View Full Version : Test Release v3.2.0
Oberoten
October 21st, 2016, 13:03
This is really looking good. :)
Phystus
October 21st, 2016, 13:08
I have confirmed that the /import issue is now fixed. Thanks!
There's still one small oddity: if an NPC is imported before the NPC list has any entries, it does not import. But this was true in 3.1.7 as well. The workaround is to just create a new entry before importing.
~P
Dr0W
October 21st, 2016, 13:49
Dr0W,
The space and reach data appear to always have been zero in the SW Deluxe GM Guide creature data records. I compared to an older version, and it was the same.
Regards,
JPG
I find that to be weird. I just booted up my other computer that has 3.1.7 installed, created a new SW campaign and loaded modules and all the npcs from the bestiary had reach 1 and space 1.
Also, just updated and noticed that the module changes did apply, but the the ruleset ones didn't. Did I do something wrong? (Tested on Test and Dev)
Trenloe
October 21st, 2016, 16:39
Also, just updated and noticed that the module changes did apply, but the the ruleset ones didn't. Did I do something wrong? (Tested on Test and Dev)
Do you have a directory in your <FG App Data>\rulesets directory called "SavageWorlds"? If so, FG will be reading this for the ruleset code, not the SavageWorlds.pak file that's being downloaded when you update. Rename or delete the SavageWorlds directory - this will be old ruleset code.
Trenloe
October 21st, 2016, 16:41
Issue with the Pathfinder Advanced Bestiary extension reported here: https://www.fantasygrounds.com/forums/showthread.php?34568-Problems-with-Advanced-bestiary-on-FG-3-2-0
Dr0W
October 21st, 2016, 19:47
Do you have a directory in your <FG App Data>\rulesets directory called "SavageWorlds"? If so, FG will be reading this for the ruleset code, not the SavageWorlds.pak file that's being downloaded when you update. Rename or delete the SavageWorlds directory - this will be old ruleset code.
Yea, I had it and knew that. How silly of me. Thanks!
spite
October 22nd, 2016, 06:19
https://puu.sh/rRoQw/b2651e6db5.png
Attempting to drag a untargeted heal using a manual roll onto a wounded character resulted in https://puu.sh/rRoQw/b2651e6db5.png
spite
October 22nd, 2016, 10:26
Something I've noticed happening in Savage and DnD5e rulesets (havent tested others) each time I restart a campaign my players tokens are removed from their char sheets. The portraits remain, but the tokens are not there. Dragging the portrait onto the token slot or the combat tracker doesn't do anything, but reselecting the portrait through double clicking and select it from the file fixes it.
Pictured, issue as presented, and the second is after reselecting it https://puu.sh/rRxkr/4956fadbd9.png
7H3LaughingMan
October 23rd, 2016, 21:28
Noticed an issue w/ the D&D 5e DMG Module that is kind of annoying. All of the Magic Item Tables that need to roll on another item to give you the actual item isn't working. So for exampled Magic Item Table A shows "[Spell Scroll (1st level)]" for 71-90 and will return that as a string when it is rolled. Appears that it isn't actually linked to the "Spell Scroll (1st level)" Table. I can manually fix it by editing the entry and dragging the table into the slot.
Zacchaeus
October 23rd, 2016, 22:25
Noticed an issue w/ the D&D 5e DMG Module that is kind of annoying. All of the Magic Item Tables that need to roll on another item to give you the actual item isn't working. So for exampled Magic Item Table A shows "[Spell Scroll (1st level)]" for 71-90 and will return that as a string when it is rolled. Appears that it isn't actually linked to the "Spell Scroll (1st level)" Table. I can manually fix it by editing the entry and dragging the table into the slot.
Confirmed; not all of them but many of the tables called by Magic Item Tables A-I are no longer properly linked to the tables being called. Includes spell scrolls (but not all of them in all tables weirdly), most weapons eg Weapon +x, Flame Tongue, Giant slayer etc, Armours (Again not all of them), Ammunition and Ring of resistance.
Moon Wizard
October 24th, 2016, 06:20
Updates
[DEV] Add support for custom reference manual window titles.
[DEV] DB.import will create target node, if it doesn't exist already.
Portrait tokens not being shown after loading campaign. Fixed.
JPG
Moon Wizard
October 24th, 2016, 06:21
spite,
I'm unable to recreate the untargeted heal scenario. I tried dropping a heal from a PC on both the chat window and a CT entry with the manual dice option enabled, and didn't get any errors.
Any extensions enabled? Do you have a sample campaign/PC/NPC that does this?
Thanks,
JPG
damned
October 24th, 2016, 06:34
Updates
[DEV] Add support for custom reference manual window titles.
[DEV] DB.import will create target node, if it doesn't exist already.
Portrait tokens not being shown after loading campaign. Fixed.
JPG
Hi JPG can you provide more info on Add support for custom reference manual window titles?
Thanks!
dulux-oz
October 24th, 2016, 06:35
Hi JPG can you provide more info on Add support for custom reference manual window titles?
Thanks!
Ditto :)
Moon Wizard
October 24th, 2016, 07:26
If there is a name string tag under the reference manual base node, then that value will be used for the window title.
<reference static="true">
<refmanualindex>
<name type="string">Custom Window Title</name>
<chapters>
...
</chapters>
</refmanualindex>
</reference>
Basically, I added a default to the windowtitlebar class where it looks for a "name" field if the window is linked to a database node.
Cheers,
JPG
drvolk
October 24th, 2016, 09:01
Updates
[DEV] Add support for custom reference manual window titles.
[DEV] DB.import will create target node, if it doesn't exist already.
Portrait tokens not being shown after loading campaign. Fixed.
JPG
With PFRPG ruleset i get allways this message when a Window with title bar was opened:
[24.10.2016 07:55:56] Script Error: [string
"common/scripts/windowtitlebar.lua"]:21: attempt to index global 'field'
(a nil value)
viresanimi
October 24th, 2016, 09:49
Script Error: [string "common/scripts/windowtitlebar.lua"]:21: attempt to index global 'field' (a nil value)
This also occurs in 5e / CoreRPG. Tested with and without extensions.
Vires Animi
spite
October 24th, 2016, 10:12
Same with me on the 5e, 4e DnD systems
Phystus
October 24th, 2016, 14:44
I'm getting the same error (Script Error: [string "common/scripts/windowtitlebar.lua"]:21: attempt to index global 'field' (a nil value) ) in 3.5. It seems to occur with all the sidebar items (characters, notes, etc.) the first time I open them in the campaign. Once I have opened them once the errors stop. EXCEPT for Characters, the error happens every time I open that.
The same occurs for a player (at least on the same machine, connected via localhost) - each window issues the error when first opened, but not on subsequent opens, even if still empty, except for characters, which always throws the error, even when not empty.
BTW, "DEV] DB.import will create target node, if it doesn't exist already" seems to be working fine - imported NPC's show up even if they are the first NPC in the campaign.
~P
~P
adonndel
October 24th, 2016, 17:04
I ran the update this morning and within 20 min Windows Defender reported a malware.
I am pretty sure it is not from anything I have done but just in case your package has it or it is a false positive from windows defender.
15837
Moon Wizard
October 24th, 2016, 17:49
Is anybody else getting a Windows Defender malware warning?
adonndel, many malware detection algorithms tend to flag any self-updating software as potential malware. I ran it through a few virus checkers this morning, and I didn't get any issues.
JPG
Talyn
October 24th, 2016, 17:51
One of the updates triggered my Avast which put FG in quarantine until it scanned and decided it was fine. I think I reported that a couple weeks ago. None of the updates since have been an issue.
Phystus
October 24th, 2016, 17:51
I had Norton report it as a virus last week.
~P
Moon Wizard
October 24th, 2016, 17:53
Updates
[CoreRPG+] Window title script error. Fixed.
[SW] Effect application by players added.
JPG
Mortar
October 24th, 2016, 17:53
I got the same warning in Windows Defender right after updating it then running the Steam updater. The warning popped for me while the FG updater was still open.
spite
October 24th, 2016, 23:04
6th printing errata was released today, https://dnd.wizards.com/articles/sage-advice/rules-answers-and-errata-october-2016
These might need to be updated with the previous errata that are coming with 3.2.0
adonndel
October 25th, 2016, 00:19
I uninstalled FG and then did a fresh FG Install (test) and when it was actually updating this time windows defender again flagged the updater as having malware. I have not had this issue with any previous updates/installs.
Erin Righ
October 25th, 2016, 20:30
Avast quarantined my launcher about a week ago for about 10 minutes while it decided it was ok, I haven't had a problem since.
Moon Wizard
October 25th, 2016, 23:13
Strange. I had Windows Defender mark it yesterday, but can't get it to repeat today. I wonder if it was a false positive situation that they cleaned up already. Given it's a self-updating app, I wouldn't be surprised.
Regards,
JPG
Moon Wizard
October 26th, 2016, 00:39
Just pushed 5E PHB errata updates to Test channel.
Regards,
JPG
Mortar
October 26th, 2016, 03:08
Strange. I had Windows Defender mark it yesterday, but can't get it to repeat today. I wonder if it was a false positive situation that they cleaned up already. Given it's a self-updating app, I wouldn't be surprised.
Regards,
JPG
I actually had Windows Defender delete the file just to see, everything was good until I quit and went to restart FG - it wouldn't restart at all, said I was missing a file. Uninstalled then reinstallled FG and Defender didn't pick it up again and that was literally within 20 mins of my post yesterday.
adonndel
October 26th, 2016, 03:24
ok, I am not sure what changed, but I uninstalled and re-installed this evening and it appears to be working again. No warnings from windows defender!
dberkompas
October 26th, 2016, 04:47
I had something similar, went to update and the updater.exe file was missing.
UpdaterEngine.exe was still there, and when I ran that, it created FantasyGroundsUpdater.exe
It's very possible I may be going mad. Mad I tell you. Mad.
Boomer
dulux-oz
October 26th, 2016, 10:09
I may be going mad. Mad I tell you. Mad.
Boomer
Excellent! Another one to join us - Welcome Boomer!
BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!
Dr0W
October 26th, 2016, 17:52
On Savage Worlds when you drag an Effect to a hotkey it's duration value is negatived.
Example: An Effect duration is 3. If I apply from the Effects window it applies as normal. If I drag it the hotbar and then drag it to a target, it's duration becomes -3. The workaround for now consists in changing the duration to -3 on the Effect window and dragging it to the hotbar, so the -3 becomes 3.
Players now can finally apply effects (thanks Ikael!), this bug doesn't happen to players, only to the host.
Actually my effects were being affected by me holding ctrl, I had no idea it would also affect effects duration.
deff
October 26th, 2016, 21:04
On Deadlands Reloaded extension, Critters are not showing derived stats. From the module Buffalo soldiers, same behaviour. And if you create an encounter, there is no way to drag and drop a critter inside.
see screenshot : 15863
edit : looks like a conflict with critter_derivedstats and npc_derivedstats. record_npc.xml from SW seems to overwrite the extension dlr_record_critter.xml. Maybe a clue....
Talyn
October 27th, 2016, 01:25
I haven't clicked every link in the new 5E PHB that got pushed to Test today, but Chapter 11: Spells, not a single link on that entire page works--just brings up a blank list frame. That's the only link issue I've found so far.
Dr0W
October 27th, 2016, 03:06
On SW Export window, it shows up blank and everytime you try to type anything on the "Name" field it show a "Script Error: [string "common/scripts/windowtitlebar.lua"]:44: attempt to index global 'field' (a nil value)" error.
Also, I've noticed that the Window title changes to whatever you typed in the Name field, so it might hint where the problem is.
15864
Andraax
October 27th, 2016, 14:10
Not a biggy, and not really a bug per-se, but at one point in time, if a parcel had negative values for GP, SP, etc, it would *subtract* those values from either the party sheet or a player's inventory when dropped. At some point, this stopped working that way; now it ignores negative values. Is there any way we could get that reinstated?
I use that for my "pre-defined kits" that I offer for character creation or later purchase - I just drop the parcel and it adds the inventory and simultaneously subtracts the total from the character sheet. Now I have to drag the negative values over manually in addition to dropping the parcel...
Moon Wizard
October 27th, 2016, 19:04
Updates
[CoreRPG+] Updated reference manual frame graphics
[4E] PC powers sheet not working correctly in many ways. Fixed.
[5E] DLC module fixes/errata, and reformatting.
JPG
Ikael
October 27th, 2016, 19:21
On Savage Worlds when you drag an Effect to a hotkey it's duration value is negatived.
Example: An Effect duration is 3. If I apply from the Effects window it applies as normal. If I drag it the hotbar and then drag it to a target, it's duration becomes -3. The workaround for now consists in changing the duration to -3 on the Effect window and dragging it to the hotbar, so the -3 becomes 3.
Players now can finally apply effects (thanks Ikael!), this bug doesn't happen to players, only to the host.
I wonder if you have set the effect to your CTRL hotkeys? Because in all drag cases when you hold down CTRL the dragged number value becomes negative. In effect's case duration is the number value. If that's the case then after you started dragging the effect from CTRL hotkey, release CTRL and drop it, the duration should be fine
spite
October 27th, 2016, 22:13
Every file gives this message on update. https://puu.sh/rXMmP/53b1c1508f.png
And the updater gives this message https://puu.sh/rXMAS/651f86d4dd.png
Something broke >.<
edit: and after the failed update, all my bought stuff is gone from my list.
edit2: others are having this issue on live, so it probably isn't 3.2.0 related. >.<
Zacchaeus
October 27th, 2016, 22:32
There is a problem with the patch system which is being investigated according to a post elsewhere.
damned
October 27th, 2016, 23:29
I think the patch system is back live again now - I just did a full update from 3.2.7 to 3.2.0 including steam and store DLC - all went smoothly.
Dr0W
October 28th, 2016, 00:21
I wonder if you have set the effect to your CTRL hotkeys? Because in all drag cases when you hold down CTRL the dragged number value becomes negative. In effect's case duration is the number value. If that's the case then after you started dragging the effect from CTRL hotkey, release CTRL and drop it, the duration should be fine
I had no idea this also applied to effects duration, specially because there's no visual tell. Living and learning, thanks once a again, I'll try to use my Ctrl hotbar for modifiers instead of effects.
Mortar
October 28th, 2016, 03:35
i think the patch system is back live again now - i just did a full update from 3.2.7 to 3.2.0 including steam and store dlc - all went smoothly.
3.2.7? :p
Erin Righ
October 28th, 2016, 04:00
damned lives in the future.
LordEntrails
October 28th, 2016, 04:01
3.2.7? :p
Yes, damned has access to things we haven't even dreamed about yet!
chumbly
October 28th, 2016, 05:13
You haven't been allowed up to the 3.2.7 version yet with Star Trek Voyager Holodeck Virtual Reality support yet?... oh I see. mumbles sorry...never mind.. pay no attention to the man behind the green curtain...The Moon WI\izard of Fantasy Grounds... knows all and sees all......... You still testing the 3.2.0 version...that is all you need concern yoursrelf with... well I hope
the chat and button upgrades are exciting to you
spite
October 28th, 2016, 07:46
Each turn on the tracker spits this error for me and my players if auto center is on
Script Error: [string "active"]:1: attempt to call field 'centerOnToken' (a nil value)
spite
October 29th, 2016, 00:43
If you right click while the program is loading into a campaign you get the following error (this is two right clicks)
https://puu.sh/rZ1HD/56bac6a2b1.png
Mortar
October 29th, 2016, 02:09
Don't remember seeing this one mentioned. It appears in any of the Core based rulesets I have. As soon as you start typing in the "Name" field it appears. You can actually type a whole word one console error at at time but you get a "Module export failed" error.
Moon Wizard
October 29th, 2016, 05:29
Updates
Number negation via CTRL key disabled when dragging from hot key.
[CoreRPG+] Negative parcel coin amounts allowed once again.
[CoreRPG+] Missing title and script error when editing name field in export window. Fixed.
[SW] Deadlands Reloaded critters were missing derived stats. Fixed.
JPG
Moon Wizard
October 29th, 2016, 05:30
spite,
I'm not seeing the "centerOnToken" script error. My guess is that it is an extension that needs to be updated.
Regards,
JPG
Zacchaeus
October 29th, 2016, 09:40
spite,
I'm not seeing the "centerOnToken" script error. My guess is that it is an extension that needs to be updated.
Regards,
JPG
Looks like it's the enhanced images extension.
spite
October 29th, 2016, 11:41
Looks like it's the enhanced images extension.
Ahh that must be it, I deactivated it and didn't have the error again.
Dr0W
October 29th, 2016, 13:03
More on my Defeat Markers on Savage Worlds:
I always get a "Script Error: [string "scripts/manager_tokenmarker.lua"]:118: attempt to index local 'tokenPlaceholder' (a nil value)" when I delete a token with the Defeated markers option on.
It even happened to me while I was a recording a video showing 3.20 new features for combat, I forgot to turn off the Defeater Markers and the error popped up. ( https://www.youtube.com/watch?v=8hjpH1SBVo8&t=26m30s ).
I have two computers home, one I usually leave on Live version and never mess with the files my wife just uses it to join games I host. Since I've already got problems with Defeated Markers that only seemed to happen to me in a very weird scenario, I updated my other computer to 3.20 and the same error did happen.
Contacted Ikael and he told me it's running fine for him and said it had to do with the 'transparent_1x1.png' that was moved from SavageWorlds to the CoreRPG ruleset.
Just checked everything and re-download both rulesets (Core and SW). No extensions enabled, no folders with content just the pak. It didn't work.
Extracted both to folders, checked that in fact the transparent_1x1.png was actually there and the reference to the token "ruleset/CoreRPG/tokens/transparent_1x1.png" was correct. Everything was placed where they were supposed to be, but it didn't work.
Then I moved the transparent_1x1.png back to the SW Ruleset and changed the reference to "ruleset/SavageWorlds/tokens/transparent_1x1.png" where I put it and... it worked.
I don't know why it doesn't work when it references to CoreRPG, but it does work if it's in the same place but inside SW Ruleset.
One computer runs win7 and the other win10, both 64-bit. Both use Steam for download and updating, both use the \%appdata%\Fantasy Grounds directory because I just got used to it. This is the only relevant info I can think right now.
More on this: So I turned off my computer and then for some reason it stopped working. I reverted it to initial setup (transparent_1x1.png on CoreRPG and referenced there) and... It started working as it should.
I thought I was crazy, booted up my other computer and it still had the same error. I tried the fix and it didn't work. Then I tried to do one thing I did on my PC: the /reload command. After that, it did work. So basically the /reload fixed my bug. On my PC I tried to revert the transparent_1x1.png to the SW ruleset, and opened FG again and it did not work. I typed /reload and voilá, the defeated markers did work again.
So I don't know if this is a bug or not, but I think I found a way to fix it on my computers.
Edit: Ok, so I got the error and fix on video so it's better explained: https://youtu.be/i-FZsbmPWAw
After this, I went on my other computer loaded SW and it did give me the error as expected. I didn't touch anything, just typed /reload. After reload the Defeated Markers were working.
Sometimes it stops working again, I just type /reload and it works once again.
Moon Wizard
October 30th, 2016, 04:39
Updates
Ruleset defined tokens not loading. Fixed.
Trenloe
October 30th, 2016, 06:33
Ahh that must be it, I deactivated it and didn't have the error again.
Yep, that'll do it.
Everyone: please keep this in mind when reporting issues - if you're using extensions try to recreate the error without any extensions loaded. If you get the error without any extensions loaded then please report it here (for v3.2.0) or the ruleset specific thread, if you don't see the issues without any extensions, then it's probably an extension you're using that's causing the issue. Check the extensions you're using for ruleset compatibility - for example, I'm not aware of many available extensions that have been tested/updated for FG v3.2.0 test (only one that I'm aware of). Then load the extensions one-by-one to see which extension is causing the issue. If you find which extension it is, then post in that extension's thread - not in the base ruleset/laboratory test thread. Thanks.
dulux-oz
October 30th, 2016, 06:47
For the record, all the DOEs have FGv3.2-compatable versions, but they have not yet been released and won't be until FGv3.2 itself is released.
spite
October 30th, 2016, 09:02
Yep, that'll do it.
Everyone: please keep this in mind when reporting issues - if you're using extensions try to recreate the error without any extensions loaded. If you get the error without any extensions loaded then please report it here (for v3.2.0) or the ruleset specific thread, if you don't see the issues without any extensions, then it's probably an extension you're using that's causing the issue. Check the extensions you're using for ruleset compatibility - for example, I'm not aware of many available extensions that have been tested/updated for FG v3.2.0 test (only one that I'm aware of). Then load the extensions one-by-one to see which extension is causing the issue. If you find which extension it is, then post in that extension's thread - not in the base ruleset/laboratory test thread. Thanks.
I usually run a no-extension version, and had only just that day gotten that extension in for a specific fight >.< Just autopiloted to report the error as that group is 90% of the time running the vanilla. :P
Dr0W
October 30th, 2016, 14:28
For the record, all the DOEs have FGv3.2-compatable versions, but they have not yet been released and won't be until FGv3.2 itself is released.
Why you do this to me? I need it! Gimme gimme locations extension...
dulux-oz
October 30th, 2016, 15:33
Why you do this to me? I need it! Gimme gimme locations extension...
Not until FGv3.2 is released - talk to Moon; it's in his hands, not mine.
"All good things come to those that wait."
(And besides, I'm such a tease :p )
Erin Righ
October 30th, 2016, 17:08
Why you do this to me? I need it! Gimme gimme locations extension...
Because Dulux-Oz is a sadist, that's why!
LordEntrails
October 30th, 2016, 18:51
Tease? Sadist? Is there a difference?
Moon Wizard
October 30th, 2016, 21:23
We're targeting Tuesday for the release push. That said, please continue testing and let me know of any issues you find. I'd rather address now or slightly push back release, than have any major issues after release.
Thanks,
JPG
dulux-oz
October 31st, 2016, 01:26
Because Dulux-Oz is a sadist, that's why!
You mean a GM - oh, wait, that's the same thing, isn't it?
spite
October 31st, 2016, 05:55
You mean a GM - oh, wait, that's the same thing, isn't it?
Could always argue that DMs are the biggest masochists out there.
After all, we willingly put ourselves through the worst to provide ourselves and others with a few hours of a good time :P
Mortar
October 31st, 2016, 14:01
Dulux-Oz takes it to a whole new level though.
dulux-oz
October 31st, 2016, 14:25
Dulux-Oz takes it to a whole new level though.
The sadism or the masochism?
(And be careful what you wish for... you just may get it :p )
Mortar
October 31st, 2016, 16:45
The sadism or the masochism?
(And be careful what you wish for... you just may get it :p )
I choose D. All of the Above :cool:
gqwebb
November 1st, 2016, 03:56
Something I've noticed happening in Savage and DnD5e rulesets (havent tested others) each time I restart a campaign my players tokens are removed from their char sheets. The portraits remain, but the tokens are not there. Dragging the portrait onto the token slot or the combat tracker doesn't do anything, but reselecting the portrait through double clicking and select it from the file fixes it.
Pictured, issue as presented, and the second is after reselecting it https://puu.sh/rRxkr/4956fadbd9.png
CONFIRMED, yep same here. But not if the host pics the pic. Then they seem to stay
JohnD
November 1st, 2016, 04:46
For those of us who have games in the next 24 hours or so, is there an ETA on what time-ish Tuesday/Wednesday this is going to drop?
damned
November 1st, 2016, 05:14
For those of us who have games in the next 24 hours or so, is there an ETA on what time-ish Tuesday/Wednesday this is going to drop?
I wouldnt update just prior to game.... tell your players to wait till after the game to update... thats what i would do anyway...
LordEntrails
November 1st, 2016, 17:13
ETA: now! Doug just posted :)
Trenloe
November 1st, 2016, 17:18
Reminder to all: EXTENSIONS!
There is a good chance that a lot of extensions will not be 100% compatible with v3.2.0 - unless they specifically say so. Some may even break functionality/cause errors.
Be aware of this if you encounter issues after updating to v3.2.0 - check all of your extensions for compatibility updates.
If you have issues think about removing some incompatible extensions to identify what is causing the issue, then post in the relevant extension's thread - not in the v3.2.0 thread!
I'll be running slowly through all of my extensions later today and updating to be v3.2.0 compatible. Note that some are no longer needed as the functionality is included in v3.2.0 (GM PC Ownership, for example).
Moon Wizard
November 1st, 2016, 17:52
I know. Doug didn't even let me get back from dropping my daughter at school before he pushed live; he was really excited. ;)
JPG
chillman0122
November 1st, 2016, 19:08
There wasn't an update to the OP, is there a central list of changes/fixes/etc or is this thread the only place they're listed?
Moon Wizard
November 1st, 2016, 19:16
It's a link in the v3.2.0 announcement, and it's also available as patchnotes.html in your FG App directory.
Here's the server link. (https://www.fantasygrounds.com/filelibrary/patchnotes.html)
Cheers,
JPG
Nickademus
November 1st, 2016, 23:06
Posting this here since threads in the City Hall do not allow attachments:
The image ID symbol in the default 3.5e ruleset (/PF) is off a bit.
15947
Moon Wizard
November 1st, 2016, 23:21
It's meant to overlap the unindentified text field. I did this, so I didn't need to add a label too.
JPG
MarianDz
November 2nd, 2016, 12:55
My new updated version 3.2.0 makes some strange things.
INFORMATION for ALL THINGS TRY USERS!!!
PLEASE NEXT PART AND TUTORIAL DESCRIBING ERROR IS ONLY FOR DEVELOPERS OR PROFESIONALS
DO NOT TRY IT ANYONE BECAUSE YOU CAN DAMAGE YOUR OPENED DATA IN FANTASY GROUNDS!!!
BECAUSE HARD CLOSE OF APPLICATION SOFTWARE NEEDED!
1.) I made clean update. (I have backup for every version - before and after update on my HDD so before upgrading I reload to default folder clean installation only, with all my buyed products).
2.) Then I create new campaign (any other doesn't exist in my directory, because step 1 clean install).
3.) In newly created campaign I only opened "Notes" and Paste there cca 250Kb of pure text from notepad (any.txt file).
4.) Resulted in system Lags, and stop responds. If responds then long delays between 10-30 min sometime without responds.
Seems to me something is wrong with application cache settings?
I try change view from GM to Player and I see little difference. Seems quick but after while stop responding too.
No errors appears.
I have 4GB RAM installed - FG takes poorly 527 560 K in my Manager (Ctrl+Shift+Esc -> processes; RAM totaly used on 52% CPU 60%)
CPU T6600 DualCore, Win7 Home Prem 64-bit; 16GB i7 4930K SixCore Win 7 Ultimate 64-bit.
No fonts, Theme, Decals Loaded only clear campaign
No extensions loaded too.
My clean ver. before update contains 3.1.7 update (so I updated from 3.1.7. on 3.2.0).
All previous versions works without this lags or freezes and Notes can processed large texts.
Or exist maximum size for notes in FG?
damned
November 2nd, 2016, 13:48
Hi MarianDz - this is not suggesting that this isnt a bug or whatever but... Notes is not the right place to put 256kb of text. Notes are intended predominantly for player use. GMs should be putting their material in Story entries or in Reference modules. For example The Call of Cthulhu text is around 3mb and it loads up fine - but is broken into many smaller entries. Notes are typically a few lines to a couple of pages at most - in my experience and usage.
Trenloe
November 2nd, 2016, 17:47
4.) Resulted in system Lags, and stop responds. If responds then long delays between 10-30 min sometime without responds.
All previous versions works without this lags or freezes and Notes can processed large texts.
Yep, you're right - it worked fine in v3.1.7, and the same amount of text works fine in a story entry in v3.2.0. But not in a notes entry. Don't know what the difference is. The code looks pretty similar...
LordBalkoth
November 3rd, 2016, 18:45
Is it just me or is the minimum width of the Combat Tracker now larger? It used to line up perfectly with the Character Sheet, now it juts outs beyond it. I usually play with the chat window thing on the left (obviously), the map in the middle, and then the Combat Tracker/Character Sheet to the right of the map...which means I'm now losing like an inch of screen real estate due to the wider Combat Tracker.
I've gone ahead and used my amazing Paint skills to show the issue -- the red area is the space I'm effectively losing.
https://i.imgur.com/na5zIp5.jpg
Trenloe
November 3rd, 2016, 18:58
Is it just me or is the minimum width of the Combat Tracker now larger? It used to line up perfectly with the Character Sheet, now it juts outs beyond it.
It is the same in v3.1.7 - so it's been like that for at least one previous version.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=16025
MMOaddicted
November 3rd, 2016, 20:26
Apparently this exists. Didn't know of this thread, copying and pasting my house of healing post here since apparently devs check this place :) (Thanks to damned for the hint)
3.2 GM rolls, text posts drag and drop
It used to be a thing, but now as I updated to the newest version it is not anymore. It was useful to reveal my roll sometimes to the party, and when connectivity issues struck simply dragging and dropping big lumps of story text or just the last few posts of all players. Is there some sort of an option that I can toggle?
I really hope this is a bug that can be easily and hopefuly quickly fixed. It so far has happened to all people I know using this version.
LordBalkoth
November 3rd, 2016, 20:27
I am suddenly wondering if it's different from the player view since they don't have the extra buttons on the right side of the Combat Tracker. Will check later if I can...
spite
November 3rd, 2016, 20:52
I am suddenly wondering if it's different from the player view since they don't have the extra buttons on the right side of the Combat Tracker. Will check later if I can...
The play Combat Tracker can definitely go smaller than the DM. I have my player one set the same width as the chat box and my DM one doesn't even come close.
rob2e
November 3rd, 2016, 21:00
Programming wise, how difficult would it be to add edit buttons so that FG users could add/create things they currently cannot (Backgrounds, Classes, Feats, Races, Skils)? I understand PAR5E is the way to do that now, but could FG just add edit buttons in the group windows so that we can create them just like we can Spells, etc.?
ddavison
November 3rd, 2016, 21:15
Programming wise, how difficult would it be to add edit buttons so that FG users could add/create things they currently cannot (Backgrounds, Classes, Feats, Races, Skils)? I understand PAR5E is the way to do that now, but could FG just add edit buttons in the group windows so that we can create them just like we can Spells, etc.?
We will probably tackle this in stages. Each of these would need a new edit screen. Feats would be a relatively easy add. The backgrounds, classes and races has some other stuff going on beyond just the text that is shown. Because of the extra variables involved, we decided not to push for that in 3.2.0. Putting that sort of functionality within FG directly would make it much more approachable to people than PAR5E is. We just have to think through the rest of the requirements and ramifications fully.
rob2e
November 3rd, 2016, 21:38
We will probably tackle this in stages. Each of these would need a new edit screen. Feats would be a relatively easy add. The backgrounds, classes and races has some other stuff going on beyond just the text that is shown. Because of the extra variables involved, we decided not to push for that in 3.2.0. Putting that sort of functionality within FG directly would make it much more approachable to people than PAR5E is. We just have to think through the rest of the requirements and ramifications fully.
Very exciting stuff. Although not a "programmer" per se, if there's any background work, of menial tasks I can do to help move this (or anything for that matter) forward, you can call on me.
LordEntrails
November 3rd, 2016, 23:46
Very exciting stuff. Although not a "programmer" per se, if there's any background work, of menial tasks I can do to help move this (or anything for that matter) forward, you can call on me.
Vacuuming?
rob2e
November 4th, 2016, 01:54
Vacuuming?
Whatever it takes!
MarianDz
November 4th, 2016, 19:10
I found one of errors which new ver.3.2.0 brings up.
[ERROR] One or more data records (features, traits, inventory, spells) were unable to be loaded. Please ensure that your Player's Handbook or Basic Rules - Player modules are loaded; and re-add the pregen character.
This happened when I want add Pregenerated character from module DD Lost Mine of Phandelver.
Every of five characters which are there gives this error.
I have all modules active and loaded, with players shared only DD PHB Deluxe but still with this error.
I try activate DD Basic Rules - Players but without success - same error result.
Zacchaeus
November 4th, 2016, 19:29
I found one of errors which new ver.3.2.0 brings up.
[ERROR] One or more data records (features, traits, inventory, spells) were unable to be loaded. Please ensure that your Player's Handbook or Basic Rules - Player modules are loaded; and re-add the pregen character.
This happened when I want add Pregenerated character from module DD Lost Mine of Phandelver.
Every of five characters which are there gives this error.
I have all modules active and loaded, with players shared only DD PHB Deluxe but still with this error.
I try activate DD Basic Rules - Players but without success - same error result.
So it does, and I bet I know why. I'll list it for fixing. Thanks for reporting.
Skellan
November 4th, 2016, 19:45
Loving the update - thanks
Just as a heads-up, I am struggling to get the random encounter builder to work with the savage worlds ruleset. It just brings up a blank encounter screen. I have tried it without any extensions running.
Trenloe
November 4th, 2016, 20:34
I am struggling to get the random encounter builder to work with the savage worlds ruleset. It just brings up a blank encounter screen.
Me too.
spite
November 5th, 2016, 11:14
https://puu.sh/s7bDK/455f0b0fb8.png
This issue comes up when making a ranged attack by dragging the attack roll from a Colt 1911 (deluxe savage worlds module) onto a target in the combat tracker.
Skellan
November 5th, 2016, 11:52
I get this too. If you place the tokens on the map and target there, the issue disappears. Not sure what's causing this
adonndel
November 5th, 2016, 15:27
Do we continue to report bugs here or move to some place else now that it is released?
Zacchaeus
November 5th, 2016, 15:40
Report here (https://www.fantasygrounds.com/forums/showthread.php?34719-Release-v3-2-is-live) or in the House of Healing
deff
November 5th, 2016, 16:24
On Deadlands Reloaded extension, .... And if you create an encounter, there is no way to drag and drop a critter inside.
Still true for deadlands extension. You cannot use encounters because you cannot add critters inside. (it works on savage world)
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