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This guys says it best, and that was all I was really saying. I posted a video from DDM Dave that shows how he organises his windows, and that's the method I use and it works best for me. I really don't think you need all of those windows open at the same time and as has been said they CAN be minimized and the pogs moved around as you please. I'm just saying that I can organise my windows in a way that works for me. I don't want a full overhaul nor do I think it's necessary. I also hate the way GIMP is set up personally and do NOT want that for FG.
I'll also mention, I do this all on ONE monitor, and find I do not need more than one.
I'm very glad the current UI works well for you, and I'm sure many others. As I said, nobody's asking for a complete upheaval of the current UI or removal of any features, just additional options and easier, more familiar ways of doing things. Perhaps my mention of GIMP earlier was confusing. I don't think a change to a completely GIMP-like model is appropriate, but I wanted to demonstrate that having the windows not constrained to the main FG window would solve the multi-monitor need and make the UI generally more flexible. I used GIMP as an (imperfect) example to more easily illustrate what I was thinking. Sorry if that caused confusion.
It's worth noting that the #1 requested feature on the wishlist is multi-monitor support. While some don't need it, clearly many do, and I don't see how it existing would take anything away from anyone.
https://fg2app.idea.informer.com/proj/?ia=54190
Cheers!
I believe it was Carl, though maybe John, that has elsewhere (or earlier in this thread) mentioned that the libraries for disconnected windows (like Gimp) in Unity are not very robust. And though Unity is reported to have that function, it's not mature enough for SW to use it. Hopefully that will change in the near future though.
I'm sure multiple monitor support is something that will be adopted as soon as SW thinks they can do so with a reasonable amount of effort and that's it's always near the top of their list.
Honestly right now I'd be happy with just "window containment" a bit. So when I click on a story from the Story records list it doesn't open a new "story" window if one exists, it just opens that story into the story window already on the FG desktop. Maybe hold control while clicking the entry to open in another window. Same for NPCs or encounters/etc. I rarely if ever need more than one window of these items and if I do... control-click would be the solution.
I've actually been prodding around in the code tonight trying to see if I can do this but so far I've not found a final solution.
Yeah, I know about the <- and -> at the bottom of stories for the next/previous ones... thats kinda the idea I want but for any story I click on, not just the prev/next ones on THAT story.
I just found that! Saved me figuring this out ;)
Here is the link for the Extension for anyone else that might find it useful.
I fear a HUGE change to the UI that invalidates so much hard work by community developers over the years or completely breaks the way I use FG at the tabletop.
Luckily, unlike some, SmiteWorks don't have the opinion that old users or other people's hard work should be ignored or thrown away.
The primary goals for FGU v1 are:
- Native PC, OSX, and Linux
- Improved networking with IPv6
- 64-bit executables
- Improved memory management
- Improved drawing and mapping tools
- Backwards compatibility
- Better support for non-English languages (I'll stop short of saying Unicode. There are currently 136,000 characters in Unicode.)
John and I have discussed other improvements, including better window management. We agree that the organization of minimized windows is clunky and should be updated. We have outlined the potential requirements to include faster access to minimized windows and easier identification of what the minimized windows are. No decisions have been reached regarding how this will ultimately be implemented. As has been mentioned previously, there is a mountain of official and community developed content and we do not intend to break the existing content. Where possible, we are including fallback cases so that FGU v1 content will still work in some capacity in FGC.
We read this thread and others (the Wishlist is not a black hole, we do regularly check it) with interest and the ideas presented are considered. As noted, no decisions have been reached regarding how window management will be improved. Specifically regarding independent child windows that can be moved outside of the application window, the architecture does not support this and will likely continue to not support it.
I humbly submit that Fantasy Grounds has better support for a rules systems and better integration of additional content (modules and sourcebooks) than any competing VTT. FGU v1 is intended to bring the rest of the features in line with the expectations of a modern VTT.