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At Guild Launch we "eat our own dog food" by using one of our own guild sites as our support site. Every Guild Launch user is a member of this support site, and the site behaves just like one of your sites. In this way you can see how our features work, while you learn about our features. Feel free to access this site for information on new and upcoming releases, company news and updates, questions and/or concerns, and add-ons. You are also welcome to post any thoughts or feature suggestions that you may want to share. For further assistance, you can shoot us an email at support@guildlaunch.com or you can view other support options.
 
Guild News

Upcoming Raid Tracker Changes - Required Updated

by GL_Support, 2 hours ago

NOTE: This announcement deals with FUTURE changes.

In Guild Launch Version 5.3 we will be releasing an enhanced version of CT_RaidTracker. This version includes an improved export method, some fundamental mod changes, and some changes to options in the "/rt options" screen that must be set for imports to work properly.

Due to these changes, the new version will be a *required* version upgrade. In addition, raid strings exported in the old format will not import. Though we are considering making the old import method available for one release cycle. We're not ready to announce all of the new functionality but I can assure you all that the changes will improve imports and mod operation appreciabley.

Currently this update is planned for Wednesday, January 14th. If some final changes take a bit more testing then the update will be made on the 21st. We will run a system announcement for 24 hours prior to the update.

We're excited about the Rapid Raid changes in 5.3. While many of them are subtle changes their cummulative effect is significant.

Enjoy!
Stephen

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Ventrilo Downtime

by GL_Support, 11 hours ago

We're currently experiencing packet loss on chi05 and chi10. Our team of network engineers is investigating the issue and we hope to have it resolved shortly.

We appreciate everyone's patience during this network event and apologize for the inconvenience.

~Mike

Update 11:30 - We have found that the servers were under a fairly heavy DDOS Attack. The source networks for the attack have been null routed, providing access to the servers again.

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Time Based DKP - Request For Input - Version 5.3 Changes

by GL_Support, 2 days ago

Greetings Everyone,

In Version 5.3 of Guild Launch Rapid Raid is receiving some significant improvements. Particularly in the area of Raid Imports. The enhanced imports will more accurately track boss kills attendees. The enhanced imports will also correctly track Hourly DKP. The current implementation of Hourly DKP works in certain cases but is unfortunately broken in many others. We've fixed this in the next version and given ourselves a much more stable platform for developing hourly DKP features.

So, with that said here are the features we are adding/fixing/enhancing to Hourly DKP:

1. The new system tracks the total time in the raid. Not the first join to the last leave. This change means that if a person attends the first boss in the raid and the last boss in the raid, they only get Hourly DKP for the time they were actually in the raid. This is a major adjustment, but it's far more in line with what users expect.
2. The definition of an "hour" will be editable. You will be able to assign "Hourly DKP" DKP in any increment from 1-600 minutes. We have to have some upper limit, 10 hours seems reasonable. We will still use the term "Hourly DKP" because "Time Phased Multi-Modal DKP" is a mouth full.
3. The new system does not create an event for each hour. Instead it groups people by the number of hours they were in the raid. So, if you have 10 people in the raid and they were all in the raid for 5 hours, there will be one Event entered that has a vlue of the Hourly DKP value multipled by 5 hours. This change reduces the visual clutter in a raid that is many hours long.
4. The new system enters all hourly DKP entries at the very end of the raid. Again, this reduces visual clutter and seperates these primarily informational events from the real interesting part (the Boss kills).

So, what would you like to see added to our Hourly DKP implementation? We're all ears. We may not be able to add everything, but this is a great oppurtunity to get your input into the system.

Thanks,
Stephen

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Using Suicide Kings Geo? Please Send Us Info!

by GL_Support, 2 days ago

Greetings Everyone,

In the next version of Guild Launch we will be introducing support for Suicide Kings. We have now developed an entire web based Suicide Kings implementation, with multiple roll lists, the abiltiy to move players, and of course the ubiquitous Suicide ability.

The next step in the develoment process is to support importing your current role lists into the system. So, we've looked around and currently Suicide Kings Geo seems to be the most used and most up to date SK mod available. I know that some might be using another mod, but we have to standardize on something so at this point will be going with Suicide Kings Geo.

What I need from you all is your SKG saved variables file. With that file we can test the list imports more fully with real data. The file should be at:

\World of Warcraft\WTF\Account\<YOUR ACCOUNT NAME>\SavedVariables\SKG.lua

If you can send that file to support@guildlaunch.com it will be very much appreciated.

-Stephen

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