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  1. #161
    @Moon Wizard, what are the chances that FG will have line of sight/dynamic lighting added to the current release rather than waiting for Unity?

    Thanks
    Maz

  2. #162

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    Quote Originally Posted by Mazzar View Post
    @Moon Wizard, what are the chances that FG will have line of sight/dynamic lighting added to the current release rather than waiting for Unity?

    Thanks
    Maz
    Line of sight will not be added to the current version of Fantasy Grounds, aka Fantasy Grounds Classic.

  3. #163
    Would you know if the line of sight will also take into account how far each character can see?

  4. #164

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    Quote Originally Posted by Mazzar View Post
    Would you know if the line of sight will also take into account how far each character can see?
    The feature set for LOS hasn't been locked, but visibility distance is expected to be supported. I'm not being intentionally obtuse, but these sorts of features need to connect to the API and the rulesets in some meaningful way. Which is to say that "visibility distance" may mean one thing in D&D 5E and another in Savage Worlds, particularly in their relationship to maps, grids, and scale.

  5. #165
    Quote Originally Posted by Moon Wizard View Post
    As some sharp-eyed folks have already noticed, there is a 64-bit build of Fantasy Grounds included in the v3.3.6 download package.

    However, I want to be clear on our position for this build. Since the third party software libraries used by Fantasy Grounds were never designed or tested to be built as 64-bit libraries, it is unknown to us whether these rough library ports will work fully. Also, since the libraries were not written by us, we have minimal expertise or knowledge of how to fix these libraries to work as 64-bit libraries if they don't work fully.

    Therefore, this build will be considered a hidden "experimental build" of the program. This means that if the program doesn't work for you, then our answer will be to use the "release build" (i.e. 32-bit) version of the the program. While, we are hopeful that the naive 64-bit port of the program will be good enough (or easy to fix), there is also a good chance that it won't ever fully work, will never be a viable option, and/or we will discontinue access to it.

    You're welcome to use the experimental build while it is available, and provide us with feedback. However, we will not be officially supporting the build until we determine it is viable (which could be quite a while). Also, you will need to set up your own shortcut to access the executable at "C:\Program Files (x86)\Fantasy Grounds\FantasyGrounds_x64.exe".

    At this point, we have only done some preliminary testing with the build internally and it has not been used in any sessions. The plan was to put it in the patch system, so that we could have our internal team run a few sessions, and then ask some of our community members to give it a try. We have noticed some minor graphical anomalies in preliminary testing already.

    Regards,
    JPG
    Working fine so far.
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