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Sony aims to bolster PSN security with two-factor authentication

Social/Online Games - Gamasutra - 20 April 2016 - 11:41am

Sony confirms that it's working on implementing two-factor authentication for PlayStation Network accounts after enterprising fans find mention of the security feature in a recent PS3 firmware update. ...

Categories: Game Theory & Design

Mediacurrent: New eBook: Intranets the Drupal Way

Planet Drupal - 20 April 2016 - 11:14am

The Intranet has entered a new era where 78% of companies are running on open source software. Now, options for corporate Intranets are no longer confined to proprietary platforms.

Categories: Drupal

Shining light on the unregulated gambling rings of Counter-Strike: GO

Social/Online Games - Gamasutra - 20 April 2016 - 11:12am

Bloomberg explores how people of all ages (but especially teens) are buying in-game items for real money and wagering them on CS:GO matches via unregulated third-party betting hubs, as Valve looks on. ...

Categories: Game Theory & Design

myDropWizard.com: Drupal 6 security update for Views!

Planet Drupal - 20 April 2016 - 10:40am

As you may know, Drupal 6 has reached End-of-Life (EOL) which means the Drupal Security Team is no longer doing Security Advisories or working on security patches for Drupal 6 core or contrib modules - but the Drupal 6 LTS vendors are and we're one of them!

Today, there is a Moderately Critical security release for Views to fix an Access Bypass vulnerability.

The Views module provides a flexible method for Drupal site designers to control how lists and tables of content, users, taxonomy terms and other data are presented.

The module doesn't sufficiently check handler access when returning the list of handlers fromview_plugin_display::get_handlers(). The most critical code (access plugins and field output) is unaffected - only area handlers, theget_field_labels()method, token replacement, and some relationship handling are susceptible.

Download the patch for Views 6.x-2.x or Views 6.x-3.x!

If you have a Drupal 6 site using the Views module (probably most sites), we recommend you update immediately! We have already deployed the patch for all of our Drupal 6 Long-Term Support clients. :-)

If you'd like all your Drupal 6 modules to receive security updates and have the fixes deployed the same day they're released, please check out our D6LTS plans.

Note: if you use the myDropWizard module (totally free!), you'll be alerted to these and any future security updates, and will be able to use drush to install them (even though they won't necessarily have a release on Drupal.org).

Categories: Drupal

Interactive Music for the Video Game Composer - by Winifred Phillips

Gamasutra.com Blogs - 20 April 2016 - 9:30am
Interactive music systems are increasingly important in games. In this article, I discuss two music system prototypes that were revealed at GDC 2016. I also discuss a music system from one of my own released projects: the Spore Hero game (EA).
Categories: Game Theory & Design

Pacing, flow and education: this week in videogame blogging - by Critical Distance

Gamasutra.com Blogs - 20 April 2016 - 9:30am
This week, our partnership with game criticism site Critical Distance brings us picks from Zoya Street on how game designers can think about user experience.
Categories: Game Theory & Design

Understanding Neutral Positions in UI Design - by Josh Bycer

Gamasutra.com Blogs - 20 April 2016 - 9:30am
Today's post looks at a fundamental part of UI design in video games: Designing the neutral position for your game.
Categories: Game Theory & Design

Tips to boost your game performance in Unity Engine - by Elmar Talibzade

Gamasutra.com Blogs - 20 April 2016 - 9:30am
Game performance is one of the most important aspects of game development (apart from reducing build size). While working on serious projects, the price of the code must be considered as well. (by price I mean whether it’s performance expensive or not)
Categories: Game Theory & Design

Blog: Studying sexual harassment in online games

Social/Online Games - Gamasutra - 20 April 2016 - 8:33am

"There are social scientists, including myself, who examine sexual harassment in games. Thus, I offer a non-exhaustive overview of the sexual harassment literature and what insights researchers have found for online video games." ...

Categories: Game Theory & Design

OSTraining: Drupal 8.1 and What It Means for Drupal's Future

Planet Drupal - 20 April 2016 - 8:32am

Today, Drupal 8.1 was officially released.

All the way back in 2014, we talked about the changes coming to Drupal and how the release cycle would allow for changes to be progressively added to Drupal.

At that time, it was estimated that a new version with new features could be released every 6 months. Keeping to that schedule for Drupal 8 has been problematic due to the size and scope of what they wanted to achieve, but they made it! 

Categories: Drupal

OneSignal Integration

New Drupal Modules - 20 April 2016 - 7:21am

This module integrates with OneSignal, which is a free multi-platform push notification service for mobile apps.

This module wraps the PHP library written by @norkunas providing a simple user interface to setup the basic configurations to initialize the OneSignal class.

NOTE: This is not an end user module. This is for developers.

Categories: Drupal

15 of Gamasutra's best articles over the last quarter

Social/Online Games - Gamasutra - 20 April 2016 - 6:32am

Hey readers! I realize that often some of Gamasutra's best blogs and articles get buried over the course of time, so I figure it's worthwhile to start highlighting some of our best recently-published articles. ...

Categories: Game Theory & Design

Node Edit Redirect

New Drupal Modules - 20 April 2016 - 6:15am

This module will redirect users that edit a node, to same the node edit form, but in the same language as the node.

Assuming the negotiated content language is based on URL (prefix/domain), this ensures that such a "content language" matches the language of the node.

Example

- Content language is negotiated based on prefix. See also:
https://api.drupal.org/api/drupal/includes!language.inc/group/language_n...

Categories: Drupal

Wim Leers: Drupal 8.1: BigPipe as an experimental module

Planet Drupal - 20 April 2016 - 4:09am

Today, Drupal 8.1 has been released and it includes BigPipe as an experimental module.

Six months ago, on the day of the release of Drupal 8, the BigPipe contrib module was released.

So BigPipe was first prototyped in contrib, then moved into core as an experimental module.

Experimental module?

Quoting d.o/core/experimental:

Experimental modules allow core contributors to iterate quickly on functionality that may be supported in an upcoming minor release and receive feedback, without needing to conform to the rigorous requirements for production versions of Drupal core.

Experimental modules allow site builders and contributed project authors to test out functionality that might eventually be included as a stable part of Drupal core.

With your help (in other words: by testing), we can help BigPipe “graduate” as a stable module in Drupal 8.2. This is the sort of module that needs wider testing because it changes how pages are delivered, so before it can be considered stable, it must be tested in as many circumstances as possible, including the most exotic ones.

(If your site offers personalization to end users, you are encouraged to enable BigPipe and report issues. There is zero risk of data loss. And when the environment — i.e. web server or (reverse) proxy — doesn’t support streaming, then BigPipe-delivered responses behave as if BigPipe was not installed. Nothing breaks, you just go back to the same perceived performance as before.)

About 500 sites are currently using the contrib module. With the release of Drupal 8.1, hopefully thousands of sites will test it.12

Please report any issues you encounter! Hopefully there won’t be many. I’d be very grateful to hear about success stories too — feel free to share those as issues too!

Documentation

Of course, documentation is ready too:

What about the contrib module?

The BigPipe contrib module is still available for Drupal 8.0, and will remain available.

  • 1.0-beta1 was released on the same day as Drupal 8.0.0
  • 1.0-beta2 was released on the same day as Drupal 8.0.1, and made it feature-complete
  • 1.0-beta3 contained only improved documentation
  • 1.0-rc1 brought comprehensive test coverage, which was the last thing necessary for BigPipe to become a core-worthy module — the same day as the work continued on the core issue: https://www.drupal.org/node/2469431#comment-10899308
  • 1.0 was tagged today, on the same day as Drupal 8.1.0

Going forward, I’ll make sure to tag releases of the BigPipe contrib module matching Drupal 8.1 patch releases, if they contain BigPipe fixes/improvements. So, when Drupal 8.1.3 is released, BigPipe 1.3 for Drupal 8.0 will be released also. That makes it easy to keep things in sync.

Upgrading?

When you upgrade from Drupal 8.0 to Drupal 8.1, and you were using the BigPipe module on your 8.0 site, then follow the instructions in the 8.1.0 release notes:

If you previously installed the BigPipe contributed module, you must uninstall and remove it before upgrading from Drupal 8.0.x to 8.1.x.

  1. Note there is also the BigPipe demo module (d.o/project/big_pipe_demo), which makes it easy to simulate the impact of BigPipe on your particular site. 

  2. There’s also a live demo: http://bigpipe.demo.wimleers.com/ 

  • Acquia
  • Drupal
  • WPO
  • performance
Categories: Drupal

Village Backdrop: Coldwater System Neutral Edition

New RPG Product Reviews - 20 April 2016 - 3:09am
Publisher: Raging Swan Press
Rating: 5
An Endzeitgeist.com review

This installment of RSP's Village Backdrop-series is 11 pages long, 1 page front cover, 2 pages advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 5 pages of content, so let's take a look at the settlement


Coldwater is perched upon an inhospitable, mud-drenched coast, with one access by land, its harbor is in the delta of a miserably stream that empties its contents into the sea - and if that does not reflect a place you'd like to visit, then that's pretty much a representation of how most folks see this place. Nearby caverns sport strange stair-like features that only rarely become visible and the inhabitants of the village are just as sullen and unfriendly as the weather suggests. The village lore reflects the relative hostility and rugged nature of the village rather well, while a Finnish-inspired nomenclature emphasizes an association with the colder climes.


Indeed, the rustic and eccentric locals e.g. sport a man named Holg, who has a well-stacked ware-house, but lets no one in - you have to tell the old man what you're looking for and mysteriously, more often than not, he procures the object from within the depths of his dubious "locker." Indeed, one cannot really fault the locals for their sullen outlook on life: As the events and the subtle wrongness in the tides underline, there is something wrong here - there are the deformed, both in mind and body- how and why the poor folks of this village are struck by this curse ultimately is up to the GM, but the presence of the template and its varied effects alongside the stigmatization such folk may experience should drive home pretty well that something is wrong here...


Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to RSP's smooth, printer-friendly two-column standard and the pdf comes with full bookmarks as well as a gorgeous map, of which you can, as always, download high-res jpegs if you join RSP's patreon. The pdf comes in two versions, with one being optimized for screen-use and one to be printed out.


Creighton Broadhurst has skill - and this one shows it pretty well. The mastermind of Raging Swan Press delivers what I'd like to call a wide open sandbox: We are faced with problems and the respective NPCs mentioned can be used to exacerbate it, change it...all depending on your whims. Basically, this is one of the village backdrops that is so compelling, it can make PCs pretty much write their own tale: Throw them in and watch what happens. In this aspect, though, this one is slightly inferior to Kennutcat. However, at the same time, it sports local color that made me think of the slight surreal elements that made Twin Peaks so compelling, at least for me -from the dwindling fortunes of one family to female, hard-working and drinking half-orc, there is a lot of quirkiness, a lot of unique bits and pieces here; enough, to make this thoroughly compelling. The system-neutral version loses nothing of the luster of the original and is well worth 5 stars + seal of approval.

Endzeitgeist out.
Categories: Game Theory & Design

Applaud the Drupal maintainers

Dries Buytaert - 20 April 2016 - 2:38am

Today is another big day for Drupal as we just released Drupal 8.1.0. Drupal 8.1.0 is an important milestone as it is a departure from the Drupal 7 release schedule where we couldn't add significant new features until Drupal 8. Drupal 8.1.0 balances maintenance with innovation.

On my blog and in presentations, I often talk about the future of Drupal and where we need to innovate. I highlight important developments in the Drupal community, and push my own ideas to disrupt the status quo. People, myself included, like to talk about the shiny innovations, but it is crucial to understand that innovation is only a piece of how we grow Drupal's success. What can't be forgotten is the maintenance, the bug fixing, the work on Drupal.org and our test infrastructure, the documentation writing, the ongoing coordination and the processes that allow us to crank out stable releases.

We often recognize those who help Drupal innovate or introduce novel things, but today, I'd like us to praise those who maintain and improve what already exists and that was innovated years ago. So much of what makes Drupal successful is the "daily upkeep". The seemingly mundane and unglamorous effort that goes into maintaining Drupal has a tremendous impact on the daily life of hundreds of thousands of Drupal developers, millions of Drupal content managers, and billions of people that visit Drupal sites. Without that maintenance, there would be no stability, and without stability, no room for innovation.

Categories: Drupal

Dries Buytaert: Applaud the Drupal maintainers

Planet Drupal - 20 April 2016 - 2:38am

Today is another big day for Drupal as we just released Drupal 8.1.0. Drupal 8.1.0 is an important milestone as it is a departure from the Drupal 7 release schedule where we couldn't add significant new features until Drupal 8. Drupal 8.1.0 balances maintenance with innovation.

On my blog and in presentations, I often talk about the future of Drupal and where we need to innovate. I highlight important developments in the Drupal community, and push my own ideas to disrupt the status quo. People, myself included, like to talk about the shiny innovations, but it is crucial to understand that innovation is only a piece of how we grow Drupal's success. What can't be forgotten is the maintenance, the bug fixing, the work on Drupal.org and our test infrastructure, the documentation writing, the ongoing coordination and the processes that allow us to crank out stable releases.

We often recognize those who help Drupal innovate or introduce novel things, but today, I'd like us to praise those who maintain and improve what already exists and that was innovated years ago. So much of what makes Drupal successful is the "daily upkeep". The seemingly mundane and unglamorous effort that goes into maintaining Drupal has a tremendous impact on the daily life of hundreds of thousands of Drupal developers, millions of Drupal content managers, and billions of people that visit Drupal sites. Without that maintenance, there would be no stability, and without stability, no room for innovation.

Categories: Drupal

Jim Birch: Midcamp 2016 Recap - Where the Drupal community comes together!

Planet Drupal - 20 April 2016 - 2:20am

MidCamp 2016, the Midwest Drupal Camp was a roaring success.  We had 36 Sessions and 1 keynote were spread across the University of Chicago Student Center West,.  All of the sessions were successfully recorded by our amazing AV team and shared within hours on the Midcamp YouTube channel.  Our sponsor tables were busy; our Birds of a Feather discussions were many; and our socials were social!

This was my second time attending, and my first time being a volunteer organizer.  If you attended, I hope that I got to greet you on the way in.  Attending my first year, I was so awestruck by the amount of knowledge and talent at MidCamp, I couldn't help but get involved.  After volunteering to help, I am still in awe of the dedication of the volunteers, and the effort it takes to put on a camp like this.  Thanks to all of the volunteers for the countless hours put in throughout the year to make this event happen.

Please indulge me a moment while I call out a few individuals specifically for their incredible effort and dedication put forth to MidCamp 2016.

Read more

Categories: Drupal

Drupal Console: Drupal Console and Beer - Enzo join us from Chongqing

Planet Drupal - 20 April 2016 - 1:33am
This time, enzo join us from Chongqing to talk about upcoming presentations on his enzotour 2016. We also talk about lates added features in the 0.11.3 release our very last one before the 1.0.0-alpha1 release. The next upcoming release will be tagged once Drupal 8.1.0 got release.
Categories: Drupal

Three Explanations for Gygaxian Unnaturalism

Gnome Stew - 20 April 2016 - 1:00am


Once upon a time Gygaxian Unnaturalism was the default assumption for DnD. In it, the world essentially plays favorites between PCs and monsters (unfortunately, the favorites are not you) and logic is more or less thrown out the window as far as stocking dungeons. Monsters rarely fight among themselves and will instead team up in odd combinations to fight you, doors refuse to open for you but swing easily for them, rooms are randomly arranged and dressed. In short, the dungeon is a bizarre place more the testing ground of a mad wizard than a realistic ecology simulator.
In limited doses, this may make sense. After all, there probably are some mad wizards out there crafting strange dungeons with little rhyme or reason. But for an entire campaign to operate this way chafes the sensibilities of those who expect their game world to make a little more sense. Here are three explanations why an entire campaign world might operate under a state of Gygaxian Unnaturalism. Players and characters may not be aware of these reasons but discovering them can be a fun campaign arc.

The Live Earth Theory:
Back in the era of Spelljammer, there was a random chance for each newly discovered world to be a “live world”. These looked like standard worlds but were in fact a single massive living entity. Live worlds could easily play host to Gygaxian Unnaturalism. In this case monsters aren’t actually monsters but are instead the immune system of the planet so they’re able to simply spawn from the ground, open stuck doors, detect intruders through walls, and other feats, and they rarely fight with each other unless tricked somehow. Some dungeons aren’t dungeons, but are instead natural channels and pathways within the body of the living planet. Monsters are found here to ward off infection and keep out dangerous outside organisms (In short, you’re adventuring in the ear canal or nostril of the planet. Those piercers and oozes? You know what they are). In addition, irritations or breaks in the surface of the planet are likely to cause immune responses, so settlements and farmland are likely to be attacked by monsters in an attempt to raze them to the ground and remove the “infection”, and man made dungeons are constantly in danger of being overrun from within by monsters.
In this setting most PC races are probably “fallen children” of the planet. Perhaps a few changelings are born that feel the pull of their ancestral duties more closely than others and who secretly seek to undermine their communities from within.
In theory, Gygaxian Unnaturalism could be put to rest on this type of world by essentially stressing the planet’s immune system so much that it becomes suppressed, but this leaves the planet open to the dangers the immune system was fighting against and may even lead to the death of the planet. This would almost certainly lead to a massive ecological collapse and an entire planet’s death would pull legions of undead from the negative plane to feed.

The Lovecraftian Unnaturalism Theory:
One of the outer gods of the Lovecraft mythos (actually the creation of Clark Ashton Smith) could be responsible for a world of Gygaxian Unnaturalism. Abhoth, The Source of Uncleanliness is a massive pool of offal and ooze which constantly spawns abominations of every description. Imagine a world in which Abhoth sits at the core spawning endlessly, his children tunneling upwards, building complexes which make sense only to their own twisted Outre minds. As his children spread and worship, Abhoth’s malign influence grows, and the very walls become aware, guiding his children and hindering those from the outside world.
This is a more standard dungeon crawl, but likely focused on some Lovecraftian themes, such as madness and the inevitability of defeat. It’s also an excellent campaign in which to feature some of the more uncommonly used mechanics such as monsters that require magic weapons or certain metals or elements to permanently kill, and long term damage in the form of madness, drain, or disabilities.
Thanks to the nature of Abhoth, monsters in this campaign are all unique, even if their stat blocks are similar, so mixing groups of enemies more than usual, tweaking abilities and adding extras (a goblin with acid spit riding on an ogre-slug centaur) can add some fun “Jim Henson-esque” moments.
The eventual goal of the campaign might be to slay Abhoth and put an end to his spawn, but this might open the way to other horrors, so perhaps the end goal is just to suppress them, or perhaps it’s to capture and bring back a sample for study (and then stop the mini-Abhoth that is forming underneath the wizard’s study after a drop or two snuck away, because of course it did).

The Divine Judgment Theory:
There are plenty of Divines that have criteria to get into their particular slice of heaven, and there are times that you just barely measure up short. Maybe you were the penultimate berserker, but in the heat of battle, you tripped on someone’s guts and hit your head on a rock. If a god is merciful, they might give you a second shot and have you reincarnated. If you mess that one up too, well eventually they make it easy for you. They put you in a simulated world where all the non-adventuring jobs are taken by simulacra made of divine energy, and the world is set up to push you toward success or failure. You and those like you reincarnate here until you decisively succeed or fail.
This world is all about adventuring to the exclusivity of everything else, so no one expects dungeons to have any sort of logic to them (in fact, they would be confused if you thought to ask them) instead it’s more about opportunities for you to prove yourself worthy through your bravery, cunning, ferocity, or whatever else the gods value.
Interestingly, the attempt to keep reincarnated souls focused on adventure (and not have them accidentally become a baker for example) leads to bits of strangeness as well. Newly reincarnated adventures appear fully formed into the world with their base gear, there are never job openings among non-adventurers (even after a goblin raid decimates the town), sages never study the nature of the universe, etc.
In addition, the gods have better things to do than monitor this pocket universe, so they assign lesser divine beings to do it. This leads to odd glitches here and there, like dungeon walls that change when you look away from them, or an innkeeper who is replaced by his twin brother you’ve never heard about and who occasionally remembers conversations you had with his brother.
While there is no way to end the Gygaxian Unnaturalism of a divine prison, you can get out by succeeding or failing spectacularly. Die gloriously charging a dragon or sniveling for mercy from kobolds and you’re not coming back. However, unlike other options, discovering the nature of the prison makes the world more dangerous. Not only does it forfeit any win or loss you might make this time around (the gods claim it has something to do with faith), if you go shooting off your mouth and cluing in others, you’re likely to draw the attention of the overseers who will attempt to “reset” you with maximum prejudice, and barring that will turn the entire world against you, in a sort of living zombie apocalypse. Good luck.

Categories: Game Theory & Design

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