-house CMSs and even static, manually-edited HTML pages.
Now, we want to share this expertise with the Drupal community at large. By offering a new service specialized solely on content migrations, we will perform the migrations in a more effective way, saving time and money for Drupal shops.
Can we save you money on your Drupal shop's next project? Learn more at: http://drupalmigration.chuva-inc.com
Have you ever been asked by a client to export pages or content as a PDF?
Yeah, I know that feeling.
I think this is one of the most underestimated development tasks in the non-technical world. It is not that easy, and it is even harder to explain.
What tool should I choose? Is it compatible with the OS of the host site? Is there a module for that?
Ok, it’s not impossible, but it’ll take time…
Probably more than what your client is willing to pay…Tags: acquia drupal planet
An Endzeitgeist.com review
The fourth free preview-pdf for Mists of Akuma clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page list of things to expect, 1 page SRD, leaving us with 6 pages of content, one of which, as always, is devoted to the continent of Soburin, so let's take a look!
After a gorgeous art and proverb, we dive into the wonderfully crafted prose that details the history and nature of Imperial dragons - and no, they're not conveniently color-coded. The pdf's crunchy meat supplementing this prose would be three sample dragons - the wyrmling underworld dragon (challenge 6) that gets a nasty multiattack, necrotic breath and frightful presence. The adult variant of this dragon already has challenge 12,c an disguise itself and has legendary actions...and, at challenge 18, the ancient Hakanokishi is a pretty impressive example for the most powerful of these dragons - including legendary wing attacks. The underworld breath of the dragons gets easier to recharge at higher levels and the more powerful of these guys add exhaustion levels to the deadly breaths. Nice.
Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Mists of Akuma's full-color two-column standard and the pdf features neat full color artworks of stock art. The pdf comes fully bookmarked for your convenience.
Mike Myler's Imperial dragons are a fun glimpse of the things to come in this regard, with particularly the fluff of these dragons being very interesting. While personally, I considered the tsukumogami more intriguing and unique than these dragons, the pdf still is FREE and a no-brainer, easy download that makes you excited about the setting - hence, my final verdict will clock in at 5 stars.
Integrate Drupal with xenforo.
The purpose of this module is to allow Drupal to be a 'master' site and 'xenforo' a slave site.
Users created on Drupal will be pushed automatically to xenforo.
Once the user logs in to Drupal, he will be able to login automatically to xenforo site.
Unity's big changes include a new mid-tier pricing plan, Unity Plus, as the cost of Unity Pro rises & all versions of Unity become capable of deploying games on iOS & Android at no additional cost. ...
The first test of my conversion of Deadlands Reloaded to the Fate rules set went really well, better than I expected. I had hoped that the rules changes would be able to keep the feel of Deadlands while giving my group a set of mechanics that we were more comfortable with.
If you want a quick overview of my initial goals, you’ll find my first post here.
This post is going to mainly focus on the Skills, with a few words about Powers, Edges, and Hindrances.Skills, or, How to Do What You Do
The first thing I wanted to do was to make sure that the Attributes and Skills got converted over well. Those are the most often used portion of most systems, and they needed to work well together. I ended up doing most of these conversions on the fly, with my group present, so I could get their input. To that end, I made rough notes as I was working. Here’s a look at the skill substitutions.
If you’re having a difficult time reading my handwriting (and who could blame you?), here’s the breakdown in text form. Deadlands skills are on the left, their Fate replacements on the right.
Climbing –> Athletics
Lock Picking –> Burglary
Streetwise –> Contacts
Repair –> Crafts
Gambling –> Deceive
Piloting –> Drive
Fighting –> Fight
Investigating –> Investigate
Knowledge (All) –> Lore*
Notice –> Notice
Swimming –> Physique
Taunt –> Provoke
Persuasion –> Rapport (Persuasion)
Survival –> Resources
Shooting –> Shoot
Stealth –> Stealth
Guts –> Will
Fate and Savage Worlds handle skills differently enough that there are what might look like odd gaps or placements. Fate tends to be more broad about things, and also has things as skills that might be Attribute rolls in Savage Worlds.
Some of the skills mapped 1-to-1, like Fight, Investigate, Notice, and Stealth. Those were pretty straightforward. Others needed some massaging. I combined Boating, Driving and Piloting into Drive, Throwing and Shooting into Shoot, and Tracking and Survival into Resources.
These combinations highlight one of the main differences between the two systems. Fate is all about competent PCs succeeding at what they set out to do. They might take some major bumps and bruises on the way, but they succeed in the end, usually. Savage Worlds is about people hanging on by the skin of their teeth, getting their teeth kicked out, maybe going down, but not going down without a fight.
I bring that up, because I see the skill specialization in Savage Worlds as something that adds to that feeling. You need a throwing skill because it’s different than shooting a gun in a system where it’s interesting to see what might happen when a hero decides to throw a stick of dynamite (or a grenade), but isn’t very good at it.
It’s almost as if Savage Worlds is asking “How can dying while do this be cool and interesting?” where Fate asks “How can a setback while succeeding be cool and interesting?”
That difference means that Fate isn’t as interested in the same granularity of skills as Savage Worlds, and that works. For Deadlands it means that I’ll have to find different ways to manifest that tone, ones that don’t lean on the skills.Outliers
There are a few skills that don’t really have an analogue in one system or the other. Empathy in Fate doesn’t have much of a match in Savage Worlds, so I kept it on its own. It’s needed to defend against a Deception roll, which would be a Smarts or Spirit check in Deadlands. If I find that too clunky in play, I’ll make Will the defense for that.
Riding I also kept separate because, well, it’s a Western game. To me, in that context, knowing how to ride or not is more important than the Throwing and Shooting combining into Shoot. That’s my instinct anyway. We’ll see if it matters in play.
*Then there’s Knowledge skills and Lore
You can see on both lists that I bundled all the Knowledge skills under Lore. I ended up changing that as soon as we started looking at the characters directly. You see, all three of my characters are Mad Scientists, and those characters rely a lot on individual knowledge specializations, so I kept them individual. I don’t know if that’s something I do in a published, official conversion, but it felt right for these characters. They are narrowly focused, and I wanted them to stay that way in Fate.
Overall, I’m happy with how the Skills look. We played a quick session after getting the characters set up with the new conversion, and they all seemed to work well. More testing will reveal if there are any tweaks needed or not.Powers, Edges, and Hindrances
Here’s where the systems really diverge. Things like Powers and Edges are a lot like Stunts in Fate. Things like Hindrances are somewhat like Conditions. All of them are a little bit like Aspects. So instead of converting the entire book, I just worked on each of the characters with my players. Check it out:
There’s a lot going on there, for sure. In fact, there’s so much that I want to know what you all want to see next. Powers? Edges and Hindrances? A session recap and a breakdown of how I ran the game? Take a look at the sheets, then hit me up in the comments and let me know!
This module extends Commerce Giftcard to enable customers to choose from one of three fulfillment options for each giftcard they purchase:
The Google Summer of Code 2016 (GSoC’ 16) coding period kicked off from last week, May 23rd. Each selected student had a one-month long community bonding period with their respective organisation. I had written my community bonding experience with Drupal in my previous blog post.
I am working on porting search configuration module to Drupal 8 under the mentorship of Naveen Valecha, Neetu Morwani and Karthik Kumar. I learnt the basics of Drupal, implementing Drupal forms and other fundamentals required for my project in the initial phase.
I was really thrilled to get into the coding rounds of GSoc’ 16. I was successful in making a good progress in the initial week. I could start the coding phase effectively by porting some important features. I had regular discussions with my mentors throughout the previous week. They were really helpful in guiding me in the proper way by reviewing the code and sharing their valuable feedback.
Here I would like to share with you some of the changes which I have come across in Drupal 8 from its preceding versions which I have worked out in the previous week for my project.
- In D8, the .info files are replace by .info.yml files. The .info files contained the basic information regarding the respective module. The .info.yml generally contains the following attributes of the module:
- The Drupal 7 variables have been converted to the Drupal 8 state system. The previous versions had variable_get and variable_set functions to store variables and their default configurations. They were used to store and retrieve data. They are presently removed in D8.
- In Drupal 8, they are replaced by the configuration API.
- Moreover, we need to store the default configuration of the variables. While developing a new module, it comes in module/config/schema/ will contain the default variable configurations.
- The default configuration is the default property of the system with its type and the corresponding default value linked to it.
- Another transformation that has taken place is that the global $user has been substituted by the current_user service.
- So, the previous definition,
- global $user;
- is replaced by
- $user = \Drupal::currentUser();
- So, the previous definition,
These were some of the important concepts that I had to deal with in the previous week for the porting process. It was really a wonderful learning time for me. Hope to enjoy the coming weeks to learning new concepts and implementing it for my porting.
Hope all the selected students had a wonderful start to their coding period. All the best for the coming weeks.
This project serves as the implementation of the FSGIM to Drupal ( ref: ASHRAE/NEMA 201P (ISO/WD 17800) – Facility Smart Grid Information Model ) It is part of a new ecosystem of modules under development to support the integration of Energy as a new vertical market for Drupal.
After a couple of weeks of setting up with mostly free-format meetings in IRC we’re going to try a more structured format for our weekly UX meetings:
- First half hour: people can introduce a problem + proposed (possible) solution
- Second half hour: we review any work that has progressed over the past week. Often a core committer will be around to provide guidance or even actually commit changes that are good to go.
We did a first ad-hoc version of this last week, including a hangout with screen sharing. It worked really well, was productive and a lot of fun. Seeing the same thing in action is helpful when discussing user interface changes!
The meeting will take an hour. Here’s a calendar for the date and time.
Want to join? Join the UX channel on drupal.slack.com. Get an automatic invite here. We’ll link a hangout from there and make sure we’re broadcasting live so at least everybody who wants can follow along and use Slack for background chat.
See you there!Tags: drupalplanetd8uxprocessmeetingscollaborationSub title: 50/50 on new ideas and reviewing work in progress
The monthly core patch (bug fix) release window is this Wednesday, June 01. Drupal 8.1.2 will be released with dozens of fixes for Drupal 8. There will be no Drupal 7 bugfix release this month.
To ensure a reliable release window for the patch release, there will be a Drupal 8.1.x commit freeze from 12:00 UTC Tuesday to 12:00 UTC Thursday. Now is a good time to update your development/staging servers to the latest 8.1.x-dev code and help us catch any regressions in advance. If you do find any regressions, please report them in the issue queue. Thanks!
To see all of the latest changes that will be included in the release, see the 8.1.x commit log.
Other upcoming core release windows after this week include:
- Wednesday, June 15 (security release window)
- Wednesday, July 06 (patch release window)
- Wednesday, October 5 (scheduled minor release)
Drupal 6 is end-of-life and will not receive further releases.