This is not a test. This is reality. World-wide.
This module provides integration with the Stellar.js library. By default, it loads and initializes the Stellar object, but included are submodules that add additional functionality, like Stellar Blocks. The current roadmap includes a Stellar Field Formatter as well.
This month, we got to hold our public board meeting, well, in public. Mostly all together in Barcelona, we met in the middle of DrupalCon to share some updates with the board and community. As always, if you want to catch up on all the details, you can find everything you need to know about the meeting online, including minutes, materials, and a video recording. If you're just here for a summary view, read on!Drupal 8 Accelerate is fully funded
Early in 2015 we set out to do something that we have never done before: raise $250,000 to get the next release of Drupal out the door. I am thrilled to share that we met that goal at DrupalCon Barcelona, with the last donation coming in from Exove just before Dries took the stage for his keynote. Drupal 8 Accelerate allowed the Drupal core maintainers to identify issues that needed immediate attention and pay contributors to make their time available. Additionally, community members were able to propose sprints and other initiatives to help crush D8 release blockers. We've made over 50 grants around the globe through the program, resolving hundreds of issues. We want to thank everyone in the community who donated and helped spread the word about the campaign, including our anchor donors, Acquia, Appnovation, Palantir.net, Phase2, Wunderkraut, PreviousNext, and Drupalize.me.D8 release candidate communications plan
We all heard some very exciting news during the Barcelona #Driesnote. Unless we come across any major unexpected hiccups, we'll have a Drupal 8 release candidate ("RC") on October 7. At the Association, we're gearing up to work with the community to shout the RC news, and then the full release news, from the rooftops. We shared the plan at the public board meeting, and are asking the community for help in two specific areas. First, we need your help educating people about Drupal 8 features and how they can be used. We also need your help sharing how Drupal 8 will meet the needs of specific audiences. We'll be updating the Drupal 8 landing page over the next few weeks and want to fill it with all of your great work. Here's the kind of content we're looking for:
Here's how you can share in the D8 release fun:
- Planning on hosting a release party? Share the details and we'll help spread the word about your event.
- Are you already building sites with Drupal 8? Share a link in social media and tag it #madewithdrupal8. You can also add it to the list on groups.drupal.org.
- If you have demos, white papers, blog posts, or some other materials that talk about the virtues of D8, share it on social media and tag it #drupal8rc.
Every year the Drupal commmunity nominates and elects one individual to serve a 2-year term on the Association board of directors. If you're interested in what the board does and why you might want to consider running, you can check out this blog post and presentation from last year. We'll be holding the next elections in the first three months of 2016, so we took some time in Barcelona to talk about the process. You can review the presentation from the meeting, and here are the key dates for the next election:
- Nominations (February 1-19, 2016)
Meet the candidates (February 22 - March 4, 2016)
- February 23 session at 7am Pacific
- February 24 session at noon Pacific
- February 25 session at 4pm Pacific
- Voting (March 7-18)
- Ratification and communication (March 25)
We also took a moment to thank long-time board member Angie Byron (webchick) for her service on the board. Angie's term ends in November, and she is stepping down from her board role to focus on making the Drupal 8 release as big as possible. One a personal note, I am so grateful for the opportunity to work with Angie so closely for so long. Her ability to be honest and kind at the same time is something that I have tried to learn from every time I interact with her. Thank you Angie for everything I have been able to learn from you.
Part of my job is to get my hands dirty with technologies I stumble upon. I've decided to have a go at React. Well, one thing led to the other and it seems I went down the client side rabbit hole. I'd like to share with you my path - watch out though, it's a slippery slope."Hello World" in Elm
It all started with this Thinking Flux video which explains the problems Facebook faced in its front-end and the new application architecture they are now using.
Since the Flux concept was out, different libraries were written implementing it, but in my view it seems that Redux is the winner in terms of simplicity, popularity, docs and community. I really recommend going over it - at least the intro and basics. You might be tempted to actually learn a bit of React (tutorial) to follow the examples more easily.
Then I saw Redux was crediting Elm for some of its inspiration, so I decided to give it a quick look. I was immediately blown away by Elm. The syntax is weird (unless you know Haskell), it has a crazy learning curve, but a lot of it makes so much sense.
The following recording is a presentation I first gave internally for Gizra devs, then as a BoF in DrupalCon Barcelona, and finally recorded to share it with everyone.
My goal is to get more people excited about Elm so the community and contributions grows. I feel it is now very much like Drupal about 10 years ago - a small community, far from being mainstream, but with a lot of potential.
Maybe if we'll draw from Drupal's experience in building and cultivating a community we'll be able to bring this awesome tool closer to the mainstream.
The Views image module provides a global "Image" field in Views that can be used to display an image in your views. Images can be styled or point to external URLs.
The Drupal Association has partnered with Niswey, an India-based marketing firm, to provide marketing materials for DrupalCon Asia. Every few weeks, we'll be sharing the blogs and comic strips that our Niswey friends have created in anticipation of the convention.
Workbench moderation works by allowing you to keep a new revision of your content as a draft (or unpublished) while an older revision remains as your published version. Out of the box Drupal handles this beautifully, most of the time. However, once you start adding contributed and/or custom modules, things can start to get hairy.
For example, Path module will generate a new alias each time your node is saved (if you define one in your node’s settings). This is great when the latest revision is your published content, but when the latest revision is a draft, you’ll want the keep the old alias until you publish the draft.
Got a great talk idea for the Game Career Seminar at GDC 2016? Now's the time to pitch it, because the deadline for GCS talk submissions is coming up fast: this Friday, October 2nd at 11:59 PM PT. ...
The next (and hopefully final!) beta release for Drupal 8 will be beta 16! (Read more about beta releases.) The beta is scheduled for Thursday, October 1, 2015. To ensure a reliable release window for the beta, there will be a Drupal 8 commit freeze from 00:00 to 23:30 UTC on September 30 (later on today).
Beta 16 will include a couple of important changes, including the removal of the ! placeholder from t(), and the moving of vendor code from /core/vendor into /vendor.
The Drupal 7 user cancellation workflow is fairly inflexible - it requires an email to be sent to the user, and the user must then log in (if they remember their login information) and then click the email link.
The default workflow is not appropriate for every site.
If this module is enabled, the email is not sent, and the account is deleted immediately.
Inspired by Clive, http://drupal.stackexchange.com/a/32427/449 (thanks!)
Heads up, prospective GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits or the new VRDC at GDC 2016! Do it before submissions close Friday, 10/2 at 11:59 PM PT. ...
The Webform module is a powerful ally when you need complex forms. In this video I talk briefly about when you can use Webform, what different components that ships with the module and also a little about the functionality the the module offers when is comes to sending emails and showing the information added to the webform.Read more
Canadian indie outfit turned free-to-play games company Hothead Games has opened a new studio in Halifax, Nova Scotia. ...
This module makes it possible to prefill fields in a webform.Features
- Values are remembered even for webforms that are never submitted.
- Use special links (like
) to prefill form values for a specific user.
- Pre-filling via a link works for the whole browser session. The form does not need to be on the site that the links points to.
Install it like any other drupal module.
On a recent episode of the Misdirected Mark podcast, Chris and I talked about why planning never really works in RPGs, and why mechanics to emulate planning fare better at the table. If you are interested in that discussion go and check out the show. Understanding that planning is never going to leave RPG’s, I want to take this article to talk about ways to make planning less painful. This article is aimed at the Players, so send this link out to them and hopefully their next plan will be more fun.
Hello Players, lets talk about planning…The Frustrations of Planning
Planning in RPG’s can be a frustrating event in a number of ways. First, it can be frustrating for the GM to watch the players plan for hours (but forget that part, because we are players!). Second, it can be frustrating for us players, collaborating on a plan to which everyone agrees. Lastly, plans can be frustrating when after a bunch of work, they fall apart a few dice rolls later.
Despite the whole process being annoying, it is still useful in terms of playing the game, so we can’t get rid of it. Plans are what help us take down the big bag guy, or steal that hard to get magic item. Since planning is not going away, things would go better if we could plan more efficiently.
When I am not Gnoming, I am a trained project manager, and I can tell you that planning is not a natural instinct. People are not naturally great planners. Rather, planning is a skill that can be taught, and once taught is able to be harnessed.A Good Plan
What then makes up a good plan? Borrowed from my Project Management realm, and loosely translated to apply in RPG’s, a good plan should have the following:
- A clear goal
- A series of manageable steps that lead towards the goal
- A temporal ordering of those steps
- An understanding of dependencies between steps
- Everyone in the group has contributed, and that the group was not dominated by any member of the group
- The plan is proportional to the work being done
In other words we want to know what we are doing, roughly how it gets done, when it gets done, what gets done first, everyone contributed, and that we did not spend too much time putting the plan together.Tips for Planning Well
With the goals above in mind, here are some tips you can use when you next plan during a game:Know Your Real Objective
The most important thing you need to know about planning is that, as a whole group, you all understand what it is that you are trying to do. Many times a group assumes that their goal is one thing, and often the more complicated one, when in truth the goal is much simpler.
For example: The players are tasked with recovering the Gem of Danger being held by The Overlord. The players come up with the objective of killing The Overlord, a difficult task that will require everything they have, and may not work. What they have overlooked is that they only need to acquire the Gem, which could be done by stealing it rather than killing the Overlord.Decompose The Objective Into Workable Parts
The next step is to break the objective into smaller workable parts. In project management terms we call this decomposition. The smaller pieces are easier to mentally grasp and allow us to see everything that has to go into completing the larger goal. There is no formula for how to decompose something. You just ask the question, “what would need to be done first? Then what? Then what?”
The reason we do this is that it is easier to plan things that are smaller and can be envisioned, than it is to make one giant continuous plan. In addition, understanding smaller parts will help you improvise when something goes wrong (see below), because you know what each step of the plan needs to accomplish.
For example: To recover the gem the group determines they need to do the following:
- Sneak into the Overlord’s Tower
- Create a Diversion
- Steal the Gem
Each part could be further broken down, but there is a point of diminishing returns, so don’t decompose things down too much. In terms of how small you should go, think of what could be done in a single scene within the game.Distribute The Planning
Once you know what the smaller steps are, hand out the responsibility for how they get planned to different people in the group, based on their abilities. Let each assigned person plan out some solutions for their part, with the understanding that all the parts have to come together at the end. In some cases the person will be able to work on their own, and other times they will pair up with another member of the party.
For example: Back to our plan. The Thief is assigned with sneaking into the Overlord’s tower. The Mage is tasked with coming up with the diversion. The Thief is needed again for stealing the gem, but will work with the Fighter since that may involve overtaking some guards. Finally, the Cleric will plan the escape, and will use the Mage for some additional support.Sequencing and Integration
After the individual plans have been worked up, there is a need to understand the time sequence of the different steps and which steps are dependent on others. A default order of events will come out of decomposing the goal into the smaller steps, but it may not be the optimal order. Sometimes tasks need to be done in a certain order, and other times tasks can be done in parallel. Finding those relationships allow the plan to work smoothly.
After all the individual plans are done the group should come back together and assemble the final plan; checking it to make sure there are no gaps.
For example: After some discussion the group thinks it would be better to Create the diversion first, to lure The Overlord out of the tower. Then they can Break In, Steal the Gem, and Escape. In this order, the Wizard can finish the distraction and then meet up with the Cleric to work on the Escape.When It Falls Apart
Here’s the thing, plans rarely work as designed; in RPG’s less so. Dice are fickle and that much needed roll turns into a critical failure. When things fall apart, knowing the main goal and understanding the decomposed tasks will help you improvise, because you will know what you need to accomplish at each step. Using that knowledge you can come up with alternative ways to achieve those goals, and keep building towards the main goal.
Last Example: The Diversion has worked and the Overlord has left the tower. While trying to sneak into the tower the stealth check fails, and the guards are alerted. Knowing that they have to get in, the Fighter takes point and they force their way into the tower. The Fighter holds off the opposition allowing the Thief to make a run for the Gem. Nothing has changed about the escape, so the group uses their original escape plan.The Best Laid Plans
Planning can be a painful part of a game; for the GM or the Players. Some of that pain can be alleviated by learning to plan more efficiently. By setting your objectives, decomposing your tasks, and sequencing them, you can make a more efficient plan, and one that will hold up when things go wrong
How do your groups plan? What were some of the best plans that have been used in your games? What caused your best plans to fail?
An Endzeitgeist.com review
This free teaser for Hypercorps 2099 clocks in at 19 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, 1 page advertisement, leaving us with 15 pages of content, so let's take a look, shall we?
This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.
All right, only GMs left? Right! The organic soap corporation R.I.P.E. has a job-offering - and it sounds simple - but your fridge is empty and highjacking the shipment may be the more lucrative job offer - after the deal with Mr. Grey is concluded, a weird bird delivers a counter-offer (on an old piece of paper, included as a hand-out) and, indeed, however the PCs engage the assignment, they will probably see to much - i.e. a nasty, tentacled THING. If they press the matter, things may end up...unpleasantly...
Urban savages will try to get their hands on the shipment in the employ of hyper-otyugh dealer Bazzik, who may or may not prove to be a rather challenging adversary, with multiple lair-specific tricks...and yes, killing the transported monster is another option, though one that can screw their payday. The brief escort-module does feature 4 sample NPCs and 2 pages of nice full-color maps.
Editing and formatting are very good - I noticed no significant glitches. Layout adheres to Hypercorps 2099's two-column full-color standard with solid full-color artworks. The pdf comes fully bookmarked for your convenience.
This short escort-sidetrek is a great introduction to the over-the-top-flair of Hypercorps 2099 - while the theme may be similar to other cyberpunk games, Hypercorps 2099 is more light-hearted and yes, downright bonkers - and, at least as far as this brief mission is concerned, it works out pretty well. Mike Myler delivers his trademark levity here and the nice player-friendly maps alone make this worth the download in my book - a solid, nice teaser-sidetrek you can complete in about 2 hours, this does manage to interest me further in the setting - and it's FREE, so yeah - a nice, free, sidetrek worth a final verdict of 5 stars - as a FREE supplement, you can't do much wrong here.
For content translation Drupal 8 replaces node translation by entity / field translation. That's a big difference regarding entity (formerly node) revisions. While Drupal 7 provided separate revisions per translation, Drupal 8 now "shares" a single revision across all translations. If you simply revert a revision, all translations will be reverted to this revisions. It's impossible to revert a single translations anymore.