View Full Version : FOF MP Draft Utility
WheelsVT
01-19-2013, 08:55 AM
I've been working on updating J David Baker's FOF Conscriptor (http://www.operationsports.com/fofc/showthread.php?t=64517) for the past year. It started as an attempt to resolve the reported chat server overload problems, and evolved into adding lots of cool new features and lately modifying it to handle the release of FOF7 to include the staff draft as well as adapting it to the Action PC Football game.
FOF7 Release: FOF7 Conscriptor v 2.7.1 (https://github.com/WheelsVT/FOFConscriptor/archive/master.zip)
GitHub Repository: https://github.com/WheelsVT/FOFConscriptor
Here is a list of some of the new features:
- Support for FOF7 player and staff drafts to include mock draft for players, and priority queues for staff that are "amenable aware".
(Currently under redesign, do not use for staff drafts yet)
- Support for FOF7 allocation drafts with random order and snake draft options.
- Multiple chat options, the original, admin specified embedded code, and an off-site 3rd party Flash-based chat. More on this below.
- Multiple email system options: sendmail, SMTP, and the original mail command which had reliability issues but still a fallback.
- Site admin can designate other GMs (and their own team) as draft admins which have all the rights as the site-admin except for setting up a new draft. This means they can select for other teams, change draft settings, pause/rollback, etc.
- GM names matched to team names and they can have profile links (ex: for a direct link to sending a PM) on selections page. GMs logged in and active in the utility also have an "(online)" indicator next to their name.
- GMs have the option to register their phone number (not visible to anyone else) to receive SMS text updates on their phone. The utility does this by sending an email to their provider's SMS gateway.
- Draft options have been updated to allow setting selection time limits for each round prior to the draft.
- Hidden attributes for players can be included in addition to popularity such as intelligence, loyalty, leadership, etc. Also added DOB to player detail with popup that suggests other birthdays that the player would have affinities with.
- League specific icon and link on top menu to tie utility to the league's main site
- Priority queue up/down/pause buttons in addition to drag-drop
- Separated admin email settings from overall draft email settings.
- Added "Force Pick" option so draft admins don't have to wait for time to expire and can force a team to select as if their time expired: off their list, scout, or BPA.
Special thanks to Yoda for volunteering the GEFL and GEFL2 for beta testing, to W24olfpack for install testing with the TFL, Ben for his troubleshooting assistance, and to others for their feedback. Without your help I wouldn't have had so many great ideas for improvements, or found the bugs to work out prior to this release.
WheelsVT
01-19-2013, 08:59 AM
Chat:
Some leagues, and I witnessed this happen, would have their host shutdown the whole site due to server resource utilization when chat was used. I have added a draft option to use either the original chat or switch the chat to a 3rd-party off-site flash version where the utility automatically creates the room if you're the first to enter.
Flash Advantages: no signing up for a service, users don't have to register, PMs work, admin can easily modify chat.html with a link the their site's current chat solution.
Flash Disadvantages: PMs disabled by default for unregistered usernames, Flash doesn't work in some situations like on smartphones.
The first disadvantage is mitigated by the first person in the room clicking "Options"-"Unregistered PMs", or by users registering their nicknames inside the chat.
Ben E Lou
01-20-2013, 05:19 AM
Can we get some feedback from those who have used the new version? Any issues or quirks?
It works great. The only issue was the chat overloading the server, so Wheels put in a free chat that opens up in a separate window. I still think an integrated chat is possible- there are some php chat scripts out there I came across, was thinking about checking the server load on those and seeing about finding one that worked and adding it in.
But, it worked really well for the gefl and gefl2 draft.
bighouserulez
01-22-2013, 04:23 AM
We have it in tfl and it is great having the additions and is running smooth.
PackerFanatic
01-22-2013, 10:19 AM
Nice work, Wheels. I will definitely use this for the next RNFL draft.
WheelsVT
01-22-2013, 06:50 PM
Thanks guys.
I could use some help in validating the SMS text message options. I unfortunately could only test AT&T. I used Wiki's definition of SMS gateways (List of SMS gateways - Wikipedia (http://en.wikipedia.org/wiki/List_of_SMS_gateways)) to build this list of options, but some providers have multiple listings.
If you have one of the providers below send an email to the proper email address and PM me to let me know if you did or did not get a text message, or what you had to do to get one to work:
number = 10 digit phone number with no dashes no leading '1'
Confirmed
[email protected] AT&T
[email protected] Nextel (Sprint)
Confirmed
[email protected] Sprint (PCS)
[email protected] TMobile
[email protected] US Cellular
Confirmed
[email protected] Verizon Wireless
edit: Also let me know if 1) I have one marked confirmed that doesn't work for you or 2) you have a carrier I should add to the list.
MalcPow
01-23-2013, 12:03 PM
Really cool stuff, can't wait to see it in my leagues soon.
WheelsVT
01-24-2013, 01:47 PM
bighouserulez asked:
Wheels is there a way to show who is logged in the draft for the admins.
Example TFL has the "other" chat set up and i cannot tell who is logged in or is in the draft room at all.
I was not sure if we could add an asterisk or something along those lines next to teams that were logged on or signed in.
Since i am throwing ideas out there what about a link connected to the teams that directs to the team site when available.
So if TEN is on the clock and i wanna look at their roster i can click on the team name(or something else if we choose) to see who they have on the DB if available.
WheelsVT
01-24-2013, 01:53 PM
Good points. Yes, I'll see if I can put some indicator next to GMs that are logged into the utility.
Team roster - an easy one would be to add another user option for team roster link, but better would be to pull from the file needed to run the mock draft. I'll look into it.
I'm also going to add back in the old chat and give the site admin the option of setting chat as either the new flash version or the old php-database version. Along similar lines I'm looking into adding an option to use a 3rd party email solution for those servers that seem to backlog or not send email notifications.
Ben E Lou
01-26-2013, 06:38 AM
CREATE TABLE `team` ( `team_id` int(11) NOT NULL AUTO_INCREMENT, `team_name` varchar(255) DEFAULT NULL, `team_owner` text, `team_comments` text, `team_password` varchar(255) DEFAULT NULL, `team_email` varchar(255) DEFAULT NULL, `team_multipos` char(1) NOT NULL DEFAULT '0', `team_autopick` char(1) NOT NULL DEFAULT '1', `team_autopick_wait` int(11) DEFAULT '30', `team_clock_adj` float(3,2) NOT NULL DEFAULT '1.00', `pick_method_id` int(11) NOT NULL DEFAULT '3', `team_chat_time` datetime NOT NULL, `team_email_prefs` tinyint(4) NOT NULL DEFAULT '1', `team_phone` text, `team_carrier` text, `team_sms_setting` int(11) DEFAULT '0', `team_user_link` text, `draft_admin` int(11) default '0'
You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '' at line 19
Upon trying to do the initial setup.
Dutch
01-26-2013, 07:11 AM
CREATE TABLE 'team' ( ... )
Not sure if that's a cut&paste error but your example isn't closed.
WheelsVT
01-26-2013, 07:13 AM
Upon trying to do the initial setup.
Hey there Ben. I found the problem there and updated the file. You can redownload it, or just edit ./includes/mysql/install.sql and change the line from
`draft_admin` int(11) default '0';
to
`draft_admin` int(11) default '0',
Ben E Lou
01-26-2013, 08:18 AM
Cool. That worked.
Firefly
01-26-2013, 08:30 AM
Oh, yeah! (http://www.youtube.com/watch?v=OG_6CopW9GQ) <--
gstelmack
01-27-2013, 03:50 PM
In the IHOF draft, lots of folks are having trouble with the SMS options. They enter their number, pick the carrier, hit the button, and it resets those settings.
Conscriptor Is Up And On. ***EVERYONE MUST REGISTER*** - IHOF Forums (http://www.fof-ihof.com/forums/showthread.php?t=28526)
WheelsVT
01-27-2013, 07:51 PM
I should add an error message. The phone number must be without dashes and no leading '1' before the area code - a 10 digit number, or the utility will not accept it. I'll check the regular expression to make sure it's set correctly.
Example: phone number of 1-222-555-1234 would be 2225551234
Dutch
01-27-2013, 08:02 PM
Yes, it states that and we followed the instructions. It just resets to the default settings for whatever reason.
Great enhancements, btw, thank you!
WheelsVT
01-27-2013, 08:29 PM
Fixed it (thanks Dutch). The regex was marking some valid phone numbers as invalid - if you had a 0 or 1 for the second digit in your area code. It is now fixed in the version linked at the top of the page along with an added error message. You just need to replace options_set.php with the one in the zip file.
OR you can edit options_set.php line 54 and replace it with this line:
if (strlen($_POST['team_phone'])==10 && preg_match("/[2-9]{1}\d{9}/", $_POST['team_phone'])) {
but you wouldn't have the nice error message.
Edit: The link at the top of the page is updated as of 1/28 17:20
WheelsVT
01-31-2013, 09:30 PM
Good points. Yes, I'll see if I can put some indicator next to GMs that are logged into the utility.
...
I'm also going to add back in the old chat and give the site admin the option of setting chat as either the new flash version or the old php-database version. Along similar lines I'm looking into adding an option to use a 3rd party email solution for those servers that seem to backlog or not send email notifications.
Version 1.7 Released:
-GMs that are logged on and active will have an "(online)" indicator next to their GM name on the selections page.
-Original chat added back in and admins given the option to select which chat system to use: original integrated or flash chat. This can be done on the fly mid-draft which will come in handy if the host has issues with the original chat and shuts down the server.
-New Email system options added. Site admins (the admin account) can select from sendmail, SMTP, or the original mail() command and adjust based on what is available on the host server. This should help situations where GMs did not get timely email notifications, if at all, under prior versions because the host could not process the mail() command quickly.
-Added button on draft settings to send a test email to make sure the selected email system will work.
bighouserulez
02-01-2013, 09:09 AM
Great work Wheels will be excited to try some of this out in my next draft.
WheelsVT
02-01-2013, 09:25 AM
I found a bug from the original code that the IHOF draft admins may have discovered. Draft Admins only see a blank queue for teams using the "Player Queue then Best At Position" option for their autopick. The code must not have been changed to handle that option when it was introduced. Working on a bug fix for 1.7 now.
If you are using a Conscriptor version prior to 1.7 including the original Conscriptor versions (1.2...) - I suggest letting teams know that if they use the "Player Queue then Best At Position" option autopick will still work, but admins can't see their list to help or select if needed.
Ben E Lou
02-01-2013, 10:11 AM
One suggestion: can you set it so that the admin account has the option not to receive emails?
Subby
02-01-2013, 03:44 PM
One option that might be helpful for the future is to add a notification feature that alerts you when your pick is X picks away. So let's say I want to know when my pick is 5 picks away and I have the 10th pick. When the 5th pick fires, I receive a notification.
That gives me a heads up that I need to the draft utility and be ready to pick.
QuikSand
02-01-2013, 03:49 PM
Thanks for your work on this Wheels, as an iOS user, the UP/TOP buttons are a life saver. I am increasingly likely to only have device access during drafts, and that alone is worth TWICE THE PRICE OF THE LATEST UPGRADE.
Hatzoff.
QuikSand
02-01-2013, 03:59 PM
Oh, and now that I've sucked up a bit...
Sorting columns - I know it's currently click to sort low-to-high, then click again to sort high-to-low. That's okay, but (especially when remote) it's a bit tedious -- especially when probably 2/3 (of course) of the sorts that I want to do are going to be high-to-low.
You be the judge if any of this meets the worth-the-bother test:
Could these be created as "smart" sorts? When I click on Dash or Agility, I am pretty much *always* interested in the low numbers, but on nearly everything else, I'm interested in the high numbers? Could each column-topper become a custom sort based on what the user is most likely to want there? (And possibly just reverse the sort on a second click?)
No idea how tough that would be to code, but I think it would be a nice improvement.
Failing that... maybe just reverse the default, and make a high-to-low the default sort? I'm looking at the player screen now, and the entire list of sorts where low-to-high seems most useful is: #, Volatility?, 40-time, and Agility. The list of things that seem to call for high to low is really long -- all the other combines, things like height and weight, and of course every single bar for every single position.
WheelsVT
02-01-2013, 04:05 PM
I found a bug from the original code that the IHOF draft admins may have discovered. Draft Admins only see a blank queue for teams using the "Player Queue then Best At Position" option for their autopick. The code must not have been changed to handle that option when it was introduced. Working on a bug fix for 1.7 now.
If you are using a Conscriptor version prior to 1.7 including the original Conscriptor versions (1.2...) - I suggest letting teams know that if they use the "Player Queue then Best At Position" option autopick will still work, but admins can't see their list to help or select if needed.
Version 1.7b - link updated
-Fixed bug where draft admins would not see queues for GMs with the "Player Queue and Best At Position" autopick option selected.
-Now allow draft admins to view GMs queues for their currently selected autopick method even if their autopick is currently off.
-Added option to allow site admins to turn email off for GMs and only receive rollback notifications. Email system can be completely disabled as well as of 1.7.
WheelsVT
02-01-2013, 04:33 PM
Enhancements under consideration:
-Intuitive sorting (I remember seeing Quicksand ask for this before ;) )
-Ability to request notification from X picks away in addition to on-the-clock
-View team rosters - doubtful. Not easily done without adding a lot more to the Utility database or linking it to DBupdater's tables.
WheelsVT
02-02-2013, 08:25 PM
Had a crazy idea for a new chat option. It's a user-defined option that lets you paste in the HTML code for your own chatroom. This works for services like addonchat.com and is running on my test server now.
sjshaw
02-03-2013, 12:12 AM
Thanks for your work on this Wheels, as an iOS user, the UP/TOP buttons are a life saver. I am increasingly likely to only have device access during drafts, and that alone is worth TWICE THE PRICE OF THE LATEST UPGRADE.
Hatzoff.
Ditto. You rock.
MIJB#19
02-03-2013, 09:19 AM
Version 1.7b - link updated
-Fixed bug where draft admins would not see queues for GMs with the "Player Queue and Best At Position" autopick option selected.
-Now allow draft admins to view GMs queues for their currently selected autopick method even if their autopick is currently off.It wasn't just with "Player Queue then Best At Position"(where it obviously has to be present), but I've noticed a lot of blanks in the "queue info" for teams with "autopick on" as checked. For some it shows "Scout pick", but in our current (just ended) draft in IHOF, I see 8 teams with a blank in "queue info", despite "autopick on" checked.
Ben E Lou
02-03-2013, 09:22 AM
It wasn't just with "Player Queue then Best At Position"(where it obviously has to be present), but I've noticed a lot of blanks in the "queue info" for teams with "autopick on" as checked. For some it shows "Scout pick", but in our current (just ended) draft in IHOF, I see 8 teams with a blank in "queue info", despite "autopick on" checked.That's probably because their queues ran out.
Ben E Lou
02-03-2013, 09:24 AM
Yeah, just checked it for the first team with that combo (BOR). Autopick is on, but they have no players in the queue.
MIJB#19
02-03-2013, 09:24 AM
Enhancements under consideration:
-Intuitive sorting (I remember seeing Quicksand ask for this before ;) )
-Ability to request notification from X picks away in addition to on-the-clockThose would be awesome.
On the second one: once a team is on 0% clock, it becomes pointless for them to receive any "your pick is up" notifications, because that pick will already have fired. Coincidentally, X-picks away will have the same effect if a lot of people in between have autopick on.
MIJB#19
02-03-2013, 09:26 AM
Yeah, just checked it for the first team with that combo (BOR). Autopick is on, but they have no players in the queue.rather than a blank, then shouldn't it show: queue is empty?
MIJB#19
02-03-2013, 09:33 AM
Is there any way to have the "has password" either:
* be visible further to the left?
* have an "off" setting highlight, in a way that the admins have some alarm bells visible or ringing to act toward said owner/team?
MIJB#19
02-03-2013, 09:47 AM
Btw, I'm pleased to see somebody picked up the project to improve and enhace. Thanks for that, WheelsVT!
WheelsVT
02-03-2013, 01:22 PM
That's probably because their queues ran out.
This. Next time you'll see it's set to show queues, even empty ones.
Admins now have the ability to change the autopick option and build or modify queues for a team if needed. It also means Ben won't have to run a script to switch the autopick default pre-draft. :)
WheelsVT
02-03-2013, 01:28 PM
rather than a blank, then shouldn't it show: queue is empty?
Yep. Every team now has a link to the queue that would be used even if it's empty.
WheelsVT
02-03-2013, 01:34 PM
...once a team is on 0% clock, it becomes pointless for them to receive any "your pick is up" notifications, because that pick will already have fired. Coincidentally, X-picks away will have the same effect if a lot of people in between have autopick on.
Good point, but it at least has the potential to give more advanced warning if you weren't at 0% and/or guys in front are delaying. Perhaps you'd be around to start scrambling earlier when the guy 2 picks before you picks that key guy off your list.
WheelsVT
02-03-2013, 01:38 PM
Is there any way to have the "has password" either:
* be visible further to the left?
* have an "off" setting highlight, in a way that the admins have some alarm bells visible or ringing to act toward said owner/team?
I was just thinking about this too. The Users tab has a lot of info on it now. I think moving "has password", aka "is registered" to the far left would be good. We'll see if I can highlight it in some way for teams that aren't registered yet.
WheelsVT
02-03-2013, 01:46 PM
Btw, I'm pleased to see somebody picked up the project to improve and enhace. Thanks for that, WheelsVT!
Ditto. You rock.
Thanks for your work on this Wheels, as an iOS user, the UP/TOP buttons are a life saver. I am increasingly likely to only have device access during drafts, and that alone is worth TWICE THE PRICE OF THE LATEST UPGRADE.
Hatzoff.
Thanks. I appreciate the encouragement. It feels good to know that I'm helping the community get more out of the game.. or drafts.
WheelsVT
02-03-2013, 04:31 PM
sigh, some bug fixes...
Version 1.7c
Fixed bug where SMTP password was being overwritten with ***** values when it was not changed. Introduced in 1.7.
Fixed bug where rollback would work correctly but generate an error to the admin running the rollback. Introduced in 1.7.
MIJB#19
02-03-2013, 06:36 PM
Good point, but it at least has the potential to give more advanced warning if you weren't at 0% and/or guys in front are delaying. Perhaps you'd be around to start scrambling earlier when the guy 2 picks before you picks that key guy off your list.In the end, it's just a good idea for people to try to avoid getting penalized into a 0% setting. :D
MIJB#19
02-03-2013, 06:39 PM
I was just thinking about this too. The Users tab has a lot of info on it now. I think moving "has password", aka "is registered" to the far left would be good. We'll see if I can highlight it in some way for teams that aren't registered yet.I like that thinking, the far left sounds like a good idea. It's usually just for the early part of the drafts to make sure all are on board and to figure out which teams need to be take care of.
On a related note, what about putting the autopick checkbox and the queue info next to each other?
Ben E Lou
02-03-2013, 06:48 PM
Ugh. Please don't move everything around in an interface that has worked fine for several dozen drafts.
MIJB#19
02-04-2013, 11:11 AM
Ugh. Please don't move everything around in an interface that has worked fine for several dozen drafts.I'm not suggesting a complete overhaul. I'm asking how easy it would be to put things back closer together like they were before the addition of the username and profile link text boxes.
WheelsVT
02-07-2013, 10:02 PM
While working on the "notification X picks away" and intuitive sorting updates I think they could take a little while. So here is version 1.8 (http://www.operationsports.com/fofc/showpost.php?p=2772010&postcount=1) because it has some good changes that should be released sooner.
- Added Chat Template option where admins can set the chat system to use their own embeded chat code from providers like sigmachat.com or addonchat.com.
- Moved "has password" on Users tab to far left and added highlights to those without a password to be more obvious that the team
has yet to register.
- Disabled GM notification options when the admin has turned email off so GMs understand when they can't elect to receive notifications.
- Added popup message when clicking on a players DOB that indicates what birthdays the player would have affinities with.
- Added option for draft admins to change autopick settings for a given team, and view and modify the associated GMs queue for their selected autopick setting. All of this even if the team's autopick is currently off.
Pyser
02-08-2013, 11:53 AM
- Added popup message when clicking on a players DOB that indicates what birthdays the player would have affinities with.
ooh, i like that. can we take it one step further, and be able to enter in our position leaders' birthdays so we can see every potential pick that is either a conflict or an affinity?
WheelsVT
02-08-2013, 12:44 PM
ooh, i like that. can we take it one step further, and be able to enter in our position leaders' birthdays so we can see every potential pick that is either a conflict or an affinity?
Yes, but it will take some new DB tables whereas this was a quick add and at least helps a little there. I knew that question was coming though. :D It's "on the wishlist".
Ben E Lou
02-09-2013, 06:27 AM
Thanks for the email updates, but I think you might have misunderstood what I'm asking for, so let me walk through the scenario:
I'm the commish, so my email address is in the main admin screen. The portion of the text there that I've bolded below pretty much explains my issue, actually:
Enter an e-mail address to receive notification of each pick. This address will also be the address that the notifications are sent from, so you must have an address hereAs things are now, in order to allow league members to get emails on every pick, *I* also must get emails on every...single....pick. I'd like league members to have the option to get every pick, or just when they're on the clock, but for me to receive no emails as admin. If I want emails, I should be able to log in as my team and get them there. I could put a fake email address in the admin box, but I'd be concerned about the emails not being received due to spam blocking. Plus, I want the league members to have my real address in case they need to email me about something during the draft. Does that make sense?
dzilla77
02-09-2013, 01:37 PM
Problem with the BFL draft priority list:
When I try to do a quick add I get the following error in Firefox:
The page isn't redirecting properly
Firefox has detected that the server is redirecting the request for this address in a way that will never complete.
When I try with IE, the page just redirects to the selections page.
In both cases, the player is NOT added to the priority list.
WheelsVT
02-09-2013, 08:22 PM
Thanks for the email updates, but I think you might have misunderstood what I'm asking for, so let me walk through the scenario:
I'm the commish, so my email address is in the main admin screen. The portion of the text there that I've bolded below pretty much explains my issue, actually:
As things are now, in order to allow league members to get emails on every pick, *I* also must get emails on every...single....pick. I'd like league members to have the option to get every pick, or just when they're on the clock, but for me to receive no emails as admin. If I want emails, I should be able to log in as my team and get them there. I could put a fake email address in the admin box, but I'd be concerned about the emails not being received due to spam blocking. Plus, I want the league members to have my real address in case they need to email me about something during the draft. Does that make sense?
Thanks Ben. I understand. I'll get that in there.
WheelsVT
02-09-2013, 08:28 PM
Problem with the BFL draft priority list:
When I try to do a quick add I get the following error in Firefox:
The page isn't redirecting properly
Firefox has detected that the server is redirecting the request for this address in a way that will never complete.
When I try with IE, the page just redirects to the selections page.
In both cases, the player is NOT added to the priority list.
That's odd. Quick add in the latest revision works fine on the test site. Actually, it works but seems a little hokie :p like it wants to add the first one I highlight. I'll walk through the code and see if anything stands out. In the meantime you could always find the guy in the player list and add him from there.
WheelsVT
02-10-2013, 05:57 PM
Ok, the quick add is annoying me and currently it's the only way for draft admins to build lists for teams that need help. There should be a better way. I'll work on it.
dzilla77
02-11-2013, 11:43 AM
Another problem with the priority list, I went in to look at a player's info from the priority list and when I backed out to the list using the back button the order had changed. Had about 30 players in the list, that I need to re-sort.
dzilla77
02-11-2013, 07:23 PM
More issues to report with the priority list - players are not being removed from the list when picked.
WheelsVT
02-12-2013, 05:10 AM
Thanks dzilla77. Are these with your priority list or when trying to use another team's list as a draft admin?
Edit: I just tried selecting players as both a GM and draft admin and they were removed from all queues. Can you PM me specifics on how to replicate the problem?
dzilla77
02-13-2013, 09:49 AM
I sent you a PM, but multiple owners in the BFL are reporting that selected players are not being removed from their priority queues. Also, we had an autopick that did not fire for an owner (time was set to 5 mins). I suspect the second issue is related to the first.
Here is the conscriptor link
BFL Front Office Football Conscriptor version 1.8 (http://www.fof-bfl.com/draft/selections.php)
WheelsVT
02-13-2013, 05:08 PM
Sorry to hear that. It's been a busy few days for me at work, but I'll look at it late tonight when I get home.
WheelsVT
02-13-2013, 08:47 PM
BFL is using the latest version so I went through changes between 1.7c and 1.8. Based on the error BFL is now seeing when trying to just bring up conscriptor the issue is definitely in the functions.inc.php file which handles the sending of email and removing from queues.
I believe the problem was with how I was starting to try to implement the "X picks away" notifications. The new SQL query there was probably causing issues. I removed this code and have changed the link to the new file.
Download that zip and overwrite the files and this should be resolved. Keep me posted, and my apologies to the BFL.
WheelsVT
02-15-2013, 08:35 AM
I went ahead and posted the latest 1.8.1 which allows site admins to set email preferences independent of GM email settings as Ben described above (ex: off for the admin while GMs can elect to get everything).
Ben graciously helped me track down some email bugs that will be patched soon, but here they are and the workarounds until I get a chance this weekend to put in the patches:
1) Rollback will throw an error for trying to send an email to a blank email address if a GM somehow stores a blank email address in the database. I'm investigating how that happens.
2) Setting Chat disabled forces email disabled and causes lots of issues. So set chat to "user defined embed code" and leave the code textbox blank for now if you don't want chat.
3) Using the "mail()" email system and minimal email settings will cause an error to be thrown if it tries to send an email to nobody. Safe to ignore for now. You should use sendmail() if possible.
4) GM Options shows an invalid phone number message even when you're not setting the phone number. Annoying.
WheelsVT
02-17-2013, 09:10 AM
I went ahead and posted the latest 1.8.1 which allows site admins to set email preferences independent of GM email settings as Ben described above (ex: off for the admin while GMs can elect to get everything).
Ben graciously helped me track down some email bugs that will be patched soon, but here they are and the workarounds until I get a chance this weekend to put in the patches:
1) Rollback will throw an error for trying to send an email to a blank email address if a GM somehow stores a blank email address in the database. I'm investigating how that happens. - Likely occurred in the draft admin user tab where regex testing was not set.
2) Setting Chat disabled forces email disabled and causes lots of issues. So set chat to "user defined embed code" and leave the code textbox blank for now if you don't want chat.
3) Using the "mail()" email system and minimal email settings will cause an error to be thrown if it tries to send an email to nobody. Safe to ignore for now. You should use sendmail() if possible.
4) GM Options shows an invalid phone number message even when you're not setting the phone number. Annoying.
These are now patched in v1.8.2 which I just posted at the top of this thread.
aston217
02-20-2013, 12:56 AM
Wheels I know there's a lot on your plate but I'm curious, how is the mobile support on the current new draft util? I checked out the old one on my new android phone and it seems...lacking.
Is it just a matter of a separate mobile stylesheet needed here?
WheelsVT
02-23-2013, 08:09 AM
Mobile support: The priority queue now has buttons so it can be used with a smartphone like iOS where the drag & drop doesn't work. Otherwise there hasn't been any effort to create a mobile stylesheet yet.
WheelsVT
02-23-2013, 08:28 AM
Updated to v1.8.3.
- Added private_chat.html for the built-in chat which was missing for some reason.
- Added extra error checking to prevent the issue of mail() erroring when sending a blank email.
RedKingGold
02-24-2013, 07:56 PM
CCFL is using 1.8.3, but players are still not coming off the queue list after being drafted.
WheelsVT
02-24-2013, 08:36 PM
Yes, I'm in touch with Ben. It's likely due to email erroring out where Ben had reset email addresses to "" instead of NULL in the database at the start of the draft. I believe he's now set those blanks to NULL and you should be ok. I'll be standing by.
Sigh. I did find an issue for drafts using the infamous mail() email setting this evening. So I've uploaded a patch, 1.8.4. If you're not using mail() then this won't effect you.
PackerFanatic
02-25-2013, 10:12 AM
I intend to download this at some point this week and the RNFL will be using it very soon for our next draft. I will let you know if we run into any issues! Very excited to try it out :)
aston217
02-25-2013, 02:24 PM
Mobile support: The priority queue now has buttons so it can be used with a smartphone like iOS where the drag & drop doesn't work. Otherwise there hasn't been any effort to create a mobile stylesheet yet.
Do you think the backend code is going to work with mobile as is, and it's just a stylesheet that is needed? Or would it take more work than that?
QuikSand
02-25-2013, 07:25 PM
No idea if this is easy to do...
The new tool features the ability to (at the commissioner's discretion, I presume) view the various personality features on the player card. Nice touch.
Any way to get that data populated into the sortable fields? (Right now it seems the only way to get that data there is to do interviews and use one of the screen capture tools to get it to import) That would be a great benefit for leagues that use it.
Again - love the toy, glad you're working with it, keep on keepin' on.
WheelsVT
02-25-2013, 08:26 PM
Aston - I'm not sure. I think it works fine for smartphones since they are the same as browsing the web, but there's no mobile specific version. I haven't done a mobile style sheet so I'd have to look into it.
Quik - off hand I'd say that, yes, it should be possible to add them as a column option. Not a bad idea. On your intelligent sorting request - harder than I thought just on the way JDB implemented the list class. It'll annoy me until I figure it out so hang tight.
PackerFanatic - thanks! Things are busy for me outside of FOF-land so I hope I'm done with bugs for a little while. I'm going to let this version stabilize before adding anything else.
dzilla77
02-27-2013, 04:09 PM
Getting this error in the CCFL draft when selecting the player from the priority list:
<!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> [B][COLOR=red][FONT="]Fatal error[/FONT][/COLOR][/B][COLOR=red][FONT="]: Uncaught exception 'Swift_TransportException' with message 'Expected response code 250 but got code "550", with message "550 Access denied - Invalid HELO name (See RFC2821 4.1.3) "' in /home/benelou/public_html/ccfl/draft/includes/lib/classes/Swift/Trans in [B]/home/benelou/public_html/ccfl/draft/includes/lib/classes/Swift/Transport/AbstractSmtpTransport.php[/B] on line [B]386[/B][/FONT][/COLOR][FONT="][/FONT]
<!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:TrackMoves/> <w:TrackFormatting/> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:DoNotPromoteQF/> <w:LidThemeOther>EN-US</w:LidThemeOther> <w:LidThemeAsian>X-NONE</w:LidThemeAsian> <w:LidThemeComplexScript>X-NONE</w:LidThemeComplexScript> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:SplitPgBreakAndParaMark/> <w:EnableOpenTypeKerning/> <w:DontFlipMirrorIndents/> <w:OverrideTableStyleHps/> </w:Compatibility> <m:mathPr> <m:mathFont m:val="Cambria Math"/> <m:brkBin m:val="before"/> <m:brkBinSub m:val="--"/> <m:smallFrac m:val="off"/> <m:dispDef/> <m:lMargin m:val="0"/> <m:rMargin m:val="0"/> <m:defJc m:val="centerGroup"/> <m:wrapIndent m:val="1440"/> <m:intLim m:val="subSup"/> <m:naryLim m:val="undOvr"/> </m:mathPr></w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" DefUnhideWhenUsed="true" DefSemiHidden="true" DefQFormat="false" DefPriority="99" LatentStyleCount="267"> <w:LsdException Locked="false" Priority="0" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Normal"/> <w:LsdException Locked="false" Priority="9" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="heading 1"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 2"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 3"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 4"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 5"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 6"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 7"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 8"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 9"/> <w:LsdException Locked="false" Priority="39" Name="toc 1"/> <w:LsdException Locked="false" Priority="39" Name="toc 2"/> <w:LsdException Locked="false" Priority="39" Name="toc 3"/> <w:LsdException Locked="false" Priority="39" Name="toc 4"/> <w:LsdException Locked="false" Priority="39" Name="toc 5"/> <w:LsdException Locked="false" Priority="39" Name="toc 6"/> <w:LsdException Locked="false" Priority="39" Name="toc 7"/> <w:LsdException Locked="false" Priority="39" Name="toc 8"/> <w:LsdException Locked="false" Priority="39" Name="toc 9"/> <w:LsdException Locked="false" Priority="35" QFormat="true" Name="caption"/> <w:LsdException Locked="false" Priority="10" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Title"/> <w:LsdException Locked="false" Priority="1" Name="Default Paragraph Font"/> <w:LsdException Locked="false" Priority="11" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/> <w:LsdException Locked="false" Priority="22" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Strong"/> <w:LsdException Locked="false" Priority="20" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/> <w:LsdException Locked="false" Priority="59" SemiHidden="false" UnhideWhenUsed="false" Name="Table Grid"/> <w:LsdException Locked="false" UnhideWhenUsed="false" Name="Placeholder Text"/> <w:LsdException Locked="false" Priority="1" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 1"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 1"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 1"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/> <w:LsdException Locked="false" UnhideWhenUsed="false" Name="Revision"/> <w:LsdException Locked="false" Priority="34" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/> <w:LsdException Locked="false" Priority="29" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Quote"/> <w:LsdException Locked="false" Priority="30" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 1"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 1"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 2"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 2"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 2"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 2"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 2"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 3"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 3"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 3"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 3"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 3"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 4"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 4"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 4"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 4"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 4"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 5"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 5"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 5"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 5"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 5"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/> <w:LsdException Locked="false" Priority="60" SemiHidden="false" UnhideWhenUsed="false" Name="Light Shading Accent 6"/> <w:LsdException Locked="false" Priority="61" SemiHidden="false" UnhideWhenUsed="false" Name="Light List Accent 6"/> <w:LsdException Locked="false" Priority="62" SemiHidden="false" UnhideWhenUsed="false" Name="Light Grid Accent 6"/> <w:LsdException Locked="false" Priority="63" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/> <w:LsdException Locked="false" Priority="64" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/> <w:LsdException Locked="false" Priority="65" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/> <w:LsdException Locked="false" Priority="66" SemiHidden="false" UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/> <w:LsdException Locked="false" Priority="67" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/> <w:LsdException Locked="false" Priority="68" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/> <w:LsdException Locked="false" Priority="69" SemiHidden="false" UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/> <w:LsdException Locked="false" Priority="70" SemiHidden="false" UnhideWhenUsed="false" Name="Dark List Accent 6"/> <w:LsdException Locked="false" Priority="71" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/> <w:LsdException Locked="false" Priority="72" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful List Accent 6"/> <w:LsdException Locked="false" Priority="73" SemiHidden="false" UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/> <w:LsdException Locked="false" Priority="19" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/> <w:LsdException Locked="false" Priority="21" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/> <w:LsdException Locked="false" Priority="31" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/> <w:LsdException Locked="false" Priority="32" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/> <w:LsdException Locked="false" Priority="33" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Book Title"/> <w:LsdException Locked="false" Priority="37" Name="Bibliography"/> <w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/> </w:LatentStyles> </xml><![endif]--><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} </style> <![endif]-->
The pick gets made ok, but this error shows up.
WheelsVT
02-27-2013, 09:26 PM
This is an SMTP error response from the destination system. Most likely it means that the host server is not identifying itself with a fully qualified domain name (FQDN) to the destination. I'm not sure there's much you could do to fix that besides ask your hosting support. Other options are that the admin's email service does not allow relaying or the SMTP authentication encryption settings are not quite correct.
If you can't make headway there try switching to sendmail() instead of SMTP.
Ben E Lou
03-01-2013, 09:28 AM
This is an SMTP error response from the destination system. Most likely it means that the host server is not identifying itself with a fully qualified domain name (FQDN) to the destination. I'm not sure there's much you could do to fix that besides ask your hosting support. Other options are that the admin's email service does not allow relaying or the SMTP authentication encryption settings are not quite correct.
If you can't make headway there try switching to sendmail() instead of SMTP.It was already on sendmail.
On another note, the CCFL draft (HEAVY queue and scout picks at this point) is hanging fairly frequently now in the late rounds because players aren't being removed from queues on auto-picks (maybe scout picks). I'm having to DELETE from selection where play_id={the id of hte first guy in the queue of the team that is on the clock, because he has already been picked} fairly often. Just did it for the fourth time, and 6 teams had the guy in their queues.
WheelsVT
03-01-2013, 09:56 PM
It was already on sendmail.
On another note, the CCFL draft (HEAVY queue and scout picks at this point) is hanging fairly frequently now in the late rounds because players aren't being removed from queues on auto-picks (maybe scout picks). I'm having to DELETE from selection where play_id={the id of hte first guy in the queue of the team that is on the clock, because he has already been picked} fairly often. Just did it for the fourth time, and 6 teams had the guy in their queues.
Thanks Ben. I'm fairly certain the not being removed from queues is being caused by the email issues. I'll have some time tomorrow morning to work on it. First thing I'll do is move the SQL stuff in front of the email processing.
I guess the SwiftMail package isn't as great at enabling different transports as I had thought.
WheelsVT
03-02-2013, 08:03 AM
Ok, I've updated it to 1.8.5. This should reduce the impact of an email error to just a notification message and a missed email to be investigated.
- Moved queue processing ahead of email processing in functions.inc.php since email errors were causing queues to not update.
- Added exception catch clauses when sending email to allow execution to continue in the event of an error. Error should still be reported like an "Options Updated" message, but I haven't had an error in testing to confirm.
PackerFanatic
03-04-2013, 09:49 AM
Got everything installed and am just poking around a bit before loading the draft class and getting users on it this week. One thing I noticed - in the chat (the integrated one), every few seconds or so I see a "0" printed to the chat window. It keeps appending zeroes to the same line, and then when I try and chat, it doesn't seem to send anything until I refresh the chat page. Something funky with my server maybe?
PackerFanatic
03-04-2013, 09:50 AM
Also - in the draft options, it seems to save all my settings except for start time, end time, and time zone. No matter what I set them to, when I hit save, it reverts them back to the default.
WheelsVT
03-04-2013, 11:50 AM
Got everything installed and am just poking around a bit before loading the draft class and getting users on it this week. One thing I noticed - in the chat (the integrated one), every few seconds or so I see a "0" printed to the chat window. It keeps appending zeroes to the same line, and then when I try and chat, it doesn't seem to send anything until I refresh the chat page. Something funky with my server maybe?
I believe the NAFL had a similar refresh issue with the built-in chat. Now I'm betting there's a file missing from when I added it back in. I will compare later this evening.
WheelsVT
03-04-2013, 11:53 AM
Also - in the draft options, it seems to save all my settings except for start time, end time, and time zone. No matter what I set them to, when I hit save, it reverts them back to the default.
That usually means that it didn't accept your input and failed to give you an error message why. It's likely due to it being entered in a different format than it's expecting . What's the exact text you putting into start time, end time, and time zone?
PackerFanatic
03-04-2013, 12:28 PM
Start: 12:00PM
End: 11:00PM
Timezone: CST
I even tried changing the start to 11:00AM, thinking it might not like the range - still no luck.
WheelsVT
03-04-2013, 09:49 PM
I believe the NAFL had a similar refresh issue with the built-in chat. Now I'm betting there's a file missing from when I added it back in. I will compare later this evening.
I finally replicated it. Quick fix: change the > symbol in line 13 of chat_text.php to a >= symbol.
WheelsVT
03-05-2013, 08:01 AM
Start: 12:00PM
End: 11:00PM
Timezone: CST
I even tried changing the start to 11:00AM, thinking it might not like the range - still no luck.
After working with PF we found that this was occuring because he had no draft configured yet.
More detail: The hidden field that enables start/stop to change is part of the per-round-timeouts which are only there if you actually have a draft loaded. I'll still look at moving this hidden field to a better location.
PackerFanatic
03-05-2013, 08:34 AM
Well, I don't get the line of zeroes anymore...but now when it does refresh, it refreshes the entire chat history, instead of just the one line I added. It also does the entire chat refresh every few seconds (much like it was with the zeroes previously)
WheelsVT
03-05-2013, 08:53 AM
Is this with or without a draft class imported?
PackerFanatic
03-05-2013, 08:55 AM
Still without - would the draft class have an impact on the chat area as well? I can check again after I import for sure :)
PackerFanatic
03-07-2013, 03:05 PM
Got the draft class loaded - no issues with the start and end times (also, REALLY like the feature to set the pick time limit per round - very awesome). However, I am still seeing the issue with the chat.
PackerFanatic
03-07-2013, 03:06 PM
Another thing I noticed - in the mock draft, every comment is "XXX has already picked at all positions, and this is the best player still on the board.". XXX is replaced by the actual team, but that seems odd - it seems to just be going by BPA instead of actually using my roster and draft preview that I uploaded.
PackerFanatic
03-07-2013, 03:07 PM
Not really a huge deal for the mock, but I want to make sure that isn't going to affect the scout picks (I have a feeling it would, based on those comments)
PackerFanatic
03-07-2013, 03:08 PM
BTW - I would be happy to add you as an admin if you want to see the issue I was referring to with the chat. No one else is signed up yet (although I would like to start by Saturday at the latest), so if I need to re-run anything, I am fine with doing that.
WheelsVT
03-07-2013, 04:59 PM
Got the draft class loaded - no issues with the start and end times (also, REALLY like the feature to set the pick time limit per round - very awesome). However, I am still seeing the issue with the chat.
Thanks. Chat - I guess I'll need to see it.
Another thing I noticed - in the mock draft, every comment is "XXX has already picked at all positions, and this is the best player still on the board.". XXX is replaced by the actual team, but that seems odd - it seems to just be going by BPA instead of actually using my roster and draft preview that I uploaded.
Yes, that is odd. It does not sound like the mock ran properly.
Not really a huge deal for the mock, but I want to make sure that isn't going to affect the scout picks (I have a feeling it would, based on those comments)
Yes, I think it would mean that it would fall back to Best Position Available.
BTW - I would be happy to add you as an admin if you want to see the issue I was referring to with the chat. No one else is signed up yet (although I would like to start by Saturday at the latest), so if I need to re-run anything, I am fine with doing that.
That could help me pinpoint it. Add a team like "WVT", send me link, I'll register, and you can mark me as an admin.
Ben E Lou
03-11-2013, 05:36 AM
My leagues all allow picks before the clock is on, and something related to that appears to be causing some issues in the GML draft. One thing in particular that is happening is that for the last few picks (including the one currently on the clock), pick_time has not been populated. My scripts that create my draft widget depend on something being there for a pick that has been made. Also, evidently something different is happening when a team is on the clock and not registered for the draft yet. It used to be that my scripts properly identified that team. Now they can't. I haven't been able to dig in yet to figure out what code I need to change to adjust to the latest changes.
Ben E Lou
03-11-2013, 06:30 AM
Oh, and no email notifications have gone out. I just double-checked and every team's email is populated or NULL. Could it be because some teams have email notification on and are unregistered? (NULL email)
WheelsVT
03-11-2013, 08:55 AM
Ok, FYI though we can't identify it specifically, we believe PackerFanatic's issues are server related. His draft is up and running on a different server for now.
WheelsVT
03-11-2013, 09:07 AM
My leagues all allow picks before the clock is on, and something related to that appears to be causing some issues in the GML draft. One thing in particular that is happening is that for the last few picks (including the one currently on the clock), pick_time has not been populated. My scripts that create my draft widget depend on something being there for a pick that has been made. Also, evidently something different is happening when a team is on the clock and not registered for the draft yet. It used to be that my scripts properly identified that team. Now they can't. I haven't been able to dig in yet to figure out what code I need to change to adjust to the latest changes.
Oh, and no email notifications have gone out. I just double-checked and every team's email is populated or NULL. Could it be because some teams have email notification on and are unregistered? (NULL email)
I think your last point is very logical and likely the cause of all of it after looking at the code in functions.inc.php where pick_time is updated. You would think that unregistered teams should have email notification off. I'm checking where the defaults are set, and can add an additional test when picks are made. I'll post it here in a couple...
WheelsVT
03-11-2013, 10:05 AM
Version 1.8.6: Patches
1) Added = to chat_text.php so that updates work correctly with the built-in chat
2) Added error checking to functions.inc.php for situations when email or sms notification is on but the email or phone number is empty
3) Added new default settings to set email and sms notifications to OFF for all teams when importing a new draft.
WheelsVT
03-11-2013, 01:45 PM
No idea if this is easy to do...
The new tool features the ability to (at the commissioner's discretion, I presume) view the various personality features on the player card. Nice touch.
Any way to get that data populated into the sortable fields? (Right now it seems the only way to get that data there is to do interviews and use one of the screen capture tools to get it to import) That would be a great benefit for leagues that use it.
Again - love the toy, glad you're working with it, keep on keepin' on.
Quik - This will be in the next feature update. In the meantime, if your commish want's to add this it's a simple SQL query to run and they will be available as sortable fields:
INSERT INTO `column` (`column_id`, `column_query`, `column_style`, `column_header`, `column_exec`, `column_date_format`, `column_number_format`, `column_order`) VALUES
(32, 'player.player_loyalty', NULL, 'Loyalty', NULL, NULL, NULL, 290),
(33, 'player.player_winner', NULL, 'Play for Winner', NULL, NULL, NULL, 300),(34, 'player.player_leader', NULL, 'Leadership', NULL, NULL, NULL, 310),(35, 'player.player_intelligence', NULL, 'Intelligence', NULL, NULL, NULL, 310),(36, 'player.player_personality', NULL, 'Personality', NULL, NULL, NULL, 320);
Ben E Lou
03-12-2013, 09:48 AM
Emails still aren't going out. I just noticed that there's a team that turned email on but did not enter an email address. I'm still on 1.8.5. Is this case covered in 1.8.6?
Ben E Lou
03-12-2013, 10:02 AM
...and that still didn't fix it. Pick 12 fired without pick_time being populated once again, and no email went out for pick 11 or 12.
Ben E Lou
03-12-2013, 10:20 AM
I've attached what the "team" table looks like currently if you want to take a look and see if it's something unexpected there.
WheelsVT
03-12-2013, 01:12 PM
Thanks Ben. Looking at it now. I'll use it for further testing. Posted 1.8.6b for now which moves the pick_time setting just ahead of the on-the-clock email address calculations that seem to be erroring this out.
Ben E Lou
03-12-2013, 01:14 PM
Thanks! Grabbing 1.86b now.
WheelsVT
03-14-2013, 01:39 PM
Ok, after much headache we've identified the bugs causing Ben's issues in the GML. Much thanks goes to Ben and the GML for their patience as we tried to figure this one out. They were introduced in 1.8.1 when I split admin email settings off of the regular email settings and moved a lot of the DB queries ahead of sending email.
1) Draft Admins changing draft options cause email settings to turn completely off.
2) If no mock draft was run then email is never sent and teams do not go on-the-clock properly. pick_time and pick_start are not populated. And an admin has to start/stop the draft after every pick to set them :eek:
I've created a patch that addresses these issues, and posted it on the main page. 1.8.7.. yep, we killed those bugs. RNFL, DFL, if you're listening, you're already running this update.
PackerFanatic
03-14-2013, 02:10 PM
Thanks, Wheels!
I hope to get a new version installed on our server and run some tests to see what was causing our issues soon. I will let you know if I need any troubleshooting help (probably after our current draft is done)
Ben E Lou
03-14-2013, 04:16 PM
1.8.7.. yep, we killed those bugs. <iframe width="560" height="315" src="http://www.youtube.com/embed/-SXr6aUFP8U?rel=0" frameborder="0" allowfullscreen></iframe>
A suggestion - when entering names for the priority list through the "quick add" text field, could the browser just reload the priority list instead of loading the selections page?
Ben E Lou
04-17-2013, 04:11 AM
Updated to 1.8.7 in the CCFL this year and when I imported draftorder.txt, CLE did not have any picks due to having traded them all away. Now they're unable to register. I just added "CLE" to the "team" table. Do I need to do anything else?
WheelsVT
04-17-2013, 11:29 AM
That's one way to do it.
The designed way is to use the "Add Team" section at the bottom of the Users tab. Once that's done they should be able to register.
WheelsVT
04-17-2013, 11:32 AM
A suggestion - when entering names for the priority list through the "quick add" text field, could the browser just reload the priority list instead of loading the selections page?
Yes.
Now that we've reached a stable release I'll start to move forward on some tweaks and improvements as I have time. Reworking the Quick Add feature is one of them.
Southpaw330
05-23-2013, 11:11 PM
I'm getting this error when I click the selections tab:
http://primetime-football-league.com/draft/selections.php
WheelsVT
05-24-2013, 07:09 AM
I'm getting this error when I click the selections tab:
http://primetime-football-league.com/draft/selections.php
The key here is: Unknown column 'team_owner' in 'field list'
I'm guessing this was an update of a previous installation, and you haven't run the SQL commands needed to update the database tables. They can be found in fof_draft/includes/mysql/
I should have done a better numbering scheme since it looks like my updates are prior to 1_28, but run the commands from upgrade_1_3.sql through upgrade_1_8_1.sql and you should be set.
Southpaw330
05-25-2013, 02:48 PM
The key here is: Unknown column 'team_owner' in 'field list'
I'm guessing this was an update of a previous installation, and you haven't run the SQL commands needed to update the database tables. They can be found in fof_draft/includes/mysql/
I should have done a better numbering scheme since it looks like my updates are prior to 1_28, but run the commands from upgrade_1_3.sql through upgrade_1_8_1.sql and you should be set.
I'm sorry. How do I run these commands?
Dutch
05-25-2013, 04:21 PM
You need to run the SQL commands against your database (wherever that's located). Just run them one after another (starting with 1_3 and ending with 1_8_1 according to the instructions provided above).
sjshaw
05-31-2013, 08:20 PM
Feature request:
Be able to select multiple draft picks for sending to another team. For example, having checkboxes in the team-filtered view of the Selections tab.
Also, notification of transferred picks having "arrived."
PackerFanatic
06-04-2013, 08:06 AM
Having an issue with the start/end times. No matter what timezone I select, it seems to be altering the start/end times I have selected by adding 3 hours. Basically, I want the clock to start at Noon CST, but it is giving the next person up 7 hours on the clock (when it should be only 4). I was finally able to figure out a start/end time combo that didn't give me the "start time is after end time" error and that got around the problem, but I should be able to enter any time with any timezone without it not seeming to take the timezone changes.
PackerFanatic
06-04-2013, 06:36 PM
Having an issue with the start/end times. No matter what timezone I select, it seems to be altering the start/end times I have selected by adding 3 hours. Basically, I want the clock to start at Noon CST, but it is giving the next person up 7 hours on the clock (when it should be only 4). I was finally able to figure out a start/end time combo that didn't give me the "start time is after end time" error and that got around the problem, but I should be able to enter any time with any timezone without it not seeming to take the timezone changes.
I guess it didn't get around the problem like I thought. Still seems to be starting and stopping the clock at fairly random times.
WheelsVT
06-18-2013, 01:56 PM
The closest thing I've seen to this is when the host webserver does not account for daylight savings time and is an hour off from what you'd expect. So that may explain the 3 hours off from what you want - a webserver time setting. I don't have an answer yet for random stop/starts though.
WheelsVT
11-13-2013, 05:09 PM
Long delay, and perhaps pointless with the upcoming FOF 7 release, but I've updated the draft utility to 1.9 now.
It includes a "Force Pick" option in addition to the "Skip Pick" so that admins can force a team on the clock to be selected from their list, scout, or BPA without having to look at the lists, guess what the scout would do, or let the time expire.
Also, changed the default auto-pick to to OFF after seeing most leagues have preferred it that way.
WheelsVT
11-13-2013, 05:19 PM
Also, after regrettably taking forever to get started after being asked, I now have a working version that will accommodate the Action PC Football game in beta. It doesn't have all of the player fields and stats, but it allows the basic drafting of rookies or free agents to take place using the same interface setup.
Ben E Lou
12-13-2013, 12:47 AM
In case you don't get a chance to do this soon, I just exported from the release version of the game the info that I think you'll want to use in Conscriptor for the draft (and maybe staff draft, if that's possible). It's attached.
WheelsVT
12-14-2013, 01:36 AM
Excellent! I just sent you a PM asking for exactly this. I've finished the APCFB mod to the conscriptor tonight and should be ready to turn around and update this thing for FOF7 soon.
WheelsVT
12-15-2013, 10:12 PM
Ben has me off to a good start and I'm looking at the staff draft, but will first tackle the player draft since it's the most important.
Extractor hangs when I try to run it to grab bar values and the player_record.csv doesn't record those hidden values we could extract like personality, leadership, intelligence for rookies pre-draft. Any ideas? Right now we'd be limited to combine scores and I know people want at least the bar values too.
WheelsVT
12-15-2013, 10:20 PM
Perhaps the best option, and most unlikely, would be if the game were patched so that the rookies.csv file would contain the estimated (blue) bar ranges for each rookie.
aston217
12-15-2013, 10:29 PM
Seems like a pretty glaring omission, Jim...
I agree with Wheels' post above. It would be really nice to not require a utility such as extractor in order to set up the drafting...or a tool such as draft analyzer.
WheelsVT
12-15-2013, 10:46 PM
I like the draft analyzer part just because it's a different way to look at the data, but yes, it would be a big benefit to at least allow all the visible data/ratings to be exported when you click the export button.
Anyone else find that their player_ratings.csv file is just filled with 0's?
aston217
12-15-2013, 10:57 PM
No, that's just for when players don't have ratings in certain categories. For example the first rows in the player_ratings csv's are the passing ones, which tend to be only nonzero for QBs.
And yeah, there's no way you can expect people to go through a 800 or even 80-man draft class clicking the buttons in game! That's cruel! :P
corbes
12-16-2013, 07:44 AM
So I guess the issue, right, is that there is no single source of information for the estimated blue bar values for each player? Each team gets their own information on that, based on the scouting talents of the coaching staff. Just as a conceptual starting point, I'm not sure I would mind if conscriptor had only the combine numbers, and we had to look at our own data for the estimated bar ranges.
Ben E Lou
12-16-2013, 07:53 AM
So I guess the issue, right, is that there is no single source of information for the estimated blue bar values for each player? Each team gets their own information on that, based on the scouting talents of the coaching staff.I suspect that this is the case. And to take that further, some testing indicates that one team will view young players *significantly* differently than another team. It appears that studs will always look like studs, but 25ish points variances in overall futurerating are possible. I might see him as a 60 future. You might see him as a 35 future. And as far as we know, even greater variances likely exist in the perception of specific future potential bars.
My vote would be to get rid of the blue bars in Conscriptor and just use the combines.
As far as the intelligence, etc. for rookies, keep in mind that that's info that was intended to be hidden. We only started showing it in MP when we realized that Interrogator could grab it and some people could gain an advantage by using Interrogator. Now that there's no Interrogator for FOF7 and Greg has stated that he has no intention of updating his stuff, I'd be all for going back to not having that info unless you interview. A little more mystery in drafting would be a good thing.
aston217
12-16-2013, 08:59 AM
Unless people are intended to click through 800-man classes to check out their bars, I think the bar data should be put out there, if not for conscriptor, then for a personal use Draft Analyzer utility.
aston217
12-16-2013, 10:09 AM
If the bars are indeed meant to be kept private, I think you can have a setup where each user imports their own 'as they see them' bars into conscriptor. It just doesn't make sense for this (assumed meaningful) data to exist in game, but then not in any utilities that are simply meant to display the same data to the user to allow them to make a decision.
Ben E Lou
12-16-2013, 10:12 AM
That would work and keep the burden off the commish. I just don't want to have to run Extractor to get Conscriptor up and running.
Ben E Lou
12-16-2013, 10:18 AM
Dola:
To be clear, with the amount of effort that may be required to keep league databases updated, I'd want Conscriptor to be as easy as is possible on commishes. Allow me to hit the "Export Data" button in the game, upload stuff from that, and be done.
aston217
12-16-2013, 10:26 AM
Yeah, exactly. Is extractor working with the new game? Hearing conflicting things, and seems like it might. If it does that's not the hugest deal. But if you can hear this Jim, it'd be really, really great to have this stuff just included in 'export data.' :)
Ben, what do you mean by 'amount of effort'? Just asking because I'm looking at the export data stuff and it seems more straightforward than in the past, but I haven't thought everything through. Is there going to be more to it than hitting 'export data' and bam, hitting 'load into DB' in the theoretical frontend utility, and bam, done?
Ben E Lou
12-16-2013, 10:38 AM
Who is going to write that "theoretical frontend utility?"
Ben E Lou
12-16-2013, 10:40 AM
Without something to stuff the new format into the old DBUpdater-seeded databases, tons of code will have to be rewritten to accommodate the new format and the csvs uploaded manually.
aston217
12-16-2013, 10:40 AM
Haha, the magic faeries in the sky? :P
Nah, I'm not questioning the work involved, just asking about what the process is expected to be. I noticed you said "in keeping league databases updated" and thought that was referring to the yearly maintenance work you'd need to do with FOF7, which the export data was supposed to cut down on...but in re-reading, I think you just mean in transitioning from current setups to FOF7. Right?
Ben E Lou
12-16-2013, 10:46 AM
I fully intend to take a swing at a front-end utility. I just have no idea whether I can actually pull it off.
When I say "keeping," it's more than yearly maintenance. I update my database every single day for the auto-posts, league schedule, etc.
GAMEDAY COMPLETED 2037 Week 1 (http://www.younglifenorthdekalb.com/ccfl/forum/showthread.php?t=5846)
That thread and two others are all posted automatically after the database is updated.
So the answer is that it's both things combined: the transition of databases for FOF7 needs to be done in a way that they can be updated daily with the results of that day's sim, whether they are transactions, gamedays, training camp, whatever.
WheelsVT
12-16-2013, 05:02 PM
(operationsports is filtered at work so I'm catching up now)
Those are great points about bar values being team specific. I agree more mystery is good, and combine with the ability to add in your scout's view of bars just for yourself would be nice but there's no way to get that data yet.
Ben's right - the initial way will be to write front-ends to transform the export data into old dbupdater form. Eventually, I imagine we'd re-write the code, but to keep it smooth that's the way most leagues would go.
I have the initial steps of Conscriptor 2.0 done. No Extractor, no interrogator, no draft preview or draft order files. It currently take just 3 files from the export folder to load it up, will auto-sense between staff and player drafts, and I'm looking into how to make the mock draft continue to work which may require a couple more files from the export folder. I could expand it once it's working to allow you to just enter a URL to the export folder that your commissioner would post online and click "Go" more or less.
One attribute not in the rookie file other than bars that should be listed and would be helpful is birthday so you know if you're getting a 6th year senior or a draft repeat.
corbes
12-16-2013, 06:39 PM
Yeah, birthday is helpful for the affinity hounds too
WheelsVT
12-16-2013, 06:49 PM
Yeah, birthday is helpful for the affinity hounds too
Great point. There are a bunch of affinity things I could improve on in the Conscriptor if we still have their birthdays.
WheelsVT
12-16-2013, 10:38 PM
UPDATE: I have successfully exported from FOF7, run the Conscriptor from the export files, and imported the draft results.
Still working on the mock draft (since ratings aren't exporting for me) and completely new staff draft option.
Ben E Lou
12-18-2013, 05:48 AM
Extractor is working fine for me, fwiw. Cuervo reported the same.
WheelsVT
12-18-2013, 06:16 AM
Thanks. Perhaps it's a Win7 thing. I haven't tried it on a different system yet.
Ben E Lou
12-18-2013, 06:21 AM
I'm using it on Win7 (Home Premium 64-bit, SP1).
PackerFanatic
12-18-2013, 09:02 AM
It'll be a god-send to not have to run Extractor.
Ben E Lou
12-18-2013, 09:04 AM
It runs much faster, fwiw, presumably because the game isn't trying to calculate statistical standing on the fly any longer.
Antmeister
12-19-2013, 04:10 AM
Okay I meant to ask this when I saw this in the help file, but is the Staff Draft in the game already?
Set Staff Draft Profile Screen
The Set Staff Draft Profile Screen is used by participants in a multi-player league to express their preferences for hiring during the upcoming staff draft. This information is added to the stage file prior to the staff draft, and is used when the commissioner simulates a staff draft.
The staff draft lasts five rounds. In the first round, owners select a head coach. In the second round, owners select an offensive coordinator. In the third round, owners select a defensive coordinator. In the fourth round, owners select an assistant coach. In the fifth and final round, owners select a strength coordinator.
Set hiring thresholds (0-100) for each staff position in the boxes at the top of the screen. A value of 0 indicates a new hire will not be made unless absolutely necessary. A value of 100 indicates that the AI will look as hard as it can to find a suitable replacement, and, if the contract of a staff member has expired, will not give him any preferential treatment. A value of 50 indicates the AI will try and keep a staff member unless performance has been very poor.
Set weights for each staff attribute in the drop-down boxes near the bottom of the screen. The AI will use these weights, combined with what's appropriate for each staff position, when making selections.
When you submit your draft preferences, this information is added to your current stage file. Remember to export the stage file before exiting the game.
Antmeister
12-19-2013, 04:29 AM
Oh and this would help with the later rounds of the Amateur Draft:
Multi-Player Draft Screen
The Multi-Player Draft screen allows participants to enter their draft profile immediately prior to the yearly amateur draft.
This screen appears for participants when they select the Begin Amateur Draft button after the main free agency period.
The commissioner then runs the amateur draft, which uses the submitted profiles to make selections.
There are three pieces of information for each position group. The first number indicates the weight your scouts place on the first player you select at that position. The second number indicates the weight your scouts place on players in that position once you've already selected a player at that position.
The third number is the maximum number of players you're willing to select at that position group during the draft.
If your league has a live or email draft, where the commissioner is entering all the picks from your choices, you don't need to fill out this screen. However, these choices still will have an effect in later rounds even if the commissioner, for example, just runs the first round of the draft live.
dzilla77
12-19-2013, 07:41 AM
Oh and this would help with the later rounds of the Amateur Draft:
Most (all?) leagues conduct their draft outside the game allowing GM's to make all picks "live" (at least per the definition in the help file). As such, this is not necessary and has no impact on the draft because it is conducted outside the confines of the game (i.e. through conscriptor or a forum).
Ben E Lou
12-19-2013, 07:51 AM
Yeah, that MP draft profile screen was there in FOF2K7. I'm guessing it hasn't changed at all. I say "I'm guessing" because I don't remember what it looked like in FOF2K7 since it was never used in any league I was in.
Antmeister
12-19-2013, 07:52 AM
Most (all?) leagues conduct their draft outside the game allowing GM's to make all picks "live" (at least per the definition in the help file). As such, this is not necessary and has no impact on the draft because it is conducted outside the confines of the game (i.e. through conscriptor or a forum).
I am quite aware of this for the amateur draft, but I thought to post it because in the later rounds to speed things up, we usually use the outside tool to finish off the draft using preference lists. This would definitely help a commissioner in those later rounds if this can be done in game instead of him having to enter all the players manually.
Ben E Lou
12-19-2013, 08:09 AM
No, it'll be easier to do in Conscriptor. The new game allows the commish to just import a CSV to enter draft picks. I'm assuming the Conscriptor update is going to have a function to export the completed draft in the format that FOF7 expects, so now draft pick entry will be very fast.
Antmeister
12-19-2013, 08:26 AM
Oh yes, that is right. Forgot about the import function.
Antmeister
12-19-2013, 08:34 AM
Now how about the staff draft? Would that be easier through Conscriptor or for us to just do this internally? There may be more of a cool unknown factor if we don't know for sure if we are gong to land a staff position we are after as well seeing one of your staff positions poached as a surprise. Plus you won't need to import anything.
EDIT: Nevermind. Will make the staff draft way too long.
WheelsVT
12-19-2013, 09:40 AM
No, it'll be easier to do in Conscriptor. The new game allows the commish to just import a CSV to enter draft picks. I'm assuming the Conscriptor update is going to have a function to export the completed draft in the format that FOF7 expects, so now draft pick entry will be very fast.
Yes, the "Draft Analyzer Dump" link now outputs a CSV in the FOF7 format for both types of drafts.
WheelsVT
12-19-2013, 09:43 AM
I'm nearly done implementing the staff draft. If you want to check out progress it's on my test page http://www.thewalkerbunch.com/TestFOF/fof_draft
Just be aware it is a working debug version so I upload code as I go and test, but you can register for a team and click around. You'll see the draft in different stages depending on what I'm testing. Note that team name is now city name not a 3-letter code.
Wheels - it would be nice if there is color coding or some other visual reminder of what bars are active for certain staff positions.
Ben E Lou
12-19-2013, 09:48 AM
Quick one: will the big 53-round initial draft still be supported?
Julio Riddols
12-19-2013, 12:02 PM
Looks nice, Wheels.
My thinking is that the staff draft shouldn't take too long to do, most leagues can probably finish it in a day or two so it shouldn't take any longer than it already does for most leagues.
WheelsVT
12-19-2013, 01:17 PM
Quick one: will the big 53-round initial draft still be supported?
Yes, the conscriptor code can handle any arbitrary number of rounds. I just have to look to see what gets exported prior to an allocation draft.
WheelsVT
12-24-2013, 01:41 PM
Update:
The staff draft seems to run great now. I'm working on changing Rollback so that it allows you to rollback declined picks not just picks where a staff member was selected. Then it's on to allocation and mock draft parts.
sjshaw
12-24-2013, 03:25 PM
You're doing God's work, Wheels.
WheelsVT
12-24-2013, 07:53 PM
Wheels - it would be nice if there is color coding or some other visual reminder of what bars are active for certain staff positions.
I liked this idea so I color coded the important stats bold-red when looking at a staff member's detail page.
Ben E Lou
12-25-2013, 04:43 AM
I just have to look to see what gets exported prior to an allocation draft.
It doesn't export the allocation draft order. FWIW, I have a php script already in place that I can use to write the 53-round snake draft order to Conscriptor's database. Currently no one else is trying to start an FOF7 league that way other than me. Unless I'm missing something, there's not any need for you to fool with draft order stuff right now. No need for everyone else to wait on something that's (for now) just for me when I already have something in place to handle it. ;)
WheelsVT
12-26-2013, 10:32 AM
Conscriptor Update: Mock draft and scout picks are working! I have a few more tests to run before I zip it up and post it.
Julio Riddols
12-26-2013, 10:38 AM
Very nice, Wheels. It's nice to see this basically vital utility continuing to improve and evolve.
WheelsVT
12-26-2013, 09:09 PM
The FOF7 Conscriptor is ready for use, the first post in the thread has been updated with the download link. Please be aware that this is the initial release and I recommend using the install.sql to set it up.
I've done my best beta testing on my own, but there may be issues with the sql upgrade script or the staff draft though I've done most of my testing there.
sjshaw
12-26-2013, 09:23 PM
Thank you!
For future releases, if you could find a way to make easy chemistry predictions with a team's leaders, that would be great, because late-round draft picks are going to be much more valuable in MP. A way to take that info from the draftee's player card and get it into Conscriptor would be awesome.
Ben E Lou
12-27-2013, 03:59 AM
Error in trying to create the database:
You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'CREATE TABLE IF NOT EXISTS `last_update` ( `latest_message` int(11) NOT NULL ' at line 2
Ben E Lou
12-27-2013, 04:38 AM
Ok. I got past the error by creating the tables manually. However, I don't see where to import the file for a full draft. It asks for rookies.csv or staff.csv. I'm running an allocation draft. :(
WheelsVT
12-27-2013, 07:43 AM
Ok standby. Testing the install script and will see what's needed to allow an allocation draft to import as well.
Ben E Lou
12-27-2013, 08:24 AM
Ok standby. Testing the install script and will see what's needed to allow an allocation draft to import as well.I'm guessing that the install script problem is something here:/*
// Got here, so let's run the sql script
$queries = explode(";\n", file_get_contents("includes/mysql/install.sql"));
foreach($queries as $query) {
if ($query) {
mysql_query($query);
if (mysql_error()) {
echo "".$query;
echo "
".mysql_error();
exit;
}
}
}
*/
To make it work, I commented out this section, copied the text from install.sql, ran it in phpMyAdmin, then re-ran install.php with this section commented out.
WheelsVT
12-27-2013, 08:38 AM
Error in trying to create the database:
It was due to all the ^M characters added to the SQL files when I edited them in Notepad. With those removed the install works fine now. Link has been updated.
WheelsVT
12-27-2013, 08:51 AM
Ok. I got past the error by creating the tables manually. However, I don't see where to import the file for a full draft. It asks for rookies.csv or staff.csv. I'm running an allocation draft. :(
There are no ratings exported when you run the export prior to an allocation draft. If I just go off of the player_record and player_information files it will work, but you'll just have names and positions basicly and need to use the game to look at ratings. Any ideas?
Ben E Lou
12-27-2013, 08:57 AM
There are no ratings exported when you run the export prior to an allocation draft. If I just go off of the player_record and player_information files it will work, but you'll just have names and positions basicly and need to use the game to look at ratings. Any ideas?I just simmed to Pre Week 2 and exported ratings. See attached for sample file.
WheelsVT
12-27-2013, 09:04 AM
Looks like Extractor works on WinXP (not Win7?) so one option in the case of allocation drafts we could rely on Extractor to pull attributes as before for each position group, combine them into one big file, and with a little modification import that into Conscriptor.
WheelsVT
12-27-2013, 09:05 AM
I just simmed to Pre Week 2 and exported ratings. See attached for sample file.
That sounds better than relying on Extractor once again.
Ben E Lou
12-27-2013, 09:07 AM
Agreed. The ratings variance issue makes Extractor a "fairness" issue (not to mention the time it takes and all that).
WheelsVT
12-29-2013, 08:12 PM
Conscriptor 2.1 Updated - Added support for allocation draft with random order and snake draft options.
Allocation drafts: Note that the commissioner will need to sim through the draft and perform an export to get the player ratings file (as discussed above). The utility will use the Pre-camp ratings so it doesn't reveal any un-masking of X-factors.
WilleB
12-29-2013, 08:23 PM
You're the man Wheels!
Ben E Lou
12-29-2013, 08:26 PM
The download link in the first post isn't working.
WheelsVT
12-29-2013, 08:37 PM
Yep, last test found that the new position, long-snappers, were not showing up in the list. Pulled it and will put it back up in a minute.
WheelsVT
12-29-2013, 09:56 PM
Had to make some modifications for the allocation draft to include long snappers but also make sure even ratings of 0 are recorded due to the way Conscriptor matches attributes to position. As a result the import will take several minutes to process the ratings file and will have a large player_to_attribute table (~172,000 rows). I could make it more elegant to trim that, but I don't think it's worth it at this point.
Update completed and re-posted.
sjshaw
12-29-2013, 11:42 PM
Thank you!
Ben E Lou
12-30-2013, 05:01 AM
As a result the import will take several minutes to process the ratings file and will have a large player_to_attribute table (~172,000 rows). I could make it more elegant to trim that, but I don't think it's worth it at this point.I'm getting an internal server error 500 after it tries to do this for several minutes. I'm guessing it's taking too long. Thoughts? Maybe send you the files and let you import them, then I just grab the tables? (I'm not sure anyone else is doing a dispersal draft any time soon, so I'd think a workaround like that might be the way to go...)
WheelsVT
12-30-2013, 06:57 AM
Yes, that makes sense. I'll see if I can implement it this am (was really tired last night after so many hours on it so far). Go ahead and email the files to me at wheelsvt AT gmail.com
Ben E Lou
12-30-2013, 08:04 AM
sent. thanks.
Wheels - related to the dispersal draft for WOOF, having difficulty getting a priority list to upload.
I have a CSV file with columns, Name (Full Name), Position and BirthDate but getting error that there are no players in uploaded file.
Since all players that are loaded in Conscriptor are showing up with 0000-00-00 birth dates, I've also tried changing all birth dates in my file to either 0/0/0000, 00/00/0000 and 0000-00-00 and the file still will not take.
Any ideas?
Ben E Lou
12-30-2013, 04:40 PM
Maybe it's from some extra embedded characters in the player name field? It looks like there are some extra spaces there in the db.
WheelsVT
12-30-2013, 05:56 PM
The birthdays are in the database I just haven't fixed the import code to work and thus you get 0000-00-00. Sorry. Same with the school values.
Can you send me a priority list to test with?
WheelsVT
12-30-2013, 05:57 PM
As a result the import will take several minutes to process the ratings file and will have a large player_to_attribute table (~172,000 rows). I could make it more elegant to trim that, but I don't think it's worth it at this point.
I made it more elegant and cut it to 30,000 rows. Ben has confirmed it worked. Updated the link.
The birthdays are in the database I just haven't fixed the import code to work and thus you get 0000-00-00. Sorry. Same with the school values.
Can you send me a priority list to test with?
Sent you a PM.
WheelsVT
12-30-2013, 08:00 PM
Thanks TRO. On the import I failed to trim the extra whitespace from the player names when I concatenated them so they fail to match, and of course the 0000-00-00 birthdays kill it too.
WheelsVT
12-30-2013, 08:18 PM
The main link has been updated and I emailed Ben the file so he can reimport the allocation draft for you guys (only way to fix the DOBs). The school value is different because the Conscriptor used to get an actual name from Extractor while the FOF export gives a number. I'll have to build a table and reference it. So expect that in a minor update... as long as school to value numbers are actually exported from FOF.
WheelsVT
12-31-2013, 10:16 AM
Allocation Draft Preference:
If your league would rather use blue bars for the attributes (since they are actually future values not current) your webmaster can run the SQL commands below to switch from the default red-orange bars.
update player_to_attribute set player_to_attribute_high=player_to_attribute_low;
update player_to_attribute set player_to_attribute_low=NULL;
WheelsVT
01-02-2014, 08:54 PM
Updated to 2.3
Fixed bug found in my testing where if draft set to make pick on expiration and player queue and/or BPA auto-pick is turned on for that team and list empty and time expires or forced then the pick is skipped instead of a player picked by force.
Removed requirement of matching DOB on priority list import since rookies do not have DOB exported currently in FOF7.
Sef0r
01-04-2014, 04:59 AM
I've spent a good part of my day getting my priority list for the WOOF draft just right and BOOM I can't upload it lol.
What do I need to do to ensure conscriptor can read it? What columns do I leave in and what changes to I need to make to titles, etc?
Any help would be really appreciated.
WheelsVT
01-04-2014, 07:49 AM
I've spent a good part of my day getting my priority list for the WOOF draft just right and BOOM I can't upload it lol.
What do I need to do to ensure conscriptor can read it? What columns do I leave in and what changes to I need to make to titles, etc?
Any help would be really appreciated.
Unfortunately, the WOOF imported using the first working version for the FOF7 allocation draft which didn't strip the extra white space characters in the names and didn't import the DOBs properly - both fields that the priority list import matches against which we didn't realize at the time.
The only way for it to work was for Ben to reimport so the names and DOBs were correct.
Now you could -try- to add a space before the first name and an extra space between first and last name then the different combinations of DOBs. I can also shoot Ben the file to ignore DOB and see if we can come up with some SQL commands to fix the names after the fact.
Ben E Lou
01-04-2014, 07:56 AM
Am I correct that I'd have to re-enter all of the draft picks if I re-imported?
Ben E Lou
01-04-2014, 07:58 AM
Oh, and I've fixed the names.
update player set player_name=TRIM(player_name)
then
update player set player_name = replace(player_name,' ',' ');
Ben E Lou
01-04-2014, 07:58 AM
(the second one has three spaces in the first quote)
WheelsVT
01-04-2014, 08:08 AM
Nicely done Ben, that's almost exactly what I just emailed you.
The only thing now is to have the priority list import ignore DOBs like the updated version has. I emailed you the php file to replace and it should be good to go.
WheelsVT
01-04-2014, 08:10 AM
Am I correct that I'd have to re-enter all of the draft picks if I re-imported?
Yes, but I don't think a re-import is necessary now with the steps above.
chinaski
01-04-2014, 09:14 AM
Any chance on getting bar ratings for dispersal drafts? Sorry if its been covered, I cant find it.
WheelsVT
01-04-2014, 09:24 AM
Any chance on getting bar ratings for dispersal drafts? Sorry if its been covered, I cant find it.
Yes, bars are displayed for players when doing an allocation or dispersal draft - the 53 round draft of existing players to start a league. The commish just needs to sim past the draft and export to get the ratings file to use for the draft.
Ben E Lou
01-04-2014, 09:27 AM
I think he means the individual skill bars like screen passing, etc., which cannot be displayed.
chinaski
01-04-2014, 09:55 AM
I think he means the individual skill bars like screen passing, etc., which cannot be displayed.
Yeah what Ben said. What prevents them from being displayed?
WheelsVT
01-04-2014, 10:00 AM
I think he means the individual skill bars like screen passing, etc., which cannot be displayed.
Not for a rookie draft but they should be displayed for the allocation draft, if they aren't then it's because Conscriptor can't find an attribute that should be there in the player_to_attribute table. It works with the latest, but perhaps the first working version used for WOOF didn't have it right yet?
wade moore
01-04-2014, 10:00 AM
"Zero out priority of players with same position when selecting a player:" appears to not be working.
In the WOOF draft for round two I loaded up a handful of CBs.
It took a CB in round 2.
I didn't go back to Conscriptor. In round 3, it took a CB.
I logged into Conscriptor, it still had a CB active in my priority list.
Ben E Lou
01-04-2014, 10:02 AM
It can display the bars even though we don't have current ratings? (Remember, we only have future potential.)
WheelsVT
01-04-2014, 10:02 AM
With rookie drafts the bars are team specific. And ratings aren't exported by FOF7 directly. I'm going to look into allowing GMs to import their own view of rookie bars from an Extractor run that is visible only to themselves during a rookie draft.
WheelsVT
01-04-2014, 10:04 AM
It can display the bars even though we don't have current ratings? (Remember, we only have future potential.)
Yes. You'll just see one bar not both orange and blue bars.
WheelsVT
01-04-2014, 10:12 AM
Here's an example... (of player card from an allocation draft. Regular draft will not have these ratings bars)
http://www.thewalkerbunch.com/TestFOF/player_card_example.jpg
chinaski
01-04-2014, 10:19 AM
sweet!
WheelsVT
01-04-2014, 10:25 AM
"Zero out priority of players with same position when selecting a player:" appears to not be working.
In the WOOF draft for round two I loaded up a handful of CBs.
It took a CB in round 2.
I didn't go back to Conscriptor. In round 3, it took a CB.
I logged into Conscriptor, it still had a CB active in my priority list.
Sorry Wade. I'm seeing the same thing on my test site. Troubleshooting now.
Edit: Found it. My logic was reversed on testing for a staff draft for that line. Ben, change line 83 in functions.inc.php from
"if ($staff)" to "if (!$staff)". Main link updated with the patched file.
Ben E Lou
01-04-2014, 12:08 PM
A team ran out of time and got skipped. Draft setting is for BPA/Scout pick.
Ben E Lou
01-04-2014, 12:14 PM
Force Pick not working either. It re-skips the pick.
WheelsVT
01-04-2014, 03:41 PM
Updated to 2.3
Fixed bug found in my testing where if draft set to make pick on expiration and player queue and/or BPA auto-pick is turned on for that team and list empty and time expires or forced then the pick is skipped instead of a player picked by force.
Removed requirement of matching DOB on priority list import since rookies do not have DOB exported currently in FOF7.
Yes, I saw that the force pick could fail and have fixed it already I believe (see above).
If you aren't running the latest then the workaround is to unskip the pick, and try the "force pick" button or if that doesn't work make the pick yourself.
WheelsVT
01-04-2014, 03:48 PM
Another alternate to get force_pick to work is to replace team.inc.php with the one from the latest version.
Ben E Lou
01-04-2014, 04:54 PM
Another alternate to get force_pick to work is to replace team.inc.php with the one from the latest version.OK. I will try this.
chinaski
01-06-2014, 09:57 AM
In the latest version were using over at WOOF, the SMS alert isnt working for me. My options are set correctly, but ive never received a text for any of my picks. Using Verizon.
FWIW, SMS is working for me on AT&T.
WheelsVT
01-06-2014, 08:10 PM
In the latest version were using over at WOOF, the SMS alert isnt working for me. My options are set correctly, but ive never received a text for any of my picks. Using Verizon.
Try sending yourself a text by sending an email to [10 digit phone number]@vtext.com and see if you get it.
If you do not - then I need to update the SMS gateway to one that works, but I'm pretty sure I tested the Verizon one with some family members.
Most likely you will get the text which would indicate the reason it isn't working for the WOOF is the host server isn't reliably handling the way Conscriptor is set to send email. This happens often unfortunately and it's why there are a couple different admin options that Ben could try to find an email notification method that works with the server the draft is running on. If none of them test out reliably enough then its best to disable notification rather than have GMs relying on it and it not coming through.
chinaski
01-06-2014, 09:38 PM
Try sending yourself a text by sending an email to [10 digit phone number]@vtext.com and see if you get it.
If you do not - then I need to update the SMS gateway to one that works, but I'm pretty sure I tested the Verizon one with some family members.
Most likely you will get the text which would indicate the reason it isn't working for the WOOF is the host server isn't reliably handling the way Conscriptor is set to send email. This happens often unfortunately and it's why there are a couple different admin options that Ben could try to find an email notification method that works with the server the draft is running on. If none of them test out reliably enough then its best to disable notification rather than have GMs relying on it and it not coming through.
Ok, sent the email and the text came thru about 10 minutes later.
A-Husker-4-Life
01-09-2014, 01:39 PM
So will the Draft app work with FOF7?
sjshaw
01-09-2014, 02:13 PM
Feature request if you get a chance: Be able to view "everybody but K/P" in the "All Players" view.
chinaski
01-09-2014, 04:38 PM
Feature request if you get a chance: Be able to view "everybody but K/P" in the "All Players" view.
+1,000,000
WheelsVT
01-09-2014, 07:21 PM
So will the Draft app work with FOF7?
Yes. However, the staff draft has not been "league tested" yet.
QuikSand
01-11-2014, 07:15 AM
So... really love the draft tool, so glad you have taken up the task of keeping it fresh.
Minor request for the queue. When I use the handy "Quick Add" tool to place a new guy into my priority list, it churns that out and then sends me to the Selections page. That seems really odd - I *always* want to stay on the Priority page after I do that, and that seems like a smarter default to me.
sjshaw
01-11-2014, 01:32 PM
So... really love the draft tool, so glad you have taken up the task of keeping it fresh.
Minor request for the queue. When I use the handy "Quick Add" tool to place a new guy into my priority list, it churns that out and then sends me to the Selections page. That seems really odd - I *always* want to stay on the Priority page after I do that, and that seems like a smarter default to me.
Agreed on all counts!
chinaski
01-11-2014, 02:37 PM
So after a few times of being auto'd in the allocation draft over at WOOF, I would love to have the ability to control the parameters of the scout pick.. like being able to set the range of experience of potential draftees. So for an example, only draft 0-6 exp guys, highest potential etc.
Probably not worth your time Wheels, since this only applies to allocation drafts, but im sure most people would love to have this ability. Who wants a 16 year ILB in the 11th round?! GRRRR!!!!
While on the subject of feature requests, I think it would be nice to be able to set yourself on auto-pick for a set number of selections.
For instance, I may have 3 picks in the 3rd round and I'd like to set my draft list to take care of the first 2 picks but would like to come off of the auto-pick so I can re-evaluate before the next pick.
Thanks for all your work!
w24olfpack
01-11-2014, 11:15 PM
Yes. However, the staff draft has not been "league tested" yet.
Wheels
Hit me up. We'll be ready to go as soon as TFL gets our files from Jim.
WheelsVT
01-12-2014, 07:01 AM
Feature request if you get a chance: Be able to view "everybody but K/P" in the "All Players" view.
Should be an easy add that I'll put in the next update.
Minor request for the queue. When I use the handy "Quick Add" tool to place a new guy into my priority list, it churns that out and then sends me to the Selections page. That seems really odd - I *always* want to stay on the Priority page after I do that, and that seems like a smarter default to me.
Also should be an easy fix.
...ability to control the parameters of the scout pick.. like being able to set the range of experience of potential draftees. So for an example, only draft 0-6 exp guys, highest potential etc.
Probably not worth your time Wheels, since this only applies to allocation drafts, but im sure most people would love to have this ability. Who wants a 16 year ILB in the 11th round?! GRRRR!!!!
Yes, this would be a little more work to implement, and likely not worth it. Perhaps if I get bored. ;)
While on the subject of feature requests, I think it would be nice to be able to set yourself on auto-pick for a set number of selections.
For instance, I may have 3 picks in the 3rd round and I'd like to set my draft list to take care of the first 2 picks but would like to come off of the auto-pick so I can re-evaluate before the next pick.
I would like something like this feature too. Good idea.
(RE Staff Draft testing) Wheels
Hit me up. We'll be ready to go as soon as TFL gets our files from Jim.
Ok. PM on its way.
WheelsVT
01-12-2014, 07:29 AM
Yes. However, the staff draft has not been "league tested" yet.
More to the point - If someone out there has time, it'd be a big help if you could run a staff draft and compare what coaches the utility says are amenable and see if it matches in-game. I believe it's implemented correctly, but it needs confirmation testing.
You could do this from a single-player career even and just run it multiple times selecting different coaches. I just haven't had time to do this. I'd hate for a league draft to run and the import fail because a coach actually couldn't have been picked.
Ben E Lou
01-14-2014, 08:26 AM
The CCFL is live with the conversion. I'll be ending the 2037 season at some point in the next 24 hours, then beginning 2038 and setting up the staff draft very soon thereafter. It could be as soon as this evening.
Ben E Lou
01-14-2014, 08:27 AM
Dola--we have some openings if anyone wants to jump in on the first converted league to get movin'. ;)
CCFL: Conversion To FOF7 Is Complete. Join To Play FOF7 MP Now! - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?goto=newpost&t=88221)
Ben E Lou
01-14-2014, 09:36 PM
Installing for CCFL staff draft tests now
Ben E Lou
01-14-2014, 09:40 PM
Oh..actually no...we need to do the stadium/retain staff stage first, because that is going to affect who is amenable.
Ben E Lou
01-15-2014, 08:29 AM
Important staff draft question: if I have a HC under contract and I sign someone else to be HC, my HC is released into the pool in the game. Does it work that way in Conscriptor?
WheelsVT
01-15-2014, 06:55 PM
Important staff draft question: if I have a HC under contract and I sign someone else to be HC, my HC is released into the pool in the game. Does it work that way in Conscriptor?
The way it's set to work in Conscriptor is a "fired" transaction is recorded in the transaction table, and he is marked as unemployed with 0 years on his contract.
So yes, he would (or should) show up in the pool of available coaches.
WheelsVT
01-16-2014, 03:34 PM
Attention leagues converting from FOF2k7 to 7.0:
Ben and I found that converted league files differ from 7.0's format and so will 7.0a. So until 7.0a is actually released and I can code against it follow the instructions below prior to a draft import so that the files are recognized by the utility.
Replace the first line in your rookies file with
Player_ID, Last_Name, First_Name, Position_Group, College, Height, Weight, Dash, Solecismic, Strength, Agility, Jump, Position_Specific, Developed, Grade
Or for a staff draft replace the first line in your staff file with
Staff_ID, Last_Name, First_Name, Current_Team, Role, Primary_Group, Salary, Player_Development, Young_Player_Development, Motivation, Discipline, Play_Calling, Strength_Training, Conditioning, Intelligence, Scouting_Ability, Interviewing, Age, Retired, Years_on_Contract, Suitable_Head_Coach, Suitable_Offensive_Coordinator, Suitable_Defensive_Coordinator, Suitable_Assistant_Coach, Suitable_Strength_Coordinator
and replace the first line in your transactions file with
Stage, Player_ID/Staff_ID/Round, Transaction, Team, Position_Group/Year, Money, Years/Original_Position/Destination_City, Original_Team/Destination_Position/Misc.
WheelsVT
01-21-2014, 09:33 AM
I'm using the snow day today to run through some staff draft confirmation testing. The next update (2.4) will include any fixes, and will be posted shortly after FOF7.0a is released when I can match the headers to FOF's new format.
WheelsVT
01-21-2014, 03:50 PM
I've run into enough issues today to say wait until I update following the pending FOF7 patch to run a staff draft.
Ben E Lou
01-26-2014, 04:21 AM
The draft csv is generating a blank file even though 224 players have been picked:
CCFL Front Office Football Conscriptor version 2.3.1 (http://www.younglifenorthdekalb.com/ccfl/conscriptor/selections.php)
Ben E Lou
01-26-2014, 04:38 AM
select round((pick_id-16.5)/32)+1 AS draftround, mod(pick_id-1,32)+1 as draftpick, t.in_game_id as team, player_in_game_id as playerid
FROM pick p
JOIN team t on t.team_id=p.team_id
JOIN player pl on pl.player_id=p.player_id
WHERE pick_id>0
ORDER BY pick_id
.
WheelsVT
01-26-2014, 05:20 PM
That doesn't look like code from analyzer.php at all though is similar to...
What happens when you run "select * from pick, team, player where
pick.team_id = team.team_id and player.player_id = pick.player_id order by pick_id"?
Do you get a joined list of players?
Ben E Lou
01-26-2014, 05:29 PM
That is not code from analyzer.php. That is the query you need to return the format that FOF needs for importing a draft class. I ran that query, exported the results as a CSV, and imported into FOF.
WheelsVT
01-27-2014, 02:58 PM
I had the code right, just missed a $ in front of the "staff" flag variable on line 27 of analyzer.php. Update is coming soon.
vBulletin v3.6.0, Copyright ©2000-2026, Jelsoft Enterprises Ltd.