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plastictotoro
December 6th, 2015, 20:47
Hi,

my player can not access the following moduls:
- Spell Law
- Character Law

At the beginning the players could access the moduls, but after some updates the player can not longer access the moduls.

The moduls is grey in the library at the player client.

As a GM with an Ultima license, I am sharing my rule set with the players.

Does somebody know this problem?

Thank
:-) plastictotoro

JohnD
December 6th, 2015, 20:52
You need to open your Library and make sure you have the Green Check next to them. You probably had them set to Force Load which doesn't exist anymore.

plastictotoro
December 6th, 2015, 21:32
You need to open your Library and make sure you have the Green Check next to them. You probably had them set to Force Load which doesn't exist anymore.

I set the "force to load" button next to the module in an older version of FG.
In the moment all modules have the green check mark, which should be readable by the players.

Shall the player delete the modules in their FG folder, to get a newer version?

Any guesses for a solution?

Thanks
:-) plastictotoro

Griogre
December 6th, 2015, 21:52
You want the player with the problem to Nuke his cache. Force load use to go to the cache. The "Nuke" button is on the FG launcher near the version number - they have to click the "Join Game" button first to see the button.

plastictotoro
December 8th, 2015, 20:17
Thank for the hint, but this Button seems to delete only the players cache in the campaign folder. The player still can not access the modules in the library.

Any other idea, how to solve this problem?

Thanks
:-) plastictotoro

Trenloe
December 8th, 2015, 20:32
Thank for the hint, but this Button seems to delete only the players cache in the campaign folder. The player still can not access the modules in the library.
Players download the modules from the GM and the data is stored, encrypted, in the player cache. Sometimes this cache can get messed up (due to network issues). Hence why Griogre mentions clearing the cache.

Having said that, for the RMC player modules, these can also be accessed locally. So, the first step could be to delete an RMC module on the player side, join the game and see if that module is available to open - it should be, if the GM has set it as available - it will be downloaded from the GM as it is no longer stored locally.

Moon Wizard
December 8th, 2015, 21:14
The player will need to go into the Library, click on the Modules button, and double-click the module cover art to open the module for use during the game. A small book icon in the lower right of each module entry will show whether it is open or not for that player.

Regards,
JPG

Ardem
December 11th, 2015, 00:40
I was also getting this for a player recently, I end up sending the module across.

Nuked, did all the obvious stuff above and only getting the spiderweb and grey. Reinstalled both mine and the other players fantasy grounds and still an issue.

It might be worth a look at, if this is a recent issue. Nothing in console log and it does download 12bytes of the module but nothing else gets transferred.

PS this was all modules and even tried in another ruleset.

Also on reinstall from Steam or even from exe there is an issue installed a D&D base something I forget, sometimes you can get past this, on another computer I could not.

--------------------

Very familar with FG, so these issue coming from a place of experience, only notice it in the last patch, but could of been longer.

Chris_Seal
January 21st, 2016, 11:10
Hi All,

It seems I might have fallen victim to something similar to this error. Has anyone tracked down a solution?

Thanks heaps

Cheers
Chris

Trenloe
January 21st, 2016, 13:48
It seems I might have fallen victim to something similar to this error. Has anyone tracked down a solution?
One player? All players? Which modules can't they access?

Have the problem player/s tried clearing their local player cache?

Chris_Seal
January 21st, 2016, 21:12
I've been doing a bit more investigation and it appears that, while I can open the modules, they are not opening properly. For example, I have a series of skills with a simple list of specialisations that are supposed to fill a drop down list. These are not being filled, much to my chagrin. I have tried to nuke my cache (not that it should make a difference as I am hosting to the best of my knowledge).

The module that we know they weren't able to access is spell law (a custom built RMU beta module which was working prior to Christmas). I asked the player to nuke their cache, which they did, but there was no joy.

Cheers
Chris

Ardem
January 22nd, 2016, 01:39
Hi Chris that was the same issue for me spell law, was it copying about 10-12 bytes?

On a side note the spell law I was sending them had some modifications as well as it had the paladin list included.

Interesting, to fix it I end up sending them the spell law.mod and they put it in there modules that was the only way around it.

Trenloe
January 22nd, 2016, 02:59
I've just done some testing. It appears that the RM ruleset may not be interacting properly with modules that have the old multiple module data types (common.xml and client.xml) in the same module. This improper interaction results in the module closed/open book icon not appearing in the "Module Activation" window. However, you can still double-click on the module graphic on the left, this won't appear to do anything, but it will kick off the module download into the player cache and once the download is complete the book contents will appear in the library. If you just see the "Rolemaster Classic Essentials" heading, close the module (double-click on the book image in Module activation) then open it again.

I've messed around with the module data types (removed client.xml, then common.xml) but I can't get it to work fully - i.e. the open/close book icon appears. Perhaps there's some trick to it that someone can find...

Dakadin
January 22nd, 2016, 05:04
Thanks. I was able to replicate the issue. I am trying to track it down so I can fix the issue.

Dakadin
January 22nd, 2016, 07:11
I have a fixed version that includes a couple other things. I just want to test it this weekend with my players before handing it over to Smiteworks.

Arion
March 30th, 2016, 21:15
Any news on this? It was working OK last week, but now the players cannot see the modules!

Dakadin
March 30th, 2016, 21:18
The current beta version using the test environment has a fix for this. The players will need to reopen the modules.

Arion
March 30th, 2016, 21:31
The current beta version using the test environment has a fix for this. The players will need to reopen the modules.

We are in the game at the moment, and although the data loads via the "Primary Skill Table" button etc on the character sheet and the module shows as active, the books do not appear in the library window. Are the modules downloaded when a player joins the campaign or when they enable the module?

Trenloe
March 30th, 2016, 22:42
Are the modules downloaded when a player joins the campaign or when they enable the module?
When they enable the module.

Dakadin
March 31st, 2016, 02:04
It can take a bit for them to show up in the library section based on how many modules are being loaded and the network connections. It was fairly quick for my group but we are all locally connected on a LAN when we play.

Dakadin
March 31st, 2016, 08:09
One other thing that might help is if only one or two players are having the issue, I would have them clear their cache and see if that resolves it. Please let me know if it doesn't and what you tried.

Thanks,
Dakadin

Arion
March 31st, 2016, 15:42
no problem. I will test it and let you know how we go.

Trenloe
March 31st, 2016, 16:24
no problem. I will test it and let you know how we go.
Also, have you checked what I listed in post #13 above? If you're not running in the FG test channel then I believe you won't have the fixes Dakadin mentions and will have the issue I mention in post #13.