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Messages - Nao
2536
Features / Re: New revs
« on September 12th, 2013, 04:43 PM »
rev 2246
(2 files, 1kb)

! Fixed invalid HTML on Aeva embeds (repeated style attribute). Sometimes, I'm at a loss in front of my old code... (Subs-Media.php)

! Fixed 'code' and 'html' tags being completely broken when within a post that also contains an embed; this was due to a wrong preg_replace_callback conversion last month. It didn't break one of the posts in the blog, I guess I'd forgotten to upload the modified file at the time, or something... (Subs-Media.php)

- Removed the Packages folder. I don't think anything else was using it, at that point... (Subs-Package.php, Packages/*)
2537
Features / Re: New revs
« on September 12th, 2013, 04:34 PM »
rev 2245 -- the joys of CSS...
(5 files, 4kb)

! Fixed blog homepage (MessageIndex) when viewed in responsive mode. Fought on this for many days, until I realized a simple instruction would fix it, one I hadn't used in a couple of years I think... Anyway, it's always amusing that specifying for something to be 'fixed' will actually make it 'flexible', but you know how it is... ;) (sections.css)

! IE also needs two extra tweaks for Aeva embed responsiveness. Not Chrome, go figure. Didn't test elsewhere. (media.css)

! Zoomedia popups were incorrectly centered in desktop browsers. That's because window.innerWidth includes the scrollbar, which we don't want. Hopefully, just going for the minimum value between window.innerWidth and win_width should fix it all. (zoomedia.js)

! Fixed sidebar margins in Wuthering. (Wuthering/extra.css)

! Fixed last-minute inheritance bug in Zoomedia. (zoom.css)

* Spacinazi. Well, maybe one day I'll do it the other around and remove all of those extra linebreaks, whatever... Just lemme be misunderstood. (sections.css)
2538
Features / Re: New revs
« on September 12th, 2013, 11:54 AM »
rev 2244 -- Zoomedia! The final rewrite! I'm not touching this again for a while, I'm telling you!
(4 files, 14kb)

* And here it is... The new Zoomedia! Fully hardware-accelerated, way faster than in the previous rev (60 FPS on mobile, when it used to be ~10 FPS before); it's damn close to pixel perfection, I killed all of the bugs I could find (and believe me, there were tons of them), and guess what-- it also restores the software animation on old browsers, and makes it much faster than before, too. I also documented some of my code, because I got lost in my own, and I only wrote it a few years back, so I added warnings here and there about why I did things that way and not another... Cross-browser compatibility *really* is a bitch, I'm telling you. I worked exclusively on that for two straight days. (zoomedia.js, zoom.css)

* Zoomedia items will now adapt to the current viewport, rather than screen size. Good if you're in zoom mode. (zoomedia.js)

* You can now freely set a custom Zoomedia animation speed in zoom.css (or, better, a custom file of yours); the JS will detect it. If HW isn't available, Zoomedia falls back to a 500ms regular animation. (zoomedia.js, zoom.css)

* Zoomedia now uses the default Ajax loader, and as such no longer needs some of the related stuff. (zoomedia.js, zoom.css, Media.language.php)

! Fixed thumbnail description showing up on top of the popup during its animation process. (zoomedia.js, zoom.css)

! Fixed popup centering when it's adapted to fit the screen size. (zoomedia.js)

- Removed the noScale option. Zoomedia isn't, and never planned to be, a perfect reproduction of Highslide. (Which, BTW, is now officially much slower than Zoomedia... :P) (zoomedia.js)

- Forgot to remove the previously deprecated 'duration' setting from the JS file itself. (zoomedia.js)

@ There was a strange bug in IE 6-9 that I never got to fix, where doing $zoom.height('auto') at one point would be randomly ignored (!), thus NOT removing the CSS height value. I really couldn't fix it, so instead I added a workaround by forcing the same operation again after the end of the subsequent animation; this effectively made things whole again.

@ My code to detect support for transitions and transforms is basically three lines. I'm totally proud of it. I could have shortened it even more by removing the parens, but it turned out that it doesn't even save a gzipped byte, so I figured it'd be best to keep it readable.

@ I added, commented out, my 'funny animation' code. I still haven't figured out whether it should be selectable. It's cool, but I'm not sure.
2539
Features / Re: New revs
« on September 12th, 2013, 11:28 AM »
rev 2243 -- woohoo, 2242 got my first Like on the New Revs topic in weeks... :P
(4 files, 5kb)

! Fixed a Firefox bug where the $().offset() setter will take CSS scale() into account, instead of applying the transform on top of the object's default coordinates. It all seems very complicated, but the reality of it is that the Ajax loader was off by a dozen pixels instead of being centered on the requested element. (script.js, index.css)

! Fixed a bug of mine, still in the Ajax loader, where it was, again, off by a few pixels, this time because of internal padding. I never left the loader on long enough to notice, but it was there all the time. (script.js)

! The index CSS wasn't updated to use the can_animate pseudo-constant for keyframe definitions. Also simplified the constant. Well, just a bit. An unneeded part... (Class-CSS.php, index.css)

* Tweaked Ajax loader to get it closer to the Zoomedia spinner, so that I can remove the latter later (latter later?!). Also improved Ajax loader internal alignment on Chrome and Firefox; it's still far from perfect in IE, but I've spent enough time on IE this week... ¬_¬ (common.css, index.css)

* Restoring some documentation and code I committed in rev 2214 by mistake. Well, once again, looks like nobody ever checks my code... Although I have no idea how I came to cherry-pick these. I tend to be very careful these days, and keep my WIP to a minimum. (index.css)
2540
Features: Miscellaneous / Re: Media area (Aeva Media integration)
« on September 12th, 2013, 09:54 AM »
I'll give you guys a hint of that when I commit my code soon. What I'm looking for, is a rundown of whether I should add more options to the zoomedia setting pack (available to anyone creating an album), or remove options, or maybe move options to a collapsed "More options..." area (leaving only the 'crucial' ones visible), etc...
2541
Features: Miscellaneous / Re: Media area (Aeva Media integration)
« on September 11th, 2013, 06:30 PM »
So, I'm back to Zoomedia dev... (Actually, reading my post above, I left a LOT of things hanging while waiting for feedback... Meh.)

In the last rev, I removed the 'duration' setting, because I figured it wasn't something more than a handful of people would change at all. So, the duration was set by CSS, and the same duration was hardcoded into the JS file.
In my local version, I made changes to ensure that anyone can change the CSS duration, and then it will automatically be used in the JS.

However, this change doesn't work on browsers that don't support transitions (IE < 9 or < 10, can't remember, some old Safari versions, and other 'version-locked' older browsers.) So, I've ended up hardcoding it as a fallback (again).
The main problem is that if one changes the CSS animation to execute very slowly, older browsers will cut off the animation before it's finished.

It's all very nice, and really it doesn't matter much, but I wanted to know what you guys prefer...

- As few options as possible; CSS-based durations with fallbacks for older browsers.
- All current options except for duration; CSS-based durations with fallbacks for older browsers.
- All current options, including duration (that's a quick revert for me). Durations would be set through JavaScript, like they used to (of course JS would register a CSS animation with that duration, if CSS transitions are supported.)

I've also got an extra setting around... Dunno if I'm going to 'leave a choice' for this. I've got an extra CSS animation that makes the thumbnail "fly away" towards the center of the screen, with a gravity effect, something like a Star Trek logo would show up in an opening... (I don't even know if any of these shows have that effect :P)
Or, the usual animation -- linear path between the thumbnail and the center of the screen.
Linear = more serious, more professional.
Both animations cost pretty much the same amount of bytes (about 20 more for the non-linear one..?)
2542
Features / Re: New revs
« on September 9th, 2013, 07:28 PM »
rev 2242 -- yeah, I'm nearly finished with HW acceleration...
(6 files, 8kb)

* Updated Zoomedia to use hardware acceleration. This adds 100 gzipped bytes to the CSS file, and 25 to the JS file. (zoomedia.js, zoom.css)

! Start animation for zooms is now pixel-perfect; previously, it wouldn't take the parent <img> tag's padding into account. Yes, that contributed to the JS size increase, too. (zoomedia.js)

- Removed (mostly due to aforementioned rewrite) the ability to set the animation speed in Zoomedia; just trust the author on this. I may restore it in the future, in case I start relying on AnimationEvent, but it's not supported before IE 10, and I can't be bothered to write more fallback code for now. (Aeva-Gallery2.php, Aeva-Subs-Vital.php, Media.language.php)

* I was hoping to save bytes, but I had to rewrite many things due to how CSS animations are handled (most notably the description area, which still has a glitch when there's no description at all in some cases). jQuery certainly made my life simpler back in the day, but it's unable to do hardware stuff, so... Here we are. We also lose animations in oldIE, but the rest still works, and the 'preview to full' animation is still done with jQuery for now, so that animation remains. I'm doing all of this in a separate commit, in case I decide to revert later. The main issue is that performance is only increased moderately (10 to 50%, usually about 20%); transitions reached their limit here, so I'm halfway through rewriting to use compounded transforms, instead of a compounded transition. It's still buggy, so it'll come next.
2543
Features / Re: New revs
« on September 7th, 2013, 05:13 PM »
rev 2241
(4 files, 3kb)

! Blog bug: post date in message index was taken from the latest comment, rather than the blog post itself. (MessageIndex.php, MessageIndex.template.php)

* A few CSS tweaks... radial gradients don't need to specify 'farthest-corner' as it's the default; most browsers fully support HTML5 these days so I'm not wasting bytes re-defining the new block elements; IE6 has always been bad at handling word-wrap, so I'm attempting to disable it for it. (index.css)

* Parenazi. (sections.css)
2544
Features / Re: New revs
« on September 7th, 2013, 08:43 AM »
rev 2240 -- yay!!
(3 files, 2kb)

+ Finally added hardware acceleration to reqWin popups. This adds 264 (ungzipped) bytes to CSS but removes 269 from JS, so it's a fair trade, and most importantly, it really rocks to have full-page popups show up in a fluid way on my mobile device. It's a treat to see. Just try the media tag help popup on any media item page to see what I mean. Another drawback is that IE 6-9 will no longer show any animation on reqWin, but I just don't care about animations on IE these days; if I ever allow for js files to be compiled with an 'ie' suffix, I'll probably restore the animation code. Fair enough. (script.js, index.css)

! Fixed IE7 showing user boxes on the right by default... I'm not exactly sure why I did that to begin with, but it's true I don't test much with that browser... (extra.ie7.css)
2545
Features / Re: New revs
« on September 6th, 2013, 04:59 PM »
rev 2239 -- skin tags.
(5 files, 8kb)

* Rewrote the <css> parser, which was updated by mistake in the last commit (it was a WIP, really). It was tweaked to be closer in spirit to the <code> parser, and allow the inclusion of local CSS files. For instance, <css include="mana"> will load the skins/mana.css file on all your pages, and all its possible satellites. It now also allows multiple files, and does them correctly. Finally, the tag now allows empty content, in case you really only want to add an include. (Subs-Cache.php)

! Renamed <code> to <script>, as it probably makes more sense (I resisted the urge to rename to <js>, dunno why...), and ensured it would also correctly handle multiple includes. (Subs-Cache.php, skin.xml, Wine/skin.xml, Warm/skin.xml, Wuthering/skin.xml)

+ Documented the <template> skin tag in the Warm skin, and updated the rest of the documentation. (Warm/skin.xml)
2546
The Pub / Re: Two Visions More Compatible Than Thought
« on September 5th, 2013, 10:58 PM »
When it comes to the media gallery, I'm adamant that the best thing to do with it is to get rid of the comment system, and instead automatically create a topic when someone wants to comment either an item, or an entire album. And the topic should be posted in a 'media'-type board, which would be created automatically... And this is where it's starting to annoy me, because I wanted to get rid of the Recycle Bin board, and never got around to do it, so it's the same kind of mess I don't want to find myself in... :lol:

Yes, I agree that CMSes and social networks (or whatever name you want to call them by) have many things in common, the least of which being that they're both usually web software... :lol:

I discussed some of these things in the long post I just submitted in the other topic, have a look at it. (Good luck!)

Wedge is not far from being able to be turned into a full-fledged CMS, it just needs some more work in that area, and as I knew that Pete was interested in doing it, I never even considered delving into it, but eventually, I may have to get started on it... Well, at least get started on writing a few lines of code to make it easy to make a 'blog' board, and maybe even, let's be crazy, fix the current bugs in the blog homepage... ;)
2547
The Pub / Re: Not So Mixed Signals
« on September 5th, 2013, 10:54 PM »
Forgot to mention... Yes, I suppose a signed CLA would be nice, but I fear we're going to start wondering what to put in the CLA, ah ah... :lol:
Quote from Arantor on September 5th, 2013, 06:37 PM
Perfect vs Good
Most of my commits were removing things I didn't like or adding new things. Very few were just changing things I wasn't entirely happy with. That's why I made half the number of commits Nao did: I don't tend to commit and iterate, I iterate then commit when I'm happy with it.
And early on, we determined that we'd check each other's commits as thoroughly as we could... Whenever I made a mistake, you were there to point it out, for which I believe I was grateful..? Part of not being my own boss was that it took a load off me, and I was grateful that you'd check my commits. In exchange, I always checked yours of course... Except for the few times where you committed some huge changes, such as adding the plugin system. Or when Dragooon added his notification system -- it was a huge thing, but as it was UI stuff as well, I took it upon myself to make it as good as possible. I don't know... It just feels natural, to me, that if I can help, I should. I just didn't know you didn't consider it help but, something like an insult, IIUC..?
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If my code is bad enough that it needs more than tiny modifications, it's obviously sub par, so I obviously did a bad job.
Course not!
If anything, you *started* so many things. As I explained, I'm really not good at starting them, I'm only good at building upon them.
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Innovators vs Iterators
On the other hand, some of the stuff Nao added does seem innovative to me, at least in the forum world: footnotes, infinite scroll (it may not be in itself unique but Wedge is the only forum software that has it as a core feature), thoughts etc. so already there's a feeling of inadequacy on my part. And yes, that does suck.
You're so mistaken about that... :-/ You really did your part, and did it great. You did all of the things that I suck at (coding things 'because they need to be done' rather than 'because I want to do them', managing the growing community, doing tech watch on important matters...)
If I'm spending time answering your post, it's not to draw you back into it -- it's to at the very least pay a frigging homage to the work you did on Wedge for the last three years; everything you did shall be remembered, and it just won't be the same anymore. There are some things that will be done in a less adequate way, but it'll just have to be. I'm okay with that. I just wanted to say thanks for all the fish, that's all. And good luck on your game.
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On not being bold with communication
This is always going to be a tough one. Despite my general exterior and persona I give out of being strong voiced, I'm really quite introverted. Anyone who's seen the Crossing Overland videos will know how little I tend to say in person.
In my case, it's a bit of a mixed bag... It all depends on what you're talking about with me. I can be annoyingly quiet (usually meaning I'm close to taking my phone from my pocket and playing a game of Scrabble, like I always do in these awkward moments... Yes, I'm the awkward moment all by myself), or if you get met started on pop culture -- movies, TV, anime, obscure music, games, whatever -- you'll just regret you did, because I just can't shut up. I'm a living iMDb, I'm a walking Wikipedia, everything I learn online I need to share it with everybody. Milady learned a long time ago how to just ignore these moments, but her friends, not so much... ;)
I guess I'm quite the same online as I'm IRL, but your mileage may vary.
Anyway, it's unrelated to the point...
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Stuff like the autoloader really annoyed me because for the sake of a little extra typing (or, even coming into the 20th Century and using auto complete in various tools), we could have simplified the structure of a bunch of things and made performance gains from not having enormous files whose content was not used perhaps as often as one might expect.
I really don't know where performance can be gained; first of all, the fact that you claim to have increased performance just after you started work on your private project-- it implies that the changes weren't that many, and yet, I had a look at some of the basic files, and I really don't know how much data you can take out of them, and apart from the notification system which I understand you wanted to load dynamically (and I've never been against the idea), I really don't see what can be improved in that respect, so... I dunno.
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Anyway, I'm digressing. My psychological nature is predisposed to avoiding conflict if possible, and every time something came up that I didn't like, I was forced to choose whether it annoyed me enough that I wanted to say something or just say nothing and accept it. The problem was that in the cases where I did speak up, I don't feel I was listened to - even when I went into long and thorough arguments about why I didn't like something.
I'm sorry that you felt that way; I try to listen to what you have to say, but this year perhaps I failed doing a good job at it. I did what I could, but it probably wasn't enough, or even 'my best'.
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I sincerely dread the day when Wedge is let loose and designers take one look at it and try to figure out how to make it all work. Templates being piecemeal unlike SMF's monoliths, they'll have to deal with that.
And they'll learn to love it.. ;)
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The CSS preparser... they'll have to deal with that too but I like to believe they will ultimately find it useful to have that rather than not.
80% of the job can be done using regular CSS files; I mean, you can very well include an external CSS file and be happy with using brackets in it. Or you can modify the 'main' files, and in that case you're already in an environment where the Wess syntax is being used, and you just adapt to it. I'll be honest, even I make some mistakes in my code from time to time -- just earlier today, I was yelling at my @if test not working and being included as such (in plain view) in the compiled CSS, when I realized it wasn't a bug in the parser, but rather I simply forgot to add the @endif, which as an instruction contradicts the nested structure of Wess files, but is needed because an @if block can contain un-indented code and thus must be treated separately. There are some hiccups from time to time, but overall I think all of this is for the best...
I could possibly tweak Wess to allow for brackets to be used in addition to the Wess syntax within the same file, but I never felt the urge to do it, really.
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But trying to make interesting layouts that aren't just colour changes, while trying to make wireless, infinite scroll, userbox moving all still work... that's a challenge I simply don't envy them having.
Since I'll eventually be removing the theme system (as discussed elsewhere-- this is a good example of something I always wanted to do but I was certain you'd be against the idea so I never even took the time to discuss it, so you see, you're not the only one who's afraid of their partner's reaction ;)), this will be a different story altogether.
I'll probably create a couple more skins which, like Warm, will attempt to show how much power the skin system currently holds. Yes, I really think it's possible to do pretty much everything skin-less themes could do.
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What I think that means is that most themes will be simple colour variations.
That's a risk I'm willing to take... :^^;:
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Superior vs equal vs inferior
The two managers I reference above rarely listened to what I had to say unless it agreed with what they already thought in the first place. This isn't a respectful setup and I have no time for it. Funny how all the other team leaders understood my points when they were made - even when they didn't agree with me and even when they overruled me, they at least listened and took it on board.
It's easier to listen when you're meeting face-to-face. I always have a problem with online communication... :-/
That's why I was disappointed never having the opportunity to meet you IRL, I guess. Or even communicate over Hangouts or something...
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Control versus contribution
Ironically, had Nao outlined to me on day one that this is how he wanted to work, I could probably have made that work. It was always stated that we were equals and yet we never really acted as equals.
I think the reason it worked flawlessly over the first couple of years is that (1) we still thought we had time to release Wedge so we just set aside a lot of the uneasy discussions we might have wanted to have, and (2) we were both involved at the same level, and neither of us had yet to experience a breakdown or anything related. Life happens.
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Two people may be a crowd when it comes to a decision, but saying that one has to take the lead is not right. One took the lead in the absence of decision and just carried on with what he wanted to do despite the opposition.
And was that a bad thing to do...? Realistically, I mean..?
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On where we came from, and maybe where we're going
Nao always made it clear that he wanted to push towards what Noisen is, essentially a form of localised social network.
Technically, for those who don't know of the story... My idea of my contributions to Wedge was to integrate into it every single thing I'd developed on SMF for myself, i.e. Aeva Media and Noisen features. AeMe was easy, it was just a mod, but I never really got around to overhauling it, and that's a mistake I made. Noisen was more complicated. I made a huge (800KB..?) patch file of all differences between vanilla SMF and Noisen, and then proceeded to apply all of these features, one by one, to Wedge. It turned out, halfway into it, that many features couldn't be integrated as such, either because the codebase had already become too different, or because the code became unneeded because of internal improvements, or simply because it was a lot to do. The most important thing to me was integrating the privacy system, and I think I did all of it over the years... I mean, it was mainly about adding some code to all MySQL queries involving the topic table, but it was still a bitch. Over the years, I moved away from my desire to adapt Noisen into Wedge, but I still have plans to use Wedge over there, because Wedge rocks, and I'm willing to lose all of the Noisen features I didn't integrate into it, at least for a time.
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SMF's problem is that it's 'just a forum', Wedge's is that it's 'primarily a forum', and that pure forums are finding it very hard to compete these days because most people use Facebook and Google+ for what used to be pure forums.
Not everyone. For instance, Milady isn't on Facebook... Not only she's not on it, but she hates the idea of even opening an account over there to keep in touch with her friends. (I've friended everyone in her circle, so that I can at least tell her when something big happens to them, but even then she'd rather call them to get some news...) And yet, she's registered on plenty of forums. Why?

Because Facebook and forums are a different entity altogether. That's what I felt ever since the beginning, and it hasn't changed. In fact, I'm of an even stronger opinion about it, and that's possibly the reason I've become more philosophical about possibly 'stealing' some Facebook features for Wedge. I would never have done that before, because I hated Facebook for being the site that "made what I wanted to do with Noisen" before Noisen did.
I started work on Noisen in 2007 and stopped it around 2009 after Facebook became popular in France. Back when I started Noisen, the place to be was Myspace, and I implemented tons of things to show that Myspace sucked. I wasn't the only one to think that, and I don't own a patent on my ideas, so obviously people at Facebook had the same ideas as I did, but more man-power to apply them, congrats to them for at least making a decent social network that tried to innovate for many years, and managed to do it most of the time.

Back to the topic... My girlfriend is registered on many forums that discuss RL issues that she's interested in, and some people over there use their relative anonymity to discuss matters that they just wouldn't discuss with their friends on Facebook. That is, Facebook is great for keeping in touch with your friends, but it doesn't allow you to be anonymous, and to have any decent, deep discussions, in the comfort of anonymity, or at least not having to wonder whether your friends will check out what 'Facebook page' you're subscribed to, etc.

To me, forums were the natural replacement to mailing lists and newsgroups, and just like e-mail itself, its very nature ensures that it's here to stay, even if it's "out of touch" with the current young generation. Well... I believe they'll come back to it, like many did when they left Facebook for Google+ and then came back or just left to use forums or nothing at all, etc... These things come and go, but what matters is that at least two people in the world are interested in discussing the same topic; thus, a forum has some interest to them, and it's a good thing that this type of software is out there.

Don't you think..?
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The problem is that we're at a crossroads. I don't see how we can meaningfully take the software in both directions, and as has become clear I'm #2 on the totem pole, so unless Nao wants to back off from going towards the Noisen type route and dive in head first with the CMS approach, there's no way the unified vision can work.
Oh, Pete, I don't know how to tell you... Where did I ever tell you that I was against going the CMS route?
Yes, I'm unsure about the idea of making the forum a plugin. But to me, Wedge is first and foremost a community manager, as in, the two most important tables in the database are _messages and _members. Messages are what a forum is about, while _members is what a community is about, and if there's something I've always hated on blogs and things like that, it's the difficulty of handling a user group, giving them fine-tuned permissions, making them feel they're part of something. It's always about yourself, and then allowing people to comment on what you have to say. Good communities make you feel part of something greater, and yet allow you much leeway to express yourself in a more private fashion, such as creating your own blog and giving it its own style.

All I wanted to say is: yes, I can see Wedge going to CMS route. But I've always postponed the idea of doing something big about that, because, FFS, we're three years into development, we have a product that rocks your socks off, and yes it's not 'perfect' yet, but postponing its release by a couple of years to make it supposedly more 'relevant' to the current day is not a good idea in my opinion, which is why I wanted to do it for Wedge 2.0, i.e. when our brand would be more established, and we'd have had time to determine whether it was something that other people wanted as much as we did.
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On forking and name changes
Just in case it wasn't entirely clear what was going on, Nao suggested that we might get to a point where we would fork, I'd take 'Wedge' and he'd take the other, under the new banner but that we'd still share code back and forth. The trouble is, as I said at the time, that just wouldn't work - there would be changes very quickly that would make that sort of thing just not work out very well. I've been there, I've seen it happen - heck, I doubt there's anything much that SMF 2.1, ElkArte and Wedge can all share in these days even though they are all descendants of the same 2.0 codebase.
Yet, even with a personal fork, I wouldn't have considered removing themes, because that would have made the fork too distant from yours; precisely for that reason. I just thought it might give you more freedom, and yes, I was thinking more about your freedom than yours, because deep inside I did feel that you were frustrated about a few things, and I figured that what I'd devised during your US trip could be an interesting direction to get the both of us to be happy about work again, but unfortunately the idea was not in the air long enough to take its grip inside of us, so it didn't help you change your mind about the whole thing. Bah. Maybe it would have failed, too, anyway...
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On hashing this out in public or private
It just sort of happened that it came out in public. Though in all honesty I'm not sure doing it privately would have made much of a difference to the end result, though the road would have been different.
I think it's all okay. I made the original thought thread member-only because it wasn't a pretty thing to see, but apart from that, everything else can be public IMHO, because we've always wanted to be open about these things. And I think that all of our users, Friends or not, care about the future of the project, especially in situations like these...
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I can't deal with submitting work only to have it dissected.
And again, it was never about finding the flaws in your code to piss you off, it was mostly about adding a bit of me to code that I was always ecstatic about, and I told you about that many times... I felt that if I could contribute to it, then it would be a good day's job, and there's nothing else to find in my actions...
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Would Van Gogh have painted the Sunflowers paintings if he knew Gauguin would come along and touch up the paintings afterwards?
Unrelated, but I've never heard of that ever happening... I just checked out Wikipedia, and it doesn't mention either; it only says that Gauguin loved the paintings, had two already, and was met with a refusal when he asked for a third copy.
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Would he, perhaps, have painted them differently? Would he, instead, perhaps have considered trying to paint and repaint them if he knew they would be scrutinised and tried to paint them perfectly before handing them over?
Well, if you want to talk about art...
- Novels, paintings, some music... These are individual art forms. Just like a tennis player usually doesn't have to worry about anyone else, these things represent someone's inner feelings best.
- Movies and other art forms that cost a lot of money will be a team work. The director always has to make compromises with the producers, executive producers, the writer, the director of photography, whoever has any kind of standing in the making process. They have full control over their gophers, PAs, whatever you could think of... (Usually actors, too, unless they're very popular, blah blah...) They make most of the decisions, but sometimes the producer(s) will override them. Sometimes, it becomes a battle of wits, sometimes a battle of popularity. When Ridley Scott released his own DC of Blade Runner, I absolutely adored it -- yet, I also love that the producer's cut exists, with the Deckard monolog and the Shining unused footage in the mountains at the end... Who made the best decision? I don't know, I can understand both... Ridley Scott made art that was meant to make you think; the producer made art that was meant to be enjoyable, without any further feelings.

Wedge is the kind of art that takes years to shape, and thus requires team work. So, I think it's safe to say that the movie example is better in our situation, and a painting is irrelevant...
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See, what people don't always remember is that the commit log is to all practical purposes, permanent. I'm going on record, in public, and for all purposes that matter, permanently saying "This isn't very good but it's the best I can do, I'm sorry". I'm flat out admitting I'm putting in sub-par code because I'm not good enough to do it any better.
$
And I do, too... Many times I've admitted I was unsure about a commit I was making. I was fine with it, though... Sometimes, you just can't do better than your best, and it'll still be better than not having anything at all.
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The fact I'm working on it in private is because after everything that's happened, I CAN'T TRUST ANYONE AS A CONTRIBUTOR.
Or maybe simply that it's easier to work alone sometimes, don't you think..?
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I actually can't trust anyone to work with any more at the code level. The only people I trust are those who provide me assets (e.g. textures, models) and I make them work in my code, because they don't write any code and I don't have to worry about it overlapping. And yes, I'm well aware that this is my problem to 'deal' with.
I'd have a good story to tell you about working with people who don't code... While I did have a pretty fine collaboration with a friend of mine, Miguel Samiez (who went on to become a full-fledged musician), to provide music for my game, and with KMJ fans who provided tilesets and other interesting assets, the only time I had a clash with a collaborator was when I was starting work on a new game -- I decided to contact someone whose art I loved, and commission graphics for the game. I was satisfied with the outcome, but said that, for the price I said, I should at the very least be sent the original pictures (they were just scanned and mailed to me), which I thought we'd agreed upon. Otherwise, it wasn't exactly a fair price he made me pay. He refused to do so, and I stopped collaborating with him, and decided not to use his pictures, even though I'd paid for them. That's how upset I was. In the end, I completely dropped the project because of that, and subsequently, retired from the gaming world altogether. Nowadays, I tend to think that things had simply run their course, and I was looking for a way out. That guy wasn't very nice to begin with, at least not very professional, but it was partly an excuse for me to call it quits.
Perhaps, just perhaps, the same thing happened with you with Wedge. And maybe, in the future, you'll end up doing the same again over another petty issue that you'll see as a grave matter, because in the spur of the moment, anything would hurt, and it's just best to leave things behind, maybe to come back to them later, if needed.
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The saddest part is that even when I disentangle myself, baring myself in a way I just do NOT do normally, being more honest with myself than I have been for a very long time, too many people still don't get it.
I get it... And I'm okay that you're leaving. Simply, I don't think you're leaving for the right reason.
2548
The Pub / Re: Not So Mixed Signals
« on September 5th, 2013, 12:28 PM »
Quote from Oracle on September 4th, 2013, 12:14 AM
He also mentioned something along the lines that hes wasnt a mind reader implying possibly you need to be somewhat more obtuse with him on any underlying issues. Perhaps you should have spelt things out more bluntly to avoid misunderstanding?
I really, really didn't expect his departure...
I told him that I had trouble keeping up with all his posts, and thus we established that I didn't have to read them, and that if he needed my attention, he'd just @Nao me, which I was trying to get to grips with, and it was starting to work, but... Well, too little too late maybe...? I don't know. It's true, though, that I'm not a very good listener. Autistic tendencies, like a majority of geeks. I can't do more on that-- working on it IRL, but it's already hard as it is to start working on myself on the Internet, too... :geek:
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The pair of you were more than colleagues from what I can muster.
Well, we were fellow victims at sm.org in 2010, then partners in crime for a couple of years, but never got to meet IRL, which is a shame because it probably would have changed how we see each other. (Perhaps resulting in an earlier split, but I doubt it... :P)
I've had partnerships with other people in the past -- most ended in a sour way, but other times it just works well until one of the party decides to go in another direction. For instance, Dragooon left his (our) SMG project to work on his mobile theme while I stayed on it and turned it into Aeva Media -- we remained in excellent terms, and as you can see, he's still around at wedge.org and will get commit access in the near future. Sometimes it takes a bit of effort to simply agree to disagree, and being dramatic about it won't do anything good. I'm okay with Pete leaving, I'm perfectly okay with that. I'm just trying to adjust to a project where suddenly I can break anything I don't like (themes!) without asking for anyone's opinions... :P Still, as I said multiple times, the reason it didn't end quietly is that Pete had angry words with me in public, and I didn't really appreciate that. His later posts were more satisfying, and thus I've left all of this behind me.
I'm still posting here because, well... If anyone has any questions they need me to answer... :P
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although Nao has praised your work on occasion.
I've always praised Pete's work. He's done many things I couldn't/wouldn't have done, ever. We were very, very complementary on so many different things. Unfortunately, sometimes a work relationship can work 95% perfectly, but someone might only want to see the remaining 5%. It's sad, but I guess Pete will eventually understand that he needs to be cooler about these things. Being afraid to commit because of what others will think..? I don't think I've had this kind of feeling for over 15 years... If I'm happy with something, someone else is bound to be happy with it too. I always do things that way. And it works.
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Look its plain as day, Nao is what I would term a perfectionist whereas your preference tends toward pioneering.
I innovate, too[1], but on a smaller scale. I never wished to reinvent the wheel. In fact, from the very first day we started Wedge, we had to find an agreement because, like Pete mentioned, he wanted to do DragonBB and only go with innovations everywhere, while I wanted to fork SMF so that we wouldn't have to spend so much time on silly things like security, handling user permissions, database structure, templates, things like that...
In the end, we did end up rewriting much of it, and it took us over three years, but I'm still positive that if we had started from scratch, the project would have failed soon enough. There are a dozen reasons for that, and suffice to say, we made the right choice. But I can understand that it frustrated Pete all along, so...
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As for the name changes well again you should have been more assertive if it meant that much not just dismiss it for the sake of maintaining harmony.
The name change never was a problem. I was happy to stay with 'Wedge' as long as Pete worked with me on it. The other name was just something I had in mine in case I proceeded with the 'friendly fork', and it came up again when Pete left. But the poll results seemed to indicate a tendency towards keeping the Wedge namesake, so I figured, I'll just change the main logo on the homepage (i.e. picking my favorite out of all recent ones), that'll be another symbol of change. (Of course it's not meant as the final logo, as it's too complicated... It's just there to say, "Wedge is not the same as it was a year ago.")
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Well hindsights a marvelous thing but is it really really, too late? Is Nao able to fully appreciate where your coming from and able to reconcile?
Again-- I have no problems with Pete, at all... I've never lost any respect for the quality of his work, his novel ideas, and his general understanding of everything that matters. I also find him to be funny, smart, unafraid of heavy workloads, and willing to try new things. His advice on so many subjects is just invaluable, and it's one of the things I'll regret the most. But if he ever were to rejoin the project, despite all of the qualities I just listed, he would have to settle on being an advisor and a co-lead developer, but not a decision maker (which wouldn't even be a problem more than a couple of times a year.) Two people is a crowd in the decision room, and one has to take the lead. I'm more focused on the project, and I'll get it to completion. I have a clear idea about what has been done, what should be done and why it's all so good.
Really, if in a few months he offers to help again, of course I'll say yes.
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Well seems to be a failing on Nao's part and time for in depth reflection. What say you?
I've had many failings, but you can't blame me too much here... ;)
 1. Follow_me, footnotes in a forum, strong gallery concepts, infinite scroll, modal alert reinvention, and hundreds of other things...
2549
Archived fixes / Re: User box screwing up post height in quick edit mode
« on September 5th, 2013, 11:32 AM »
Hmm, yeah, but you also lose the ability to get the button strip etc...

Of course, I could add that as a floating tooltip, like some Wysiwyg editor I don't remember -- ah yes I do, it's Aloha Editor.
Still, contenteditable stuff can be nightmarish... I remember trying something out in Wedge long ago, and failing completely, mostly because of browser compatibility. It's not that it can't be done... It's that it would take too much of my valuable time, and I'd rather spend it on more important items in my to-do list, such as "Release Wedge, bitch!"

What I'm considering, right now, is to 'simply' retrieve the current window top, and if it's part of the current post being edited, then open the textarea there, so that it expands to whatever space you currently have, without forcing you to scroll back to the beginning of the post.
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Features / Re: New revs
« on September 5th, 2013, 11:23 AM »
rev 2238
(1 file, 9kb) (yes, lots of changes in the skin parser.)

+ Implemented a new helper function, wedge_parse_skin_tags, which gives greater flexibility to skin files: (1) the generic 'for' parameter (which skips a tag if it's intended for another platform) is now implemented everywhere. (2) You no longer need to re-use the same complex regex, just pass three parameters: the source string, the tag name, and an array of expected parameters (or a string if there's only one param, or nothing). (3) Return values are now in an associative array. Dealing with $match['value'] or $match['name'] is simpler than the fluctuating $match[1] or $match[3] values. (4) Parameters can now be specified in any order in the tag, and (5) whitespace handling is more forgiving. All of this for the cost of at most an extra millisecond of parsing per page load. Sounds like a good deal...! (Subs-Cache.php)