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Trenloe
August 27th, 2017, 15:43
i'm having an issue with this extension. when i use it to add layers to a map, the mask mode gets deactivated (i use mask mode for fog of war simulation). not even the theatre mask icon works.
As LordEntrails says - you can only mask on the bottom layer.

Please make sure you've read through the gotchas in the first couple of posts of this thread to understand the differences when using this extension.

bnickelsen
September 10th, 2017, 12:26
Is there a way to tell what version you currently have installed?

Trenloe
September 10th, 2017, 14:19
Is there a way to tell what version you currently have installed?
Load up a campaign with the extension enabled and look at the message displayed in the chat window.

bnickelsen
September 10th, 2017, 14:22
Load up a campaign with the extension enabled and look at the message displayed in the chat window.

To easy, thank you for the fast response.

Waldbaer
September 22nd, 2017, 18:51
Hi!

I have seen you replying to a Enhanced Images 4e question where I wonder if that is still the case. The question was: when in game - do I have to switch between top and bottom layer to on the one side interact with the tokens of the PC and on the other hand care about unmasking the next parts of a dungeon e.g.?

I wonder if the "token shadow" functionality which was added has to do something with this?

Please let me know and thanks for your reply already in advance.

Trenloe
September 22nd, 2017, 19:09
I have seen you replying to a Enhanced Images 4e question where I wonder if that is still the case. The question was: when in game - do I have to switch between top and bottom layer to on the one side interact with the tokens of the PC and on the other hand care about unmasking the next parts of a dungeon e.g.?

I wonder if the "token shadow" functionality which was added has to do something with this?
The "Things to note" bullet points in post #1 cover these questions.

You can only interact with player tokens on the top layer, and you can only unmask on the bottom layer.

The token shadows were purely added to provide a guide to the location of creature tokens when unmasking or placing tokens on the lower layers.

Waldbaer
September 22nd, 2017, 19:18
Ok - thank you. I tried several things to somehow circumvent that because I believe it is kind of a hassle to switch back and forth and I just hoped that I missed something. Sorry for bothering you with something which was answered already in post #1. I saw it actually but wanted to be very sure that this is really the case.

I like the idea of the extension very much though but I think playing that way is a bit long-winded...

Thank you nevertheless for replying once again to something that was answered already. Appreciate that.

Trenloe
September 22nd, 2017, 19:27
I like the idea of the extension very much though but I think playing that way is a bit long-winded...
It's one click to change layers. But, only you can decide if that is too much hassle for you to use or not.

I say to anyone who uses this extension: there are gotchas and limitations, only you can decide if the advantages of using the extension outweigh the disadvantages in your game.

Waldbaer
September 22nd, 2017, 19:32
Yes...ok. I try the fight and report back :rv:

CommJunkee
October 20th, 2017, 18:33
Hey, this looks AMAZING. I'm one of those weird "hex grid" users so I'm out in the cold, but this is a great extension I'll pass on to friends. Great job.

So, I know this states that it doesn't support HEX, but I have run several GURPS games using this.

You do have to draw your grid large to start, but once it takes you can manually scale it down. Worked like a champ.

Now, with Ronnke's scale feature in the newest release, v3.1.0, it hides the scale button in the image toolbar. I had to initially open the maps I was using with the Layers extention off. Turn on and set the scale for the maps I was using. Then once that was done, restart with the Layers extension. And viola, I have layer and pointers with range penalties.

It looks like the layers button overwrites the scale button on the images toolbar.

You can see it in use in our games here... https://www.youtube.com/channel/UCogpSkYj7foShOVyXMbQugA You can see it used a lot in episodes 10 and 11, the vehicles in these episodes are on layer 2.

seycyrus
October 21st, 2017, 03:38
...
You can see it in use in our games here... https://www.youtube.com/channel/UCogpSkYj7foShOVyXMbQugA You can see it used a lot in episodes 10 and 11, the vehicles in these episodes are on layer 2.

I don't see the videos listed by episode? The Gurps Dungeon Fantasy ones are the most recent, are those the ones in question?

CommJunkee
October 21st, 2017, 04:21
Sorry, they are the Traveller episodes... uh... try...

https://www.youtube.com/watch?v=MfG6B6KHTCs&t

Illian
February 4th, 2018, 18:27
In the very first post, it reads that we must update to v2.0.5 of the extension, but at the bottom of the post it reads that the attached file is 2.0.4. As far as I can see so far (just downloaded it), the extension seems to load and work fine, so I am assuming the attached file is actually 2.0.5?

Thanks for the work on this extension!

Zacchaeus
February 4th, 2018, 18:56
In the very first post, it reads that we must update to v2.0.5 of the extension, but at the bottom of the post it reads that the attached file is 2.0.4. As far as I can see so far (just downloaded it), the extension seems to load and work fine, so I am assuming the attached file is actually 2.0.5?

Thanks for the work on this extension!

The version of the extension which you downloaded is v2.0.5e which you'll see in the chat window when you start a campaign in FG. The text above the link in the first post is just Trenloe's note as to how many downloads v 2.0.4 had.

Ken L
February 25th, 2018, 23:33
If there's interest, I have a modified version of this extension that disables the token 'shadowing' and automatically switches layers based off the mask tool toggle, or selected tool. ie: select mask, switch to BG layer, select drawing, automatically switch to 'play/token' layer.

The shadowing IMHO always got in the way if you were trying to move tokens on the layer you were manipulating.

I will have to segregate it from a bit of entanglement caused by CombatManager which is modified to play well with a few personal extensions.

mordkhaan
February 25th, 2018, 23:49
That definitely sounds interesting as forgetting the layer you are on and placing things on wrong one is a constant hassle otherwise

Trenloe
February 26th, 2018, 00:04
That definitely sounds interesting as forgetting the layer you are on and placing things on wrong one is a constant hassle otherwise
Ken L's suggestion won't help with this - his change is to auto select the layer based off the mask or drawing tool being selected. After all putting a token on any of the layers is the whole point of this extension! ;)

mordkhaan
February 26th, 2018, 00:20
Urgh, yeah I guess!
We have used to place effects tokens and objects on a lower level, so that player/NPC tokens on the top arent impacted
So yeah, have to always remember to change to the right layer for whatever we want dropping
Perhaps a more visible means of knowing whether you are on L1/2/3 ? dunno...
But thanks for highlighting the obvious reply :D

dberkompas
March 12th, 2018, 17:16
Script issues with on test channel:

CoreRPG 3.3.5
Enhanced Images (Layers) 3.3.0

Script Error: [string "scripts/manager_targeting.lua"]:10: attempt to call field 'setCustomDeleteCombatantHandler' (a nil value)
Script Error: [string "scripts/manager_token.lua"]:20 attempt to call field 'setCustomDeleteCombatantHandler' (a nil value)

Note: No other extensions were loaded, just CoreRPG from test channel and Enhanced Images extension.


Dave

Trenloe
March 13th, 2018, 14:03
Script issues with on test channel:

CoreRPG 3.3.5
Enhanced Images (Layers) 3.3.0

Script Error: [string "scripts/manager_targeting.lua"]:10: attempt to call field 'setCustomDeleteCombatantHandler' (a nil value)
Script Error: [string "scripts/manager_token.lua"]:20 attempt to call field 'setCustomDeleteCombatantHandler' (a nil value)

Note: No other extensions were loaded, just CoreRPG from test channel and Enhanced Images extension.


Dave
Thanks for the heads up.

I usually don't look at updating extensions for the next release until it's finalised or, usually, released. Knowing in advance there will be issues helps. Thanks.

Trenloe
March 20th, 2018, 02:32
New version available for download in post #1.

V2.1.0 - remastered to use merge/tiers scripts. Lower level targeting removed. Savage Worlds support.

Thanks to Ikael for doing most of the work on this!

Trenloe
April 20th, 2018, 15:03
Error after v3.3.5 update when adding encounters with pre-placed tokens:

Script Error: [string "scripts/updated_manager_combat.lua"]:110: addToken: Parameter 1 is not the name of a valid image.

I'm working on a fix...

Trenloe
April 20th, 2018, 15:26
Error after v3.3.5 update when adding encounters with pre-placed tokens:

Script Error: [string "scripts/updated_manager_combat.lua"]:110: addToken: Parameter 1 is not the name of a valid image.

I'm working on a fix...
Fixed in v2.1.1 - download in post #1.

rhammer2
April 21st, 2018, 22:27
I just finished a game session with your new update on the extension. New, preplaced, enemies are being loaded on bottom, not the top layer.

-Robert

Trenloe
April 21st, 2018, 22:51
I just finished a game session with your new update on the extension. New, preplaced, enemies are being loaded on bottom, not the top layer.

-Robert
Thanks for reporting. v2.1.1a, which fixes this issue, is available in post #1

Sorry about that.

rhammer2
April 22nd, 2018, 03:28
Thanks for reporting. v2.1.1a, which fixes this issue, is available in post #1

Sorry about that.

Just glad you are keeping this going until FGU is out and layers are built in.

;)

- Robert

Tigon
April 25th, 2018, 11:18
This is AMAZING!

One question, any chance we could get a 4th layer, ALL the way on top to account for flying creatures/structures/objects? Possibly that could also be targeted by creatures on layer 3? Just a thought.

If not i'll make a post in the general forums on how people deal with aerial (or subnautical) combat.

Trenloe
April 25th, 2018, 13:29
One question, any chance we could get a 4th layer, ALL the way on top to account for flying creatures/structures/objects? Possibly that could also be targeted by creatures on layer 3? Just a thought.
Targeting can only be done on the same layer. So this wouldn't be possible without a lot of messy work-around coding, which I'm not sure would even work - and would end up not really helping the situation (i.e. dummy tokens on each layer getting in the way).

Trenloe
July 12th, 2018, 06:36
Minor update - v2.1.1b

Read only maps will open with the bottom (image) layer enabled so that links created in an original non-layered image module can be selected. Note - this could break any personally created read-only modules with links on the top layer!

Rilmarion
July 15th, 2018, 05:27
I have a question about the location of the pins on maps. I opened a map from Tomb of Annihilation that included a bunch of pins but it seems they are all set to the base layer. Is this on purpose?

Also, some of my maps that that had Token (player tokens and such) are the same way, set to base Layer. This makes it so players can't move their token, so I have to go and redrop the tokens on top layer. Is there a easier way of doing this other then deleting and then re-dropping? Was kinda hoping there was some sort of /command that would mover everything to top layer on a map/image. Thanks in advance.

Trenloe
July 15th, 2018, 05:45
I have a question about the location of the pins on maps. I opened a map from Tomb of Annihilation that included a bunch of pins but it seems they are all set to the base layer. Is this on purpose?

Also, some of my maps that that had Token (player tokens and such) are the same way, set to base Layer. This makes it so players can't move their token, so I have to go and redrop the tokens on top layer. Is there a easier way of doing this other then deleting and then re-dropping? Was kinda hoping there was some sort of /command that would mover everything to top layer on a map/image. Thanks in advance.
The extension adds layers to the base image layer. Anything that was added to an image without the extension - modules or campaigns before the extension was enabled, will have the links and tokens on the bottom layer, because this is where they were placed.

This is mentioned in the gotchas and information in the first couple of posts of this thread.

I'd recommend you delete the tokens and re-add then to the top layer, and just go to the bottom layer when you need to select links.

I'd also recommend you take some time to understand the gotchas listed in the first few posts of this thread. There are limitations, for some people the limitations outweigh the advantages. Only you can determine if this extension gives you enough of what you need to warrant using it with the limitations.

Ikael
July 25th, 2018, 22:27
This extension is currently incompatible with rulesets that define custom addBattle function, such as SavageWorlds. I have requested change from Smiteworks if it could be made compatible again.

Trenloe (https://www.fantasygrounds.com/forums/member.php?19555-Trenloe), in scripts/updated_manager_combat.lua script lines 64-66 are always failing because CombatManager's fCustomAddBattle variable is local is thus is never accessable outside. I asked Moonwizard if CoreRPG's CombatManager could be improved to allow outside scripts to access the custom addBattle.

Trenloe
July 25th, 2018, 22:34
This extension is currently incompatible with rulesets that define custom addBattle function, such as SavageWorlds. I have requested change from Smiteworks if it could be made compatible again.

Trenloe (https://www.fantasygrounds.com/forums/member.php?19555-Trenloe), in scripts/updated_manager_combat.lua script lines 64-66 are always failing because CombatManager's fCustomAddBattle variable is local is thus is never accessable outside. I asked Moonwizard if CoreRPG's CombatManager could be improved to allow outside scripts to access the custom addBattle.
Thanks for reporting and thanks for the info. Hopefully there's some improvements to CoreRPG to assist with this...

Moon Wizard
July 25th, 2018, 23:48
Just added get* versions of the simple custom CombatManager function registrations (but not the multi-registration ones), including CombatManager.getCustomAddBattle.

Regards,
JPG

Ikael
July 26th, 2018, 19:52
Thanks Moon Wizard!

Trenloe, Savage Worlds' incompatibility issues can be resolved if you would replace scripts/updated_manager_combat.lua file's lines 64-66 with following:


if CombatManager.getCustomAddBattle() then
return CombatManager.getCustomAddBattle()(nodeBattle);
end

Trenloe
July 26th, 2018, 20:31
Thanks Moon Wizard!

Trenloe, Savage Worlds' incompatibility issues can be resolved if you would replace scripts/updated_manager_combat.lua file's lines 64-66 with following:


if CombatManager.getCustomAddBattle() then
return CombatManager.getCustomAddBattle()(nodeBattle);
end

Great! Thanks.

This is a v3.3.6 thing, right?

Moon Wizard
July 26th, 2018, 21:48
Yes, it’s in v3.3.6 version of CoreRPG.

JPG

Rades
October 6th, 2018, 22:53
I noticed something a bit strange with grid behavior today. After I draw a grid on an image, the grid starts acting up when I zoom out - it zooms out further than where the gridlines are. When I middle-mouse-click and pan the map, it sort of "snaps" the grid back into place, but it still acts funny whenever I start zooming in/out. I've taken a short video demonstrating what I mean. (I disabled all other extensions to make sure, and it does seem to be linked to Enhanced Images. I also made sure I was using the most recent version of the extension from the first page.)


https://www.youtube.com/watch?v=QT_d5jdt-VA

EDIT: Turns out the problem was a wonky image, not the extension. Never mind!

Trenloe
October 7th, 2018, 13:31
EDIT: Turns out the problem was a wonky image, not the extension. Never mind!
I've spent the last 30 minutes trying to recreate the issue in many different images, with different FG themes - but couldn't, and then only just saw this edit at the bottom!

Glad you got it sorted out.

I'm curious - what was "wonky" about the image?

Rades
October 7th, 2018, 16:47
Oops! Sorry about that, I should have made the edit larger/more clear!

I'm not really sure *what* was wrong with it, but I noticed when I tried a completely different map, the grid worked fine. So then I tried making a copy of the problem map with a new filename, and that version worked perfectly.

I am thinking that maybe I originally placed the map in my FG folder, loaded it up in FG, then altered something about the image in Photoshop and re-saved the new version with the same filename, and then when I opened it again in FG the board didn't know how to read it properly, or something.

Trenloe
October 7th, 2018, 16:59
I am thinking that maybe I originally placed the map in my FG folder, loaded it up in FG, then altered something about the image in Photoshop and re-saved the new version with the same filename, and then when I opened it again in FG the board didn't know how to read it properly, or something.
That might well explain it.

The issue occurs when the three layers within the image don't have the same dimension - so when you zoom right out, one or more of the layers keeps zooming beyond the bounds of the other layers because it has different image dimensions, and so the grids no longer match. The extension code should adjust to this, and for most cases it will. But there are some cases where it can't - and you see the result you did.

To get around this issue, without FG running, remove the image file from the campaign images directory. Re-start FG and make sure the image entry is not in the campaign data list. Then add the image back, and it should create a new clean image record with the correct dimensions across all three layers.

Rades
October 7th, 2018, 17:10
Ahh, good advice for the future, I'll definitely be more careful about removing/replacing images now. Thanks! :D

feagansa
October 28th, 2018, 21:53
The following is a list of issues that have been fixed with the version number containing the fix.

v1.0.1 - For images greater than 200x200 the first time the image is zoomed-in it will zoom to the top-left 200x200 section of the image. Zoom-out to the view you want and this should not happen again. This is a result of the default size of the image being removed to fix grid drawing issues.

My players are still having issues with this even though its stated that is is fixed. The issue only seems to be for images that I can not unlock and edit like magic item images or drawings of races. The only way for them to zoom out is by hitting CTRL then clicking the icon in the bottom right of the image and dragging the zoom out (scroll wheel only goes out a couple pixels), but the next time they click the image it zooms right back in to the top left corner. This issues does not happen for the person running the server.

Trenloe
October 28th, 2018, 22:48
My players are still having issues with this even though its stated that is is fixed. The issue only seems to be for images that I can not unlock and edit like magic item images or drawings of races. The only way for them to zoom out is by hitting CTRL then clicking the icon in the bottom right of the image and dragging the zoom out (scroll wheel only goes out a couple pixels), but the next time they click the image it zooms right back in to the top left corner. This issues does not happen for the person running the server.
Welcome to the forums.

I can't recreate this from the player side. Can you try the following:

1) Take a screenshot of the chat window just after the campaign has loaded, and post that here. This will help us to double-check the versions of everything you're running.
2) Try it in a campaign with no extensions enabled. Do you see the same behavior?

You can do testing without players, by starting another instance of FG on the same computer as the GM instance and "Join Game" with a server address of localhost

StoryWeaver
December 30th, 2018, 05:50
Thanks for this great extension.

Since taking over the development of the Advanced Kombat expansion ( https://www.fantasygrounds.com/forums/showthread.php?47146-5e-Combat-Enhancer-(built-on-retired-GPL-Advanced-Kombat-extension) ), I found out that part of its functionality relies on your extension.

Therefore I was wondering if you had plans for updating your extension to make it compatible with 3.3.7's various image settings (background images etc.)? And if so if it would be alright if I'd implement those changes into my extension afterwards to keep it up to date for compatibility of that part of it?

Cheers, Styrmir.

Trenloe
January 5th, 2019, 04:59
v2.1.2 update.

v3.3.7 compatibility update - now works on the two new desktop panels (back panel and full panel).

Note: resize to grid is only available in image window mode, as the two panels do not have any resize controls available via the right-click menu.

celestian
January 5th, 2019, 05:02
Well done Trenloe !

Bidmaron
January 5th, 2019, 06:46
All while being sick too! Get better Trenloe

Kelrugem
January 5th, 2019, 12:58
Thank you :)

StoryWeaver
January 5th, 2019, 14:19
Great work Trenloe, thank you!

Trenloe
February 12th, 2019, 22:52
v2.1.3 update - download from post #1.

When a GM is on the lower features (middle) or image (bottom) layer, any named tokens moved by players on the top layer will trigger a preposition of the corresponding shadow token on the currently active GM layer. This won't work for tokens without a tooltip name (the PC or NPC in the combat tracker doesn't have a name) or a freeform token that hasn't had text dragged to it, as the token name is required to match the xPL named shadow token on the lower layer.

Kelrugem
February 12th, 2019, 22:59
thank you :)

seoulgamer
February 13th, 2019, 22:48
Where is the download link??

Trenloe
February 13th, 2019, 23:06
Where is the download link??
At the bottom of post #1. Make sure you're not in mobile site view and change the theme to FGResponsive if you still can't see it.

seoulgamer
February 13th, 2019, 23:09
Thanks man!! I was stuck in the mobile site for some reason. got it ty!

scarymike23
February 16th, 2019, 15:36
Is there a keyboard shortcut to switch between layers? Thank you!

Trenloe
February 16th, 2019, 16:56
Is there a keyboard shortcut to switch between layers? Thank you!
Nope. And this would have potential issues due to the way FG handles keystrokes - at a global level, not at a window level.

Maybe it could be done via reserving 3 hot key slots (which would mess with already assigned GM hot keys, or maybe would even have to be created manually), but then there isn’t a way to determine which image window has focus, so all open image windows would have their layers changed. I don’t know if that would work, or cause issues with some users.

Tielc
February 18th, 2019, 00:02
Would there be anyway that you know of, even if it meant modifying the extension, to hide, say the middle layer from the players? I'm just curious if this might be even possible.

Trenloe
February 18th, 2019, 00:06
Would there be anyway that you know of, even if it meant modifying the extension, to hide, say the middle layer from the players? I'm just curious if this might be even possible.
A lot of code assumes that's the middle (feature) layer is there, so all of that would need to be modified - it's not just a case of disabling the middle layer on the player side. It's possible, and probably wouldn't take a massive amount of time. Give it a go!

Loko
April 8th, 2019, 18:17
Hi, I am using this extension and it seems to be working (makes the different blood splatters etc.) during combat except when the enemy dies, I get this error:

Script Error: [string "scripts/manager_token2.lua"]:1018: attempt to index local 'tokenMap' (a nil value)
Runtime Notice: s'manager_effect_adnd.lua' | s'isValidCheckEffect' | s'bResult' | bTRUE
Runtime Notice: s'manager_effect_adnd.lua' | s'isValidCheckEffect' | s'bResult' | bTRUE

The skull graphic appears and nothing seems to be affected or go wrong, except this error code pops up.

I get this error when a PC dies:

Script Error: [string "scripts/manager_token2.lua"]:1018: attempt to index local 'tokenMap' (a nil value)
Runtime Notice: s'manager_effect_adnd.lua' | s'isValidCheckEffect' | s'bResult' | bTRUE


Do I have a corrupted file or old version?

Thanks

Trenloe
April 8th, 2019, 18:21
Hi, I am using this extension and it seems to be working (makes the different blood splatters etc.) during combat except when the enemy dies, I get this error:

Script Error: [string "scripts/manager_token2.lua"]:1018: attempt to index local 'tokenMap' (a nil value)
Runtime Notice: s'manager_effect_adnd.lua' | s'isValidCheckEffect' | s'bResult' | bTRUE
Runtime Notice: s'manager_effect_adnd.lua' | s'isValidCheckEffect' | s'bResult' | bTRUE

The skull graphic appears and nothing seems to be affected or go wrong, except this error code pops up.

I get this error when a PC dies:

Script Error: [string "scripts/manager_token2.lua"]:1018: attempt to index local 'tokenMap' (a nil value)
Runtime Notice: s'manager_effect_adnd.lua' | s'isValidCheckEffect' | s'bResult' | bTRUE


Do I have a corrupted file or old version?

Thanks
There's no blood spatters, skulls, death indicators in this extension. What ruleset are you using? Are you also using the combat enhancer extension?

What other extensions are you running - the runtime notices you've provided show code for "adnd"?

It sounds like you have a bunch of incompatible extensions running... I would recommend you check all of the extensions you're running and make sure you have the latest and only run compatible extensions. You have to make sure you're running compatible and latest community extensions - FG does not auto update community extensions.

Loko
April 8th, 2019, 18:31
I am using 5E ruleset. Yes, I am running the latest (I think) 5e Combat Enhancer.

These are the extensions I currently have running:
5E Action Abilities
5E Action Effects
5E Change Initiate, Update Effects
5E No XP for NPCs
5E Combat Enhancer
5E Random Treasure Generator
Big Fonts
Core RPG - Token Helper
Core Sidebar for 5e
Core RPG - Has Initiative Indicator
DOE: Base Extension v3.2.1
DOE Sound Extension v4.2.2
DOE: Weather Extension v3.2.1
Enhanced Images (Core RPG+)
LAE: Expanded Options
MoodLighting
Window Saver

Trenloe
April 8th, 2019, 18:37
I am using 5E ruleset. Yes, I am running the latest (I think) 5e Combat Enhancer.

These are the extensions I currently have running:
5E Action Abilities
5E Action Effects
5E Change Initiate, Update Effects
5E No XP for NPCs
5E Combat Enhancer
5E Random Treasure Generator
Big Fonts
Core RPG - Token Helper
Core Sidebar for 5e
Core RPG - Has Initiative Indicator
DOE: Base Extension v3.2.1
DOE Sound Extension v4.2.2
DOE: Weather Extension v3.2.1
Enhanced Images (Core RPG+)
LAE: Expanded Options
MoodLighting
Window Saver
Please check these extensions for the most up to date versions. Also make sure you're running compatible extensions. For example, the Enhanced Images extension is incorporated in the Combat Enhancer extension, so don't run enhanced images when you are running Combat Enhancer.

You can also start a new campaign and load one extension at a time and test for the error you're experiencing. Then this will give you an idea where to check for incompatibility etc..

celestian
April 8th, 2019, 19:18
I would suggest disabling "5E Change Initiate, Update Effects" to see if the problem goes away. Based on the error it looks like something is colliding with that.

I'm not familiar with the extension for this thread so not sure what all it needs to fiddle with but that might get you working.

Loko
April 8th, 2019, 22:11
Hey guys,

I did what both of you said, I cleared off all my extensions, restarted FG and each time I restarted I would add one more extension, hoping to find the baddy. After the last restart, I could not replicate the problem. So.... idk what I did or what happened, but both your suggestions helped clear up my problem. Thank you so much.

Loko

Trenloe
April 8th, 2019, 22:13
both your suggestions helped clear up my problem. Thank you so much.
Nice one! :)

wrandalljr4
April 27th, 2019, 19:11
Hello

I really like Enhance Image extension although I am having issues when using it. I get a GM console error and have to exit FG to remove it. I just was wondering if you have seen this before? I am using 5E ruleset.

Warren

LordEntrails
April 27th, 2019, 19:16
Hello

I really like Enhance Image extension although I am having issues when using it. I get a GM console error and have to exit FG to remove it. I just was wondering if you have seen this before? I am using 5E ruleset.

Warren

Are you using any other extensions? Which ones?

Trenloe
April 27th, 2019, 19:26
Hello

I really like Enhance Image extension although I am having issues when using it. I get a GM console error and have to exit FG to remove it. I just was wondering if you have seen this before? I am using 5E ruleset.

Warren
If you get an error then please post details of the full error - without the details it's very hard to help out and identify the issue. You can copy the contents of the console and post it here, and mention if there is any particular action that causes the error.

Also provide details of extensions you're running - a screenshot of the chat window after the campaign loads will provide this info.

wrandalljr4
April 27th, 2019, 20:59
After further research, I believe it was a memory error. Thank goodness. Plus, it happens without using the enhance image extension. Sorry for the mixup.

I populate my maps with a lot of images, so I am sure that is what is happening.

Sorry for the mixup.

davelacorneille
May 21st, 2019, 15:23
First I want to say thank you for that extension! Wow, it is exactly what I was dreaming...

I've try to resolve a problem searching in this thread without success so I'm pretty sure that I'm doing something wrong, so I need help. I'm using the mask feature to hide NPC token (linked to CT), but the player can see every NPC (like the mask sensitivity visibility is not working). That feature (mask sensitivity visibility) was working normaly without this extension. If I drag NPC token from CT on the background layer, the mask is working properly to hide NPC in the shade area. But the PC can't target them on the map. If I put NPC on the top layer, they are always visible no matter the shade area. Thank you for your help!

Trenloe
May 21st, 2019, 15:29
I've try to resolve a problem searching in this thread without success so I'm pretty sure that I'm doing something wrong, so I need help. I'm using the mask feature to hide NPC token (linked to CT), but the player can see every NPC (like the mask sensitivity visibility is not working). That feature (mask sensitivity visibility) was working normaly without this extension. If I drag NPC token from CT on the background layer, the mask is working properly to hide NPC in the shade area. But the PC can't target them on the map. If I put NPC on the top layer, they are always visible no matter the shade area. Thank you for your help!
See the 6th bullet point in post #1.

davelacorneille
May 21st, 2019, 16:29
See the 6th bullet point in post #1.

Wow thank you! I was wrongly searching in combat enhancer thread but I posted here! My mistake. But finaly it is the answer I was looking for cuz the combat enhancer use the image enhancer code. Thank you again!

Rades
August 29th, 2019, 21:14
Hi Trenloe, question about click-targeting! In programs like Photoshop, if I'm working on Layer A and I ctrl-click something on Layer B, it will automatically switch me to Layer B so I can being working on Layer B content. I was wondering if something similar might be possible in this extension?

To elaborate, the reason I'm asking is I'll often put terrain elements and things like furniture tokens on the bottom layer so they can be masked, and so they don't clutter the "active" combat top layer. For example, I'll want to dress up a plain room so I drop some chair, rug, and desk tokens in. That way when I'm working on the top layer moving NPCs around and whatnot, I don't accidentally end up dragging terrain around and messing everything up. (Another case is doors - I have door tokens that I rotate so players can see if a door is open or shut.)

It would be nice and quick if it were possible to ctrl/alt/etc-click a token and immediately be on its respective layer to move it, rotate it, etc., rather than back-and-forth layer switching. Or alternately, if it were possible to keybind layer-switches? CTRL-1 (or some key combination, since I know most default binds are used for the hotbars) to switch to Layer 1, etc?

If all of this isn't possible, no worries! I absolutely love that I can even have fun with tokens in this way over the default, regardless. Just thought I'd ask though!

Ikael
September 20th, 2019, 18:06
Could you already remove from the notes: It is not compatible with Savage Worlds.

The extension have been compatible with SavageWorlds ruleset for 1.5 years already :)

Trenloe
September 20th, 2019, 18:09
Could you already remove from the notes: It is not compatible with Savage Worlds.

The extension have been compatible with SavageWorlds ruleset for 1.5 years already :)
Good spot and thanks for pointing it out. I had 2 out of 3 mentions for Savage Worlds saying it was compatible. There's a song about that... "Two Out of Three Ain't Bad!" ;)

Whaley
October 13th, 2019, 18:04
Hello all, problem I am having is that after we defeat a foe the blood splatter is huge! I cant seem to resize it anymore which I used to be able to do...whenever I put a token on the bottom layer I can't select it at all, its just there now...any help would be appreciated. Thanks! Image submitted for reference. 29385

Trenloe
October 13th, 2019, 18:41
Hello all, problem I am having is that after we defeat a foe the blood splatter is huge! I cant seem to resize it anymore which I used to be able to do...whenever I put a token on the bottom layer I can't select it at all, its just there now...any help would be appreciated. Thanks! Image submitted for reference. 29385
What extensions are you using? There's no defeat foe functionality in the enhanced images extension.

Whaley
October 14th, 2019, 00:09
Whoops, posted on the wrong forum!

darrenan
October 29th, 2019, 05:55
Error reported when starting FGU with this extension in the extensions folder:

[10/28/2019 9:53:33 PM] [NOTICE] Launcher scene starting.
[10/28/2019 9:53:33 PM] [<color="red">ERROR</color>] Extension Info Load (Enhanced Images): '<', hexadecimal value 0x3C, is an invalid attribute character. Line 16, position 280.

Note that this is immediately after starting FGU, and still sitting on the launcher screen.

LordEntrails
October 29th, 2019, 21:47
Error reported when starting FGU with this extension in the extensions folder:

[10/28/2019 9:53:33 PM] [NOTICE] Launcher scene starting.
[10/28/2019 9:53:33 PM] [<color="red">ERROR</color>] Extension Info Load (Enhanced Images): '<', hexadecimal value 0x3C, is an invalid attribute character. Line 16, position 280.

Note that this is immediately after starting FGU, and still sitting on the launcher screen.

I would never expect this extension to work with FGU. FGU already has or will have layers and revamps all the image controls. Hence necessitating a complete re write of this extension if the capabilities of this extension are not built into FGU.

darrenan
October 29th, 2019, 21:59
True, but it should fail silently. I guess it's too late to wish for a new XML element to put in extensions to tell them they're not FGU compatible.

LordEntrails
October 29th, 2019, 22:03
It's not too late for such. But personally I would expect every extension to fail in FGU until the dev gets a chance to update and validate it. But never hurts to point thing out that are failing.

darrenan
October 29th, 2019, 22:18
Why would you think that? I thought the goal was for all rulesets, extensions, and modules to be fully forward compatible with FGU. In this one specific case, the functionality is superceded by new functionality in the FG 'platform', but in general I would expect all those things to keep working.

Zacchaeus
October 29th, 2019, 22:23
This particular extension interferes with the image controls of FG and those are completely different in Unity. I would therefore expect any extension which has anything to do with image control to fail. As LE says this extension is redundant in Unity anyway.

LordEntrails
October 29th, 2019, 22:25
Why would you think that? I thought the goal was for all rulesets, extensions, and modules to be fully forward compatible with FGU. In this one specific case, the functionality is superceded by new functionality in the FG 'platform', but in general I would expect all those things to keep working.

There is a post around here somewhere from Moon Wizard stating that is not the case and exactly what can be expected to be forward compatible and what wont be. in short, all modules should be forward compatible, but any rulesets or extensions that modify image controls will not work. FGU has completely new image controls, that how we have LOS, drawing tools, effects, layers, etc.

So, this extension which is primarily a y about image controls, should not be expected to work with FGU. In fact, most of what this extension does will already be built into FGU, if I understand this extensions capabilities.

While I think image layers is turned off right now in FGU, it is a a capability that is planned for implementation in FGU.

darrenan
October 29th, 2019, 22:46
Ok, that's quite a bit different than "But personally I would expect every extension to fail in FGU until the dev gets a chance to update and validate it."

LordEntrails
October 29th, 2019, 23:53
Ok, that's quite a bit different than "But personally I would expect every extension to fail in FGU until the dev gets a chance to update and validate it."

I like to think I'm a realist, but maybe I'm just a pessimist? ;O

Moon Wizard
October 30th, 2019, 05:03
The problem is that the XML engine for FGU is stricter than the XML engine for FGC and there's no way to make it less strict. Also, it's also built-in and doesn't have to be maintained by us as a third-party library, which is a big maintenance win. The downside is that there will be a few extensions and modules that will need to be fixed up to remove these errors by correcting XML to be valid. The final note is that fixing these items will work for both FGC and FGU in the long run.

Finally, as already mentioned, this extension in particular should not be used in FGU. Everything in the image record is different.

Regards,
JPG

stevica
November 13th, 2019, 23:31
Hi ! maybe a newb question. I am using SWADE ruleset, and this extension only.
When I prepare the encounter I position the creatures on the top layer of my map. Later when I try to Add that encounter to the combat tracker it populates the combat tracker with just empty slots that are not connected to actual NPC entries from the encounter (exact number of dummy slots in the combat tracker as there are creatures in my encounter). Also the Tokens appear on the desired map, but they are just tokens that everyone can move, and not connected to the empty entries in the combat tracker (so not NPCs but just unlocked tokens). Is that a known problem or I am just doing something wrong ?

Trenloe
November 15th, 2019, 00:40
Hi ! maybe a newb question. I am using SWADE ruleset, and this extension only.
When I prepare the encounter I position the creatures on the top layer of my map. Later when I try to Add that encounter to the combat tracker it populates the combat tracker with just empty slots that are not connected to actual NPC entries from the encounter (exact number of dummy slots in the combat tracker as there are creatures in my encounter). Also the Tokens appear on the desired map, but they are just tokens that everyone can move, and not connected to the empty entries in the combat tracker (so not NPCs but just unlocked tokens). Is that a known problem or I am just doing something wrong ?
Welcome to the FG forums!

Unfortunately, both the SWADE and SWD FG rulesets use a slightly different default way of adding encounters to the combat tracker (the addBattle function contains the code). As the layers extension needs to modify this addBattle code to ensure that the tokens are put on the top layer, it uses the standard underlying CoreRPG code that most FG rulesets use. But, because Savage Worlds puts most none wild card NPCs into groups in the CT, it has different addBattle code.

This would require a separate extension specific to Savage Worlds and it's not really something I want to start doing with FGU on the horizon and my involvement with Pathfinder Second Edition. If someone wants to make a Savage Worlds compatible version they're welcome to do so as long as they post it on these forums only!

stevica
November 15th, 2019, 09:27
Hey Trenloe, thanks for the reply. Understood.
Flies away to learn LUA

Kelrugem
December 15th, 2019, 19:29
Hi Trenloe :)

Are you open for changing the loadorder of your extension to something like 46 or higher and then to reupload it here? :) It should be then hopefully compatible with my extensions again :) Or would I be allowed to upload this extension separately (or even merging it with my extensions) with a different loadorder? (I can not really decrease my loadorder below 10 because then some compatibility issues with other extensions arise; would need a bit to explain it)

Trenloe
December 15th, 2019, 23:03
Are you open for changing the loadorder of your extension to something like 46 or higher and then to reupload it here? :) It should be then hopefully compatible with my extensions again :) Or would I be allowed to upload this extension separately (or even merging it with my extensions) with a different loadorder? (I can not really decrease my loadorder below 10 because then some compatibility issues with other extensions arise; would need a bit to explain it)
I've temporarily changed the load order from 10 to 50. I hope this won't cause issues for people using other extensions, if it causes too many issues that can't be worked out I'll have to revert. But we'll cross that bridge if/when we come to it.

Kelrugem
December 15th, 2019, 23:05
I've temporarily changed the load order from 10 to 50. I hope this won't cause issues for people using other extensions, if it causes too many issues that can't be worked out I'll have to revert. But we'll cross that bridge if/when we come to it.

Cool, thanks a lot :)

JadeKraken
December 22nd, 2019, 23:12
Sorry if this has already been asked and answered; I scanned through the last dozen posts or so and didn't see anything. Is this extension compatible with the Pathfinder 2e ruleset?

LordEntrails
December 23rd, 2019, 00:17
Sorry if this has already been asked and answered; I scanned through the last dozen posts or so and didn't see anything. Is this extension compatible with the Pathfinder 2e ruleset?

Doesnt the 2E ruleset already have layer capability in it? If so, then no, this extension wont work.

Trenloe
December 23rd, 2019, 11:53
Sorry if this has already been asked and answered; I scanned through the last dozen posts or so and didn't see anything. Is this extension compatible with the Pathfinder 2e ruleset?
All rulesets that are based on CoreRPG, with the exception of Savage Worlds, should work OK with this extension - this includes PFRPG2.

Trenloe
December 23rd, 2019, 11:54
Doesnt the 2E ruleset already have layer capability in it?
I'm not aware of any ruleset that has this layer extension functionality built in.

Kelrugem
February 29th, 2020, 22:26
Hi :)

It seems that this extension may need an update for 3.3.10, do you want that I post the error here? :) (it arises when opening an image)

But I can understand when you do not want to maintain it due to the upcoming FGU and since you have a lot to do :)

Thanks :)

Trenloe
March 1st, 2020, 07:25
It seems that this extension may need an update for 3.3.10, do you want that I post the error here? :) (it arises when opening an image)

But I can understand when you do not want to maintain it due to the upcoming FGU and since you have a lot to do :)
Thanks for the heads up. I will keep maintaining this extension. I usually wait until the release moves to live before I look at anything.

Kelrugem
March 1st, 2020, 16:10
Thanks for the heads up. I will keep maintaining this extension. I usually wait until the release moves to live before I look at anything.

ah, that is cool :) Thank you very much :)

Achernar22
March 3rd, 2020, 04:11
Moderator: Moved to correct thread.

I don't know how, but a friend of mine is unable to see any of the tokens on a map anymore (tokens pasted on top layer) which other players can see fine. He logs in, sometimes can even see the current map with tokens, but then Fantasy Grounds freezes causing him to restart. After the restart, he no longer sees any of the tokens. What is unusual is that he can see and move tokens around when I paste a token (or he pastes a token) on the map on the lowest layer. So as a player, he has access to the lower layer which I didn't think was possible. Very odd. Anyone know of a fix or at least have had this issue?

Trenloe
March 3rd, 2020, 15:40
Moderator: Moved to correct thread.

I don't know how, but a friend of mine is unable to see any of the tokens on a map anymore (tokens pasted on top layer) which other players can see fine. He logs in, sometimes can even see the current map with tokens, but then Fantasy Grounds freezes causing him to restart. After the restart, he no longer sees any of the tokens. What is unusual is that he can see and move tokens around when I paste a token (or he pastes a token) on the map on the lowest layer. So as a player, he has access to the lower layer which I didn't think was possible. Very odd. Anyone know of a fix or at least have had this issue?
This is probably caused by the issue with FG freezing. What operating system is the player running and is it 32-bit or 64-bit? How much memory does the player instance of FantasyGrounds.exe run with - especially at the point when FG freezes?

As a short term fix to get the player running again after a FG freeze, ask the player to clear their cache - click the nuke button in the top right of the Join Game window.

tahl_liadon
March 4th, 2020, 01:30
.
oy oy oy...

i think this extension got hosed by update 3.3.10.

besides giving me error messages all over the place and not working anymore, it might be connected and have affected the pins as well?

all the pins i've labored to place on a bunch of maps have all gone disappeared ({-[

i'm so sad...

mordkhaan
March 4th, 2020, 05:51
Agreed!

damned
March 4th, 2020, 06:21
.
oy oy oy...

i think this extension got hosed by update 3.3.10.

besides giving me error messages all over the place and not working anymore, it might be connected and have affected the pins as well?

all the pins i've labored to place on a bunch of maps have all gone disappeared ({-[

i'm so sad...

Have a look in your campaign folder - you will see multiple backup files.
Once the extension is patched, if the pins dont rehome themselves correctly, you may have to manually copy the image and pin data from a backup file into your live db.xml

Trenloe
March 4th, 2020, 13:48
Please download v2.1.4 of the extension from post #1.

Note - this is a hotfix for FG v3.3.10 compatibility and there could be other issues. I've tested for basic layer operation, masking and encounter deployment. Please report any issues in this thread.

Currently known issues (to be fixed soon):

The grids don't line up across all layers unless the toolbar is visible - use the new toggle toolbar button to show the toolbar.
The first time a locked image is opened the toggle layers button may not work. Unlock the image (and lock it again if you wish) and then the toggle toolbar button should work.

Trenloe
March 4th, 2020, 13:57
This may now work with Savage Worlds in v3.3.10 - would someone who uses Savage Worlds and is familiar with the functionality of this extension like to give it a test drive please?

tahl_liadon
March 4th, 2020, 15:16
.
thx for being so responsive!

this is a useful extension, and i appreciate your prioritizing fixes.

i will do both suggestions.

tahl_liadon
March 5th, 2020, 01:56
.
nice.

v2.1.4:
- got rid of all error messages
- grid was offset bu no biggie; readjusted alignment and back to normal
- ... and best of all -- got all my pins back in exact locations!

doing an encounter test with a player and seems to be back to normal... [thumbsup]

cheerios!

Trenloe
March 5th, 2020, 15:50
Currently known issues (to be fixed soon):

The grids don't line up across all layers unless the toolbar is visible - use the new toggle toolbar button to show the toolbar.
The first time a locked image is opened the toggle layers button may not work. Unlock the image (and lock it again if you wish) and then the toggle toolbar button should work.

These issues have been fixed in v2.1.5 - please download from post #1.

novluis
March 7th, 2020, 01:38
These issues have been fixed in v2.1.5 - please download from post #1.
ive tried downloading it a few times and everytime i keep getting v2.1.4 links wrong maybe?

damned
March 7th, 2020, 01:48
ive tried downloading it a few times and everytime i keep getting v2.1.4 links wrong maybe?

have you got an unpacked copy in your extensions folder?

Trenloe
March 7th, 2020, 07:01
ive tried downloading it a few times and everytime i keep getting v2.1.4 links wrong maybe?
It looks like I didn’t update the version in the chat window message. I thought I did, but obviously not in the actual EXT file. Sorry about that.

If you don’t see an issue with grid alignment when you show/hide the image toolbar then you've got the right extension! :)

EDIT: Updated the extension file in post #1 with v2.1.5 reflected in the chat window message.

superteddy57
March 8th, 2020, 15:13
It looks like I didn’t update the version in the chat window message. I thought I did, but obviously not in the actual EXT file. Sorry about that.

If you don’t see an issue with grid alignment when you show/hide the image toolbar then you've got the right extension! :)

EDIT: Updated the extension file in post #1 with v2.1.5 reflected in the chat window message.

Don't worry Trenloe, I have trouble updating version numbers too!

Achernar22
March 26th, 2020, 22:47
Has anyone had an issue where one of your players can only see his token on the bottom layer? He is able to target enemies and move his token but is unable to see any tokens on the top layer. All other functions work normally (able to open folders, manipulate character sheet, etcc.). No other player can see the bottom layer. I've reinstalled the latest version of the extension and even had the player delete and reinstall fantasy grounds classic but to no avail. In the meantime we are taking screenshots and texting them to him so he can see what is going on.

Zacchaeus
March 26th, 2020, 22:59
Did you try removing the player from the Combat tracker and deleting their token and then replacing it all.

Trenloe
March 26th, 2020, 23:26
It sounds like the extension isn't working on their computer, for whatever reason. But this is weird as I'm not aware of that happening before.

Get the player to nuke their cache and try joining your game again. If that doesn't work try a couple of things:
1) ask the player to take a screenshot of the chat window immediately after joining your game - so we can see exact what's loading.
2) get them to download and install the extension as it may be an issue with downloading it from you.

Apocrypha
March 29th, 2020, 06:33
Is there something like this that works for Unity?

LordEntrails
March 29th, 2020, 08:04
Is there something like this that works for Unity?
FGU has built in layer functionality.

Trenloe
March 29th, 2020, 09:13
Is there something like this that works for Unity?
There's no need for it in Unity because Unity has layers built in.

Apocrypha
March 29th, 2020, 16:34
Ahhh, ok. I thought so.

swest
April 28th, 2020, 02:30
Explained in the first paragraph of post #1. Think of the different ways you can use tokens for more than just creatures - if you don't have layers you get very annoying token stacking issues, where you can't control,which token is on top of which. The layers get round the stacking issue and allow you to use tokens for so much more.

The layers extension isn't for everybody. If you're not using the advantages provided by the layers then the limitations/gotchas aren't worth it.

Greetings Trenloe,

The above quote is from post #202, from back in early 2017 which, by the way, is roughly my last Fantasy Grounds epoch. However, my game (Pathfinder) has just now come up in my Gaming Group's rotation, and so I'm back to re-learning everything about FG that I learned during my 2 previous engagements with it (2014 and 2017).

Anyway, your statement, "The layers extension isn't for everybody", immediately gives rise to the question: Who is the target audience for the Enhanced Images (i.e. Layers) extension?

I didn't make use of this extension in my previous outings, but there are some instances coming up that I think might benefit. However, I wouldn't want to commit, and start working in that direction, if I'm likely to come back around to your caveat and find that, "... the limitations/gotchas aren't worth it."

I've read posts #1 and #2 thoroughly (and as much of this thread as I can consume in a reasonable amount of time), but I'm wondering if there is any other documentation that you created (maybe on the FG Wiki?) that would provide some guidance about the nuances of using this extension?

Oh, and by the way, the first question(s) I thought of were about map-based shortcuts (i.e. pushpins), but I think that @jwfitt's remarks (also from 2017) here (https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG)&p=313166&viewfull=1#post313166) might have answered them. His posts were very helpful. Even so, having an authoritative statement on that subject would be nice.

As usual, Thank you for your Service! You make Fantasy Grounds a better place for all of us.

Cheers,

- s.west

Rades
April 28th, 2020, 05:41
Hey swest, just to chime in briefly, I use the different layers to put things I don't want accidentally moved around by the players or myself during regular combat/play. For example, decorating a cave with various tokens of chests, skulls, etc, I place on the middle layer (and then don't touch that layer again after my initial setup process).

It can also be useful when using large tokens for "special effects" -- for example, covering a hidden passageway on a map image with a token of a wall so visually it looks like a solid wall, until the players discover it, at which point I flip to the middle layer and remove the wall token. If I had the wall token just on the top layer with the PC tokens, it would be easy to accidentally rotate it, move it when trying to move a creature, etc.

The biggest project I've used layers for was having entire sections of a dungeon be rotating tokens, which absolutely only worked because said tokens could be placed on a separate layer than the creature tokens. Otherwise, it could have been impossible to move creatures around on these very large (I think each was 15 squares x 15 squares?) tokens without them getting stacked all incorrectly on the map tokens constantly.

Trenloe
April 28th, 2020, 06:42
Greetings Trenloe...
The functionality has already been explained. It allows the GM to use tokens on multiple layers.

For some the gotchas (mostly around switching layers to access certain FG functionality) are too annoying/cumbersome. The gotchas are documented at the start of this thread.

arcanjl
May 30th, 2020, 21:40
never mind. It was another ext with it. I am trying to get the grid to line up though :)

arcanjl
June 7th, 2020, 15:41
Couple things,
1)The grid is so dark at top layer, is there a way to lighten that (I assume it is because it is showing all 3 layers of the grid). Super nitpick I know, but if there was... why not? :)
2) Is there a way to make the bottom layer the default for players, and I can place other stuff on the other two?

Bifford
June 29th, 2020, 22:00
Hi. Downloaded the latest version and the Log throws up
"[ERROR] Extension Info Load (Enhanced Images): '<', hexadecimal value 0x3C, is an invalid attribute character. Line 16, position 297."

Trenloe
June 29th, 2020, 22:21
Hi. Downloaded the latest version and the Log throws up
"[ERROR] Extension Info Load (Enhanced Images): '<', hexadecimal value 0x3C, is an invalid attribute character. Line 16, position 297."
Don’t use it in Unity. See comments at the top of this page.

Bifford
June 29th, 2020, 23:40
Don’t use it in Unity. See comments at the top of this page.

Aw man. Missed that! Thanks :D

Weissrolf
July 1st, 2020, 15:09
I would like to use layers to place pointers underneath the player tokens (auras, light). This usually is a hassle, because player tokens always supersede pointers when they are on top of each other. My idea was to place the pointers in the middle layer in order to be able to grab/move pointers that are centered beneath a player token. Unfortunately even on the lower layers player tokens from the top layer supersede pointers and thus the token is grabbed/moved and not the pointer.

Is there any way around this?

Trenloe
July 1st, 2020, 15:15
I would like to use layers to place pointers underneath the player tokens (auras, light). This usually is a hassle, because player tokens always supersede pointers when they are on top of each other. My idea was to place the pointers in the middle layer in order to be able to grab/move pointers that are centered beneath a player token. Unfortunately even on the lower layers player tokens from the top layer supersede pointers and thus the token is grabbed/moved and not the pointer.

Is there any way around this?
The tokens on the bottom layer are just indicators of what's on the top layer, to assist with unmasking,etc. - if you move them on the bottom layer the master token on the top layer doesn't move. So move them out of the way and draw your pointers.

Weissrolf
July 1st, 2020, 15:35
Thanks for the quick answer!

Indeed, but once I switch to the top layer those tokens move back to their original position. So every time I need to move the pointer I also need to move the token first, which leaves me were I began without using layers. If those tokens are only indicators, would it not be better to give them lower grab/move priority over objects that originate on the lower layers (aka pointers should be on top of them and be movable)?

I suspect that the latter is not possible within FGC, so unfortunately layers don't seem to be the solution to the token vs. pointers problem. Same problem applies to pins on the lower layers.

Trenloe
July 1st, 2020, 15:37
If those tokens are only indicators, would it not be better to give them lower grab/move priority over objects that originate on the lower layers (aka pointers should be on top of them and be movable)?
That can't be done in an extension. The hierarchy is built into the image control.

Weissrolf
July 1st, 2020, 17:01
Just as suspected. Bad luck. Thanks for the help anyway.

Weissrolf
July 1st, 2020, 22:57
Would it be possible to disable the indicator tokens on lower layers via switch or via commenting out some lines in the code?

Trenloe
July 2nd, 2020, 09:34
...via commenting out some lines in the code?
You can do this in your local copy.

In the extension scripts\manager_layer_tokens.lua file put if true then return; end as the first line in the showLayerTokens function.


function showLayerTokens(windowinstance, sourcelayer, targetlayer)
if true then return; end
local sourceLayerScale = 1;
local targetLayerScale = 1;
...
...

Weissrolf
July 2nd, 2020, 23:25
Thanks for the code, I will give it a try!

Edit: Unfortunately this causes some problems, especially with pointers on the middle and lower layer. So I will leave it at that and just keep moving things around.

Weissrolf
July 12th, 2020, 23:55
I noticed that tokens placed on the lower and middle layer cannot use "reset individual token scales" (CTRL + middle-clicked or menu dial). On the upper layer it seems to work.

Feature request: Keyboard short-cuts to quickly switch layers instead of having to mouse-click.

Thanks for the extension! :)

Weissrolf
July 13th, 2020, 01:09
Bug or feature?

When a non CT token is put on the top layer with tokens being unlocked then the moment a player clicks on such a token it is moved from the top to the bottom layer. This causes said tokens not to be controllable by players anymore.

Trenloe
July 13th, 2020, 03:48
I noticed that tokens placed on the lower and middle layer cannot use "reset individual token scales" (CTRL + middle-clicked or menu dial). On the upper layer it seems to work.


When a non CT token is put on the top layer with tokens being unlocked then the moment a player clicks on such a token it is moved from the top to the bottom layer. This causes said tokens not to be controllable by players anymore.
I can't recreate either of these.

Please provide a screenshot of the chat window after loading the campaign, and give exact steps to recreate.

Weissrolf
July 13th, 2020, 08:56
1. Curiously I cannot recreate the missing "reset individual token scale" problem today, regardless of other extensions being loaded or not. Yesterday the corresponding menu dial entry/icon was entirely missing on the two lower layers (and ctrl + middle-click did nothing). I will keep an eye on this one.

2. I found the cause for the other problem of tokens being send to the bottom layer. Enhanced Image Stacker seems to be incompatible with "Critically Awesome Essentials"' token stacker. The sending no CT tokens to bottom when a player clicks on them happens when both extensions are loaded. Additionally when tokens are stacked then all stacked non CT tokens are sent to the bottom layer even when the GM tries to move them. This results in CAE creating new tokens with every move as the old ones are "deleted" (moved to bottom) and thus a trails of tokens being drawn.

3. This image also demonstrates another oddity: When you select a token on a lower layer and then switch to a higher layer then the dark selection circle of the lower layer stays on the map. I selected one token on each layer here, so we see three selection circles, one circle on each layer. This only happens when I switch from a lower to a higher layer. The other way around the selection circles are removed until I switch back to said layer, then they are redrawn.

https://i.imgur.com/6L8Du58.png

4. When a map is reset via "Revert changes" then the image window has to be closed and reopened in order for the top layer to work. Else its grid and zoom limits are screwed up. This happens regardless of other extensions being active.

This is all using the PFRPG2 ruleset. Nothing of note in the chat window.

https://i.imgur.com/ynUUJz6.png

Weissrolf
July 13th, 2020, 09:13
Every time I zoom - aka do a single tick on the scroll wheel - a console warning is output, depending on which layer is active while zooming.

Top layer: Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Middle layer: Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:features_image)
Bottom layer: Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:image)

This does not happen when I hold CTRL and use the lower right map icon to zoom in/out smoothly.

Trenloe
July 13th, 2020, 14:07
3. This image also demonstrates another oddity: When you select a token on a lower layer and then switch to a higher layer then the dark selection circle of the lower layer stays on the map. I selected one token on each layer here, so we see three selection circles, one circle on each layer. This only happens when I switch from a lower to a higher layer. The other way around the selection circles are removed until I switch back to said layer, then they are redrawn.
That's how it work. The layers provide a direct view of the underlying layers, but you can't interact with the layer unless you're on it. So, if you do something on a lower layer (like select a token) and switch to another layer, then the token is still selected on that layer and so shows that it is selected.


4. When a map is reset via "Revert changes" then the image window has to be closed and reopened in order for the top layer to work. Else its grid and zoom limits are screwed up. This happens regardless of other extensions being active.

Thanks for reporting, I've added this to the issues list. I don't think this will be possible to fix, so it's something to be aware of.

Trenloe
July 13th, 2020, 14:10
Every time I zoom - aka do a single tick on the scroll wheel - a console warning is output, depending on which layer is active while zooming.

Top layer: Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:play_image)
Middle layer: Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:features_image)
Bottom layer: Script Warning: onZoom: Recursive control event or call terminated (imagecontrol:image)

This does not happen when I hold CTRL and use the lower right map icon to zoom in/out smoothly.
These are warning and can be ignored. It's FG stopping recursive events, which is a good thing.

I get the warnings when using both the mouse wheel and the CTRL-zoom button.

doredras
July 29th, 2020, 01:30
Fantastic extension, thank you!

Given that it has been around for many years and demand seems low I suspect I know the answer, but for posterity - I don't suppose there's any chance of solving the hex grid problem? The layers concept would be hyper-useful for the ToA hexcrawl.

Trenloe
July 29th, 2020, 13:18
Given that it has been around for many years and demand seems low I suspect I know the answer, but for posterity - I don't suppose there's any chance of solving the hex grid problem? The layers concept would be hyper-useful for the ToA hexcrawl.
Try setting the grid to square first, and then change to hex. Some info here: https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG)&p=314922&viewfull=1#post314922

doredras
July 29th, 2020, 23:16
Try setting the grid to square first, and then change to hex. Some info here: https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG)&p=314922&viewfull=1#post314922

Aha! That seems to work, thanks. I had searched the thread for 'hex' and gotten zero results, must be too short a query.

Regardless, that did the trick. It only works if the grid is applied to the top layer, which is probably intentional? After converting to Hex the snap-to was misaligned with the actual grid, but using a hex-shaped token I used the grid alignment controls to match them up and now it seems to work just fine.

This is going to be a huge headache-saver, appreciated.

Edit: Oh, and sidenote - I went digging around in the extension a bit last night to try and understand what it was doing and really appreciated how well commented your code is - clear notation for each function. Kudos! :)

ttritten
July 30th, 2020, 12:28
Can someone point me to the post that describes the commands this extension uses?
I have it enabled, and I have some tokens on my map, but the whole "right-click menu" to select a layer for the token thing isn't working. My right-click menu doesn't have anything referencing layers.
Am I doing something wrong?
Thanks.

Trenloe
July 30th, 2020, 12:49
Can someone point me to the post that describes the commands this extension uses?
I have it enabled, and I have some tokens on my map, but the whole "right-click menu" to select a layer for the token thing isn't working. My right-click menu doesn't have anything referencing layers.
There's no right-click menu to select a layer (not sure where you're getting that from). The layer control is in the image toolbar - open the image toolbar with the down-arrow button to the right of the image name if you're not seeing the toolbar.

the only right-click option is for the resize to grid functionality for face-to-face games - see the link in post #1 to the thread describing this functionality.

ttritten
July 30th, 2020, 13:01
I thought I saw something upthread about right-clicking. No worries.
Ok, I see the layers button on the top menu of the image...how do I take a token and move it between the layers?

Trenloe
July 30th, 2020, 13:03
how do I take a token and move it between the layers?
You can't move them. Remove the token from one layer and then re-add it to another layer.

ttritten
July 30th, 2020, 13:16
Ok...that makes sense.
Thanks!

ttritten
July 30th, 2020, 13:30
Ok...sorry to be a bother...
I'm trying to create a boat with the PCs on it.
The boat is a NPC (vehicle) that I've created a token for and put it on the map at the middle layer.
I've then placed all the PCs "in" the boat at the top layer.
Everything looks good...until I try to move them.
It seems that I can only move the tokens on whatever layer is selected from the layer menu at the top of the image.
So, I can either move the boat OR the PCs....but not both.
Am I doing something wrong?

Trenloe
July 30th, 2020, 14:11
Ok...sorry to be a bother...
I'm trying to create a boat with the PCs on it.
The boat is a NPC (vehicle) that I've created a token for and put it on the map at the middle layer.
I've then placed all the PCs "in" the boat at the top layer.
Everything looks good...until I try to move them.
It seems that I can only move the tokens on whatever layer is selected from the layer menu at the top of the image.
So, I can either move the boat OR the PCs....but not both.
Am I doing something wrong?
Tokens are individual graphics. They aren't tied to anything else. FG has no idea that a token is a boat, or a person in a boat, or any other thing - a token is just a single, individual, graphical object. So FG has no idea that you, as a GM, want to put tokens representing PCs in a token representing a boat, and then move them together. There is nothing that tells FG that is what you're trying to do.

And, yes, you can only interact with tokens on one layer at a time, that is one of the key pieces of functionality of this extension.

I'd recommend that you read, and digest, the things to note and the issues list in posts #1 and #2 - hopefully this will give you a better idea what can and can't be done with this extension.

ttritten
July 30th, 2020, 14:12
Thanks.

Weissrolf
July 30th, 2020, 15:55
There is a paid for extension that allows token stacking and thus moving them as a combined stack. For unfortunatelly the stacking and layer extensions are not compatible with each other.

ttritten
July 30th, 2020, 16:01
I actually figured out a workaround.
If I put the boat and the PCs on the same layer, put the boat down first, put the PC's "in" the boat, and then use the Select Mode to select the entire boat, PCs and all, and it makes the whole thing movable as a group.
It meets my needs for what I was hoping to accomplish.
Thanks for all the advice and help!!

Olmac1
July 31st, 2020, 20:29
Disregard, didn't notice the do not use with unity.

DMRezzin
November 18th, 2020, 21:40
Hey Trenloe,

I've been experiencing issues with the mask tool. With enemy tokens set to "Mask sensitive visibility", they are shown as if they weren't in the masked zone. I've disabled the extension and the mask works properly.

Thanks!

Trenloe
November 18th, 2020, 22:00
Hey Trenloe,

I've been experiencing issues with the mask tool. With enemy tokens set to "Mask sensitive visibility", they are shown as if they weren't in the masked zone. I've disabled the extension and the mask works properly.

Thanks!
Welcome to the FG forums!

Please make sure you read and digest all of the info in posts #1 and #2 - there are various restrictions/gotchas to using this extension. This particular issue is mentioned in post #1: "Masking only works on the base layer" - as the tokens aren't on the base layer they won't interact with the mask.

Shanks
February 11th, 2021, 15:52
I'm suddenly having an issue with encounters, when I click to add them to the map/ tracker, I get an error message. This wasn't an issue before, so I'm wondering if it is a compatibility issue between this and the newest update?

Trenloe
February 11th, 2021, 15:55
I'm suddenly having an issue with encounters, when I click to add them to the map/ tracker, I get an error message. This wasn't an issue before, so I'm wondering if it is a compatibility issue between this and the newest update?
Please provide a screenshot of your chat window immediately after loading your campaign - so that I can see the exact versions of the rulesets, and anything else, you're running.

And please provide details of the error message - I'm just guessing without that.

Shanks
February 11th, 2021, 15:56
Script Error: [string "scripts/updated_manager_combat.lua"]:116: addToken: Parameter 1 is not the name of a valid image.


Sorry forgot to add the error message.

Shanks
February 11th, 2021, 15:59
43642

Trenloe
February 11th, 2021, 16:11
43642
Thanks for the report and info. I'll look into it...

Shanks
February 11th, 2021, 16:14
Thanks so much Trenloe

Trenloe
February 12th, 2021, 10:07
Script Error: [string "scripts/updated_manager_combat.lua"]:116: addToken: Parameter 1 is not the name of a valid image.
Weird. I could recreate this yesterday and briefly today. Now I can't. But I have been switching FG versions and doing updates. Could you try a FG update and then see if the error still occurs?

This extension will need an update next week with the new ruleset changes (that move the toolbar to the right). So look for an update to this extension when the FG changes occur next week.

Shanks
February 12th, 2021, 14:08
Thanks for the effort. I have tried updating again, but there is no update available. The issue began for me when I updated yesterday.

Is there a way to roll back to the previous version? (And still host a game?)

Shanks
February 12th, 2021, 14:22
I just did some more testing, and it seems the problem was caused by some of the tokens being set to the middle layer, and some to the top. So I can work with that for now, but hope that can be resolved soon.

Trenloe
February 12th, 2021, 14:34
Thanks for the effort. I have tried updating again, but there is no update available. The issue began for me when I updated yesterday.
Can you try updating again? Sometimes there'll be an update but the red button won't show there's one.

Shanks
February 12th, 2021, 14:36
yes, I did it twice, it runs the process, but no update occurs.

if you check my last message though, I seem to have found the cause, and therefore a workaround for now.

Trenloe
February 12th, 2021, 14:50
I just did some more testing, and it seems the problem was caused by some of the tokens being set to the middle layer, and some to the top. So I can work with that for now, but hope that can be resolved soon.
Don't pre-place encounter tokens on the middle layer. Pre-place them on the top layer. The extension was never designed for encounter token pre-placement on the middle layer.

The code will recognise tokens pre-placed on the bottom layer and will move them to the top layer - this is to support encounter token pre-placement done without the extension (including commercial products). Tokens already on the top layer should work fine.

You'll also have issues if the image record originally used for pre-placement was a campaign image and it no longer exists within the campaign.

If you have tokens pre-placed on the top layer, and are still getting the error, then please attach the db.xml file from your campaign here (and indicate which encounter causes the error) and I'll try to see why this is happening.

Shanks
February 12th, 2021, 14:52
okay, great.

Thank you for your help.

Trenloe
February 16th, 2021, 22:36
This is a quick release of the extension - for the recent v2021-02-01 FGC ruleset update.

Reminder: this extension is for FGC only, not for Unity!

I expect there may be the odd issue with this as the code has changed quite a lot from previous releases. This is purely a compatibility release. Please report any new issues here.

v2.1.6 of the extension is attached to the first post in this thread.

Rades
March 6th, 2021, 03:44
Hi Trenloe, I just noticed with the current versions of this extension and FG, the targeting icons/buttons don't appear when you are on the bottom and middle layers. In addition to not being able to use the targeting options on these layers, the sudden appearance of the targeting icons when you toggle back to the top layer pushes the masking and layers buttons off to the left, meaning the layers buttons sort of move out from under the mouse when you are flipping back and forth between layers. These obviously aren't major issues, but it is a bit inconvenient not having the targeting options, and having to jump the cursor around when switching layers. Do you think there's any way to add the targeting buttons to the other layers as well? Thanks!

Trenloe
March 6th, 2021, 07:31
Hi Trenloe, I just noticed with the current versions of this extension and FG, the targeting icons/buttons don't appear when you are on the bottom and middle layers. In addition to not being able to use the targeting options on these layers, the sudden appearance of the targeting icons when you toggle back to the top layer pushes the masking and layers buttons off to the left, meaning the layers buttons sort of move out from under the mouse when you are flipping back and forth between layers. These obviously aren't major issues, but it is a bit inconvenient not having the targeting options, and having to jump the cursor around when switching layers. Do you think there's any way to add the targeting buttons to the other layers as well? Thanks!
Make sure you’re using the update from Feb 16th.

Rades
March 6th, 2021, 14:00
Hi Trenloe, yes I am using the Feb 16th version. I just downloaded it again to make 100% sure, and loaded up my game with no other extensions running, and it is still happening. Screenshot attached:

44589

Edit: For some additional data, I also started a completely fresh campaign, no extensions (save Enhanced Images) or modules running, brought in a single map image, created 3 brand new NPCs from scratch, and am still encountering this. All 3 NPCs were manually added to the combat tracker (no encounter usage).

44590

Trenloe
March 6th, 2021, 15:03
An, OK. Mi see what you’re referring to. Targeting is only valid on the play layer, because that’s the only layer the player tokens will be on. That hasn’t changed from previous versions. The main thing that changed with the recent FG core update was that the image toolbar buttons moved from the left to the right. I’ll have a look in a few days to move the layer buttons to the right of the targeting buttons - which will remain only on the top layer.

Rades
March 6th, 2021, 15:17
Thanks Trenloe! That makes sense about the targeting buttons only being available for the top layer. As long as the layers buttons remain stationary that's all I could hope for, haha. :D

Rades
August 8th, 2021, 05:34
An, OK. Mi see what you’re referring to. Targeting is only valid on the play layer, because that’s the only layer the player tokens will be on. That hasn’t changed from previous versions. The main thing that changed with the recent FG core update was that the image toolbar buttons moved from the left to the right. I’ll have a look in a few days to move the layer buttons to the right of the targeting buttons - which will remain only on the top layer.

Hi Trenloe, just wondering if you had a chance to take a look at the shifting layer buttons? Just ran into this again today, where I was running a combat/moving monsters on the top layer, but also switching to the bottom layer to unmask areas.

Trenloe
August 9th, 2021, 07:08
Hi Trenloe, just wondering if you had a chance to take a look at the shifting layer buttons? Just ran into this again today, where I was running a combat/moving monsters on the top layer, but also switching to the bottom layer to unmask areas.
I haven't looked into this at all. Sorry, but I'm not doing any work on FG Classic only code anymore (other than high priority break-fix).