Re: Convert SMF to ElkArte
Reply #16 –
I failed to import from SMF and unfortunately I don't know what's wrong. Is the importer must be online? I'm trying it in localhost.
I tried to import from my forum database and empty installation in WAMP, both stopped in the same way. Screenshot attached.
The only differences beside the environment that I can think of is the database don't have password, so I removed it from SMF settings already.
If this post better to be in separate topic then I kindly ask the moderators to split it. Thanks!
Re: Convert SMF to ElkArte
Reply #18 –
Thanks! I've successfully converted my SMF forum to ElkArte, after playing around for a while I decided to postponed the conversion maybe after beta version released.
Re: Convert SMF to ElkArte
Reply #20 –
The only thing I found to be broken is I can't view my own profile as member and as admin. Both (screenshots attached) is caused by database error.
Is avatar supposed to be moved over? because it's not showing up too.
I'm using ElkArte with pull#826 merged. Unrelated, but how do I identify specific ElkArte version from GitHub?
Thanks!
Re: Convert SMF to ElkArte
Reply #21 –
I can comment on the vieworder error ...
We just added the ability to arrange the custom profile fields (drag/drop) and a new field was required. Thats not normally the case for the daily changes (meaning db changes are not that common) but it does happen.
To fix that you need to open phpmyadmin and then open the custom_fields table, add at the end a new column vieworder, make it a smallint
Re: Convert SMF to ElkArte
Reply #22 –
No worries Spuds! That's why I wait at least until beta, the features and database structures should be decided already, correct? i.e. no breaking changes.
Thanks!
Re: Convert SMF to ElkArte
Reply #25 –
Are you implying that AeMe still works on Elk without changes..?
Re: Convert SMF to ElkArte
Reply #29 –
Hooks are still the same, Dispatch is coded in such a way to be backward compatible, $smcFunc is still loaded and populated and should work.
Obviously code is changed, so code edits are likely broken.
The new menu is not (yet) backward compatible with mods (but it's not that difficult to make it so).