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ModHQ 2.0

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rusty_shackleford
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ModHQ 2.0

Post by rusty_shackleford »

It has been a while since I've discussed the status of the new ModHQ, but I've actually been working on a lot of features that were necessary to finish prior to continuing work on it.
So I thought I'd just touch base with those who care and let them know where I am currently.
I've been working on the frontend for a bit now after doing large amounts of the work required on the backend, testing out technology suitable for our needs, etc.,

The placeholder data is being pulled from the server, not generated on the frontend. That is, the infrastructure is all there to support this, I just need to finish the website itself. Could I have pulled data from the existing ModHQ? Sure, but A. It would have taken time to convert it, and B. There simply isn't enough data, I needed to generate a lot of data to see how the database queries perform.
Image


I still have a lot of work ahead of me, but yes, it is being worked on and has not been abandoned. I'll post more progress here as I finish up the various parts of the site that I have in varying degrees of working order.


*ahem* If you want to help the development go faster, you could consider donating.
Last edited by rusty_shackleford on July 16th, 2024, 19:56, edited 2 times in total.
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Vergil
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Post by Vergil »

Glad to see it's still coming along well! So when the site goes up will be need to re-upload our mods to it?
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Post by rusty_shackleford »

Vergil wrote: June 10th, 2024, 22:38
Glad to see it's still coming along well! So when the site goes up will be need to re-upload our mods to it?
Yes, it will be managing the files on its own rather than relying on our Vault, which would make transferring mods a hassle among other reasons.
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Post by Vergil »

rusty_shackleford wrote: June 10th, 2024, 22:40
Vergil wrote: June 10th, 2024, 22:38
Glad to see it's still coming along well! So when the site goes up will be need to re-upload our mods to it?
Yes, it will be managing the files on its own rather than relying on our Vault, which would make transferring mods a hassle among other reasons.
Gotcha. So I'm guessing as well instead of threads on RPGHQ mod descriptions will be handled entirely on the new site? What will happen to the existing threads on RPGHQ? If they're gonna be done away with a grace period to back that stuff up to paste on the new site would be helpful.
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Post by rusty_shackleford »

Vergil wrote: June 10th, 2024, 22:41
Gotcha. So I'm guessing as well instead of threads on RPGHQ mod descriptions will be handled entirely on the new site? What will happen to the existing threads on RPGHQ? If they're gonna be done away with a grace period to back that stuff up to paste on the new site would be helpful.
It should work similar to Nexus unless there's some reason for me to change — comments can be viewed from the site, but it's backed by a thread on the forums.
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Post by orinEsque »

rusty_shackleford wrote: June 10th, 2024, 22:44
Vergil wrote: June 10th, 2024, 22:41
Gotcha. So I'm guessing as well instead of threads on RPGHQ mod descriptions will be handled entirely on the new site? What will happen to the existing threads on RPGHQ? If they're gonna be done away with a grace period to back that stuff up to paste on the new site would be helpful.
It should work similar to Nexus unless there's some reason for me to change — comments can be viewed from the site, but it's backed by a thread on the forums.
This is awesome! :bounce:
Fantastic work!
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Post by bloodedhunter »

rusty_shackleford wrote: June 10th, 2024, 22:44
Vergil wrote: June 10th, 2024, 22:41
Gotcha. So I'm guessing as well instead of threads on RPGHQ mod descriptions will be handled entirely on the new site? What will happen to the existing threads on RPGHQ? If they're gonna be done away with a grace period to back that stuff up to paste on the new site would be helpful.
It should work similar to Nexus unless there's some reason for me to change — comments can be viewed from the site, but it's backed by a thread on the forums.
So we don't have to go to a dead support forum to discuss troubleshooting with mods in the newer updates?
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Post by BobT »

You office drone.. :ugeek:

Looks alright. Consider shrinking the vertical height of those sections. The "popular" tabs etc. look wayyyy too far down at the bottom. Understood that the UI is in development, though.
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Post by Makirige »

It's an admirable work!



For the suggestions, I wonder if, by creating an account, you can bookmark games (like on nexusmods, to follow them)?

And I'd like to know if the site is going to stay in the same colors, or if there's a possibility of adopting a different color scheme, but one that's still reminiscent of RPGHQ ? Like a lighter blue, or in red
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Post by ArcaneLurker »

Makirige wrote: June 11th, 2024, 11:42
It's an admirable work!



For the suggestions, I wonder if, by creating an account, you can bookmark games (like on nexusmods, to follow them)?

And I'd like to know if the site is going to stay in the same colors, or if there's a possibility of adopting a different color scheme, but one that's still reminiscent of RPGHQ ? Like a lighter blue, or in red
So it's flipped with red as the dominant colour instead of blue? (I don't think that would look right)
Last edited by ArcaneLurker on June 11th, 2024, 13:03, edited 1 time in total.
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Post by BobT »

Makirige wrote: June 11th, 2024, 11:42
It's an admirable work!



For the suggestions, I wonder if, by creating an account, you can bookmark games (like on nexusmods, to follow them)?

And I'd like to know if the site is going to stay in the same colors, or if there's a possibility of adopting a different color scheme, but one that's still reminiscent of RPGHQ ? Like a lighter blue, or in red
Generally one wouldn't use red for interfaces. Too much eye strain.
Usually best to stick to pastels or darker colours with good contrast.

Unless you just mean flipping the logo colours? (like in OysterSauce's log oat the top on this forum).
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Post by Makirige »

ArcaneLurker wrote: June 11th, 2024, 12:38

So it's flipped with red as the dominant colour instead of blue? (I don't think that would look right)
BobT wrote: June 11th, 2024, 13:51

Generally one wouldn't use red for interfaces. Too much eye strain.
Usually best to stick to pastels or darker colours with good contrast.

Unless you just mean flipping the logo colours? (like in OysterSauce's log oat the top on this forum).

I had fun trying things out. I thought about things like that !

Image

Image
I've imagined a function that allows more information to appear when you move the mouse over the game area. :scratch:
Last edited by Makirige on June 11th, 2024, 14:37, edited 2 times in total.
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Post by orinEsque »

Makirige wrote: June 11th, 2024, 13:57
ArcaneLurker wrote: June 11th, 2024, 12:38

So it's flipped with red as the dominant colour instead of blue? (I don't think that would look right)
BobT wrote: June 11th, 2024, 13:51

Generally one wouldn't use red for interfaces. Too much eye strain.
Usually best to stick to pastels or darker colours with good contrast.

Unless you just mean flipping the logo colours? (like in OysterSauce's log oat the top on this forum).

I had fun trying things out. I thought about things like that !

Image

Image
I've imagined a function that allows more information to appear when you move the mouse over the game area. :scratch:
Red is the colour of warning, alert and danger. I wouldn't recommend it as the primary colour.
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Post by Makirige »

orinEsque wrote: June 11th, 2024, 15:07
Makirige wrote: June 11th, 2024, 13:57
ArcaneLurker wrote: June 11th, 2024, 12:38

So it's flipped with red as the dominant colour instead of blue? (I don't think that would look right)
BobT wrote: June 11th, 2024, 13:51

Generally one wouldn't use red for interfaces. Too much eye strain.
Usually best to stick to pastels or darker colours with good contrast.

Unless you just mean flipping the logo colours? (like in OysterSauce's log oat the top on this forum).

I had fun trying things out. I thought about things like that !

Image

Image
I've imagined a function that allows more information to appear when you move the mouse over the game area. :scratch:
Red is the colour of warning, alert and danger. I wouldn't recommend it as the primary colour.
Akshually, it's not red, but burgundy pink/red
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Post by Makirige »

I've also imagined with another, more restrained colour scheme.
Image

Image
Image
Edit by @Silver
Last edited by Makirige on June 11th, 2024, 20:29, edited 5 times in total.
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Post by BobT »

Makirige wrote: June 11th, 2024, 15:54
I've also imagined with another, more restrained colour scheme.
Image

Image
This isn't bad. Tint is fine.

Glad you clarified what burgundy was. We men don't do non 16-bit colours. ("Light" / "Dark" shades are fine) :P
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Post by Vergil »

Makirige wrote: June 11th, 2024, 13:57
ArcaneLurker wrote: June 11th, 2024, 12:38

So it's flipped with red as the dominant colour instead of blue? (I don't think that would look right)
BobT wrote: June 11th, 2024, 13:51

Generally one wouldn't use red for interfaces. Too much eye strain.
Usually best to stick to pastels or darker colours with good contrast.

Unless you just mean flipping the logo colours? (like in OysterSauce's log oat the top on this forum).

I had fun trying things out. I thought about things like that !

Image

Image
I've imagined a function that allows more information to appear when you move the mouse over the game area. :scratch:
I like the burgundy look although the fact that it doesn't match the presentation of logos on the forum (RPG is red, MOD is blue). Perhaps this is a sign different forum/ModHQ themes should be a thing =D
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Post by rusty_shackleford »

searchy searchy search
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Post by Marcus »

rusty_shackleford wrote: June 10th, 2024, 22:35
*ahem* If you want to help the development go faster, you could consider donating.
How would donating help the development go faster? At the end of the day, it's just you - one guy - working on it. Throwing money at you won't increase the number of hours there are in a day nor will it let you create a clone of yourself.
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Post by Oyster Sauce »

cbight wrote: August 16th, 2024, 09:19
rusty_shackleford wrote: June 10th, 2024, 22:35
*ahem* If you want to help the development go faster, you could consider donating.
How would donating help the development go faster? At the end of the day, it's just you - one guy - working on it. Throwing money at you won't increase the number of hours there are in a day nor will it let you create a clone of yourself.
It's been done for weeks we just haven't met the donation goal to get it released
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Post by Marcus »

Oyster Sauce wrote: August 16th, 2024, 09:30
cbight wrote: August 16th, 2024, 09:19
rusty_shackleford wrote: June 10th, 2024, 22:35
*ahem* If you want to help the development go faster, you could consider donating.
How would donating help the development go faster? At the end of the day, it's just you - one guy - working on it. Throwing money at you won't increase the number of hours there are in a day nor will it let you create a clone of yourself.
It's been done for weeks we just haven't met the donation goal to get it released
You mean you need more money for a new / bigger server? If so, just say so.
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Post by SpellSword »

cbight wrote: August 16th, 2024, 09:19
...nor will it let you create a clone of yourself.
Unlocking the RPGHQ cloning tech will require a significant donation. Image
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Post by rusty_shackleford »

cbight wrote: August 16th, 2024, 09:19
rusty_shackleford wrote: June 10th, 2024, 22:35
*ahem* If you want to help the development go faster, you could consider donating.
How would donating help the development go faster? At the end of the day, it's just you - one guy - working on it. Throwing money at you won't increase the number of hours there are in a day nor will it let you create a clone of yourself.
Because I'm creating a competitor to a service that has 34 employees by myself by volunteering most of my spare time to provide a service for the community.


Right now It's on semi-hiatus due to health issues I don't want to go into and have tried to avoid discussing on the forums. :pipe-thinking:
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Post by Marcus »

rusty_shackleford wrote: August 16th, 2024, 10:05
Because I'm creating a competitor to a service that has 34 employees by myself by volunteering most of my spare time to provide a service for the community.
If you're trying to compete with a company that has 34 employees, how about hiring (more) people? That would also be a good appeal for donations: “Donate money and we can hire and retain people to work on the ModHQ”.

A vague “donate money and somehow the development of ModHQ will go faster, even though it's just me - a single guy - working on it” is not very helpful.
Last edited by Marcus on August 16th, 2024, 10:31, edited 4 times in total.
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Post by rusty_shackleford »

cbight wrote: August 16th, 2024, 10:29
rusty_shackleford wrote: August 16th, 2024, 10:05
Because I'm creating a competitor to a service that has 34 employees by myself by volunteering most of my spare time to provide a service for the community.
If you're trying to compete with a company that has 34 employees, how about hiring (more) people? That would also be a good appeal for donations: “Donate money and we can hire and retain people to work on the ModHQ”.

A vague "Donate money and somehow the development of the ModHQ will go faster despite still only me - a single
guy - working on it." is not very helpful.
I would be surprised if I get enough donations to buy a container of instant coffee let alone pay for an actual employee.
Yes, I drink instant coffee, deal with it. I like the taste. :pipe-hat:
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Post by Marcus »

rusty_shackleford wrote: August 16th, 2024, 10:31
I would be surprised if I get enough donations to buy a container of instant coffee let alone pay for an actual employee.
That's because your marketing sucks. You constantly ask for donations, but you almost never give a clear reason why and what for we should donate. Having an alternative to the Nexus is a good reason. You should state that on the front page and in your signature.
Last edited by Marcus on August 16th, 2024, 10:37, edited 1 time in total.
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Post by rusty_shackleford »

cbight wrote: August 16th, 2024, 10:37
rusty_shackleford wrote: August 16th, 2024, 10:31
I would be surprised if I get enough donations to buy a container of instant coffee let alone pay for an actual employee.
That's because your marketing sucks. You constantly ask for donations, but you almost never give a clear reason why and what for we should donate. Having an alternative to the Nexus is a good reason. You should state that on the front page and in your signature.
I assumed everyone thought it was implied because that's the entire point of it?
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Post by Marcus »

rusty_shackleford wrote: August 16th, 2024, 10:39
I assumed everyone thought it was implied because that's the entire point of it?
I was not aware, because I'm not following your ModHQ project. I'm not interested in mods because I don't play video games.
Last edited by Marcus on August 18th, 2024, 20:18, edited 2 times in total.
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Post by Acrux »

cbight wrote: August 16th, 2024, 10:40

I don't play video games.
This is a video game website.
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Post by orinEsque »

rusty_shackleford wrote: August 16th, 2024, 10:39
cbight wrote: August 16th, 2024, 10:37
rusty_shackleford wrote: August 16th, 2024, 10:31
I would be surprised if I get enough donations to buy a container of instant coffee let alone pay for an actual employee.
That's because your marketing sucks. You constantly ask for donations, but you almost never give a clear reason why and what for we should donate. Having an alternative to the Nexus is a good reason. You should state that on the front page and in your signature.
I assumed everyone thought it was implied because that's the entire point of it?
I agree your hard work on MODHQ 2.0 needs better visibility.
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