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Moon Wizard
June 7th, 2016, 21:27
Please see the sticky thread on public testing if you want to be involved. The Test mode slot (available via the FG Settings dialog) contain this version right now.

We're a small company so we rely on our community to help sound out each new release. Thanks in advance to all those who pitch in.

Thanks,
JPG

Moon Wizard
June 7th, 2016, 21:27
Feature and Bug Fix Updates


[UPDATER] Greatly decreased time necessary to update after initial update.
Added session backup of campaign database XML, triggered once per day.
[CoreRPG+] Manual dice roll option added as per client toggle.
[CoreRPG+] Access to all standard campaign record types added to library.
[CoreRPG+] Sidebar campaign record buttons can be turned on/off in Library.
[CoreRPG+] Campaign lists in sidebar upgraded to some module data as well as campaign data with a filter to display subset by category.
[CoreRPG+] Automatic adjustment of sidebar layout based on number of buttons.
[CoreRPG+] Radial menu option added to entries in Character Selection window on GM side to take ownership in order to hide from PC view.
[CoreRPG+] Radial menu option added to PC desktop portraits to start a whisper.
[CoreRPG+] Support currency prefixes when selling items from the party sheet. (such as $)
[CoreRPG+] Punctuation will be displayed even when scrambling text via the language feature.
[CoreRPG+] Name and load filters added to module activation window.
[5E/4E/PFRPG/3.5E/CnC] Attack roll comparisons versus armor class will show the adjusted total at the beginning of the resolution message.
[5E/4E/PFRPG/3.5E] Increased maximum of PC ammo field on weapons to 100, up from 50.
[5E/4E/PFRPG/3.5E] The ability used for all standard skills can be changed.
[5E] Misc action group DC modifier added to PC actions tab group details. (i.e. Robe of the Magi DC boost)
[PFRPG/3.5E] For NPCs, Invisible effect added for natural invisibility quality, and CONC effect added for blur quality.
[PFRPG/3.5E] Added targeting support for CLC effects.
[PFRPG/3.5E] All trained-only skill rolls made by untrained PCs will be tagged.
[PFRPG/3.5E] Party sheet skill rolls will be made, even when PC is untrained in a trained-only skill.
[PFRPG] Adjusted parsing of elemental creatures to apply all elemental traits where elemental is noted as creature type or subtype.
[CoC/CnC] Added text labels to sidebar buttons.
[CoC] Language skills are now considered when using the language feature, including partial understanding when less than 50% skill.
Client would close unexpectedly if attempting to Manage Characters for a campaign using a ruleset which was not locally installed. Fixed.
[CoreRPG+] Unable to add items to parcel records in modules. Fixed.
[CoreRPG+] Some rolls ignored when dropped on chat window and current targeting option disabled. Fixed.
[CoreRPG+] Combat tracker and roll targeting was not being updated when using region-based targeting on maps. Fixed.
[5E] Dragging class link from PC class details page would create empty class, if original module linked not opened. Fixed to use any matching 5E module.
[5E] Parsing of certain NPC spells with multi-word spell names was not correct. Fixed.
[5E] Death save granting critical success when save result was greater or equal to 20, not only when rolling a natural 20. Fixed.
[5E] Equipment packs added by players did not reflect correct quantities in GM database. Fixed.
[5E] Effects marked as GM visible only in campaign effects list were being displayed to players when applied. Fixed.
[5E] Certain extra damage phrases (such as salamander Spear attack) would roll extra damage incorrectly. Fixed.
[PFRPG/3.5E] Effect modifiers not displayed for initiative checks. Fixed.
[PFRPG/3.5E] CLC effect modifiers not calculating correctly. Fixed.
[PFRPG/3.5E] Implicit damage type for NPCs wielding short swords was slashing, instead of piercing. Fixed.
[PFRPG/3.5E] Dagger damage type was listed as only piercing, changed to slashing and piercing.
[PFRPG/3.5E] Spells with healing/damage rolls that used an even CL modifier with a maximum limit incorrectly calculated those rolls with a +1 modifier at level 1. Fixed.
[PFRPG/3.5E] Incorporeal adjustments applied when incorporeal creature attacking corporeal creature with attacks not specified as incorporeal touch. Fixed.
[CoC] Some trait rolls would get the incorrect actor information. Fixed.

Moon Wizard
June 7th, 2016, 21:27
Developer Updates


[DEV][CoreRPG+] The language feature has been enhanced to support partial understanding of text using the language feature on a percentage basis. Each unique word in the text is tested on each usage.
[DEV] chatentry: Added hasFocus and setFocus functions
[DEV] DB/databasenode: Added onChildCategoriesChange and onCategoryChange events, Added setCategory, getChildCategories, updateChildCategory, addChildCategory, and removeChildCategory functions
[DEV] numbercontrol: Added onChar and onEnter events
[DEV] scrollbarcontrol: Added normal.minimum.height tag
[DEV] stringcontrol: Added setEmptyText function
[DEV] windowlist: Updated setDatabaseNode function and datasource tags to support multiple data sources.
[DEV] windowinstance: setPosition function supports negative values for right/bottom offset
[DEV] The callbacks for token instance onTargetUpdate and onTargetedUpdate events were not being triggered when performing region-based targeting. Fixed.
[DEV] DB.setOwner did not work correctly when specifying an owner by name, unless the owner was already a holder. Fixed.
[DEV] DB.getPath and databasenode.getPath did not work correctly when module name specified as part of string parameter, only when databasenode specified that belonged to module. Fixed.
[DEV] DB.setPublic would always set the specified node to public, regardless of second parameter. Fixed.


Ruleset File Changes

CoreRPG

base.xml, gameelements.xml
campaign = campaign_chars.xml, campaign_encounters.xml, campaign_images.xml, campaign_items.xml, campaign_notes.xml, campaign_npcs.xml, campaign_parcels.xml, campaign_quests.xml, campaign_story.xml, campaign_tables.xml, record_table.xml, scripts/campaign_button_new.lua, scripts/campaign_list_record.lua, scripts/charselect_host_entry.lua, scripts/imagewindow.lua, scripts/item.lua, template_campaign.xml
common = template_records.xml, template_windows.xml
ct = ct_host.xml, scripts/ct_token.lua
desktop = desktop_classes.xml, desktop_panels.xml, scripts/characterlist_entry.lua, scripts/chat_window.lua, scripts/desktop.lua, scripts/manager_chat.lua, scripts/manager_desktop.lua, template_desktop.xml
graphics = graphics_frames.xml, graphics_icons.xml
ps = scripts/manager_ps_loot.lua
scripts = data_option_core.lua, manager_actions.lua, manager_campaigndata.lua, manager_export.lua, manager_item.lua, manager_language.lua, manager_string.lua, manager_utility.lua, manager_version.lua
strings = strings_campaign.xml, strings_common.xml, strings_utility.xml
utility = scripts/module_selectionentry.lua, template_utility.xml, utility_calendar.xml, utility_calendar_log.xml, utility_effects.xml, utility_export.xml, utility_library.xml, utility_misc.xml, utility_modifiers.xml, utility_modules.xml, utility_options.xml


3.5E

base.xml
campaign = record_char_actions.xml, record_char_skills.xml, scripts/char_skill.lua
desktop = scripts/desktop.lua
ps = scripts/ps_roll_skill.lua
scripts = data_common.lua, manager_actor2.lua, manager_action_attack.lua, manager_action_damage.lua, manager_action_init.lua, manager_action_skill.lua, manager_action_spell.lua, manager_actor2.lua, manager_combat2.lua, manager_spell.lua, manager_version2.lua
strings = strings_35e.xml
utility = template_utility.xml


4E

base.xml
campaign = campaign.xml, record_char_combat.xml, scripts/char_skill.lua, scripts/char_skilllist.lua
common = template_windows.xml
desktop = scripts/desktop.lua
graphics = graphics_frames.xml, graphics_icons.xml
scripts = data_desktop_4E.lua, manager_action_attack.lua, manager_actor2.lua
strings = strings_4e.xml


5E

base.xml
campaign = record_char_logs.xml, record_char_main.xml, record_char_skills.xml, record_char_weapon.xml, record_power.xml, scripts/char_abilities.lua, scripts/char_skill.lua, scripts/char_skilllist.lua, scripts/manager_char.lua, scripts/power_page.lua, template_campaign.xml
common = template_windows.xml
desktop = desktop_classes.xml, scripts/desktop.lua
graphics = graphics_buttons.xml, graphics_frames.xml, graphics_icons.xml
scripts = data_spell.lua, manager_action_attack.lua, manager_action_damage.lua, manager_action_effect.lua, manager_power.lua
strings = strings_5e.xml
utility = template_utility.xml


CallOfCthulhu

base.xml
campaign = record_char_main.xml, scripts/char_skill.lua, template_campaign.xml
common = template_windows.xml
desktop = scripts/desktop.lua
graphics = graphics_frames.xml, graphics_icons.xml
scripts = manager_campaigndata2.lua, manager_era.lua


Castles and Crusades

base.xml
campaign = campaign.xml
common = template_windows.xml
desktop = scripts/desktop.lua
graphics = graphics_frames.xml, graphics_icons.xml
scripts = manager_action_attack.lua, manager_actor2.lua
strings = strings_cnc.xml


FATE Core

base.xml
graphics = graphics_frames.xml
scripts = fate_chat.lua


Numenera

base.xml
graphics = graphics_frames.xml, graphics_icons.xml
desktop = scripts/desktop.lua


PFRPG

base.xml
scripts = data_common.lua

viresanimi
June 7th, 2016, 22:14
After updating to 3.2.0:

Vampire the Masquerade ruleset cannot load. I get the following message:

Ruleset: VtM
Error: Unable to leas ruleset file (campaign/campaign_story.xml)

Vires Animi

Zacchaeus
June 7th, 2016, 22:17
Nice work as always Moon.

darrenan
June 7th, 2016, 22:50
Here's another shameless plug/request to get the DCPlus (CL/2) (https://www.fantasygrounds.com/forums/showthread.php?23178-DCPlus) functionality rolled into the 3.5/PFRPG ruleset.

viresanimi
June 7th, 2016, 23:08
Another couple of things:

The first is a bug. In CoreRPG: If you mouse over the text field of an entry in the story segment and accidently drag (as in you want to move the window), you get the following:
Script Error: [string "utility/scripts/masterindexitem_name.lua"]:20: attempt to call field 'onDragStart' (a nil value)

Secondly, is somewhat of a little nuissance: If you create a template of in the story tab, and drag and drop the link, so you get a copy, the copy defaults its location to the "none" tab instead of the tab it was suppose to be cloned in. So every time you would need to relocate it to the proper place. That seems like an oversight, which hopefully will be fixed.

Also: Can we have the drop down menu for the groups open up, by clicking on the name? The button is very small!


All in all there are a lot of nice things in this. I really love the ability to turn buttons on / off, depending on what the campaign needs. Love it!


Vires Animi

callahan09
June 8th, 2016, 00:40
I have a 5e module of a few different story entries that I created by exporting the module from the campaign. It worked for my players in the previous version, but not fully in this version. When my player loads the module, while connected to my server (I have given the green checkmark to this module so they can load it on their end), then looks at their story entries they are all titled "<< New Story >>" instead of having their actual titles. On my screen, as the GM, when I load the module I see the actual titles.

callahan09
June 8th, 2016, 00:44
Another issue (I guess?) is that the manual dice rolling doesn't seem to work if I type in 1 die. In other words:

/die 1d20

Will not work, it just puts a result of 0 in the chat window and nothing in the manual dice roller window.

callahan09
June 8th, 2016, 00:54
I'm not sure what the best design decision is with regard to the Group dropdowns, but I've already noticed that when there are an exceptionally large number of entries, for instance when multiple adventure modules are loaded at one time and you click the "Items" campaign record button, the program will slow to a crawl and appear frozen for a while when the group is set to "All", which is the default. As a result, when I first clicked on Items, it seemed like the program had crashed for a while, but eventually I was able to click the group and select a different one. Once the "All" group was no longer selected, the program started working just fine again. So my suggestion is that maybe All shouldn't be the default, just in case someone has a lot of modules loaded? Or alternatively, perhaps even better, is the code could do a quick check on how many items would be loaded and then give a warning if it is over some certain amount, and say it's reverting to the first group in the list and that All is not available as long as so many modules are loaded? I don't know, but it's just an idea.

Of course, maybe this is just me misusing the software by loading more modules than I'm supposed to? If that's the case, I guess I'll just try to modify the way I use the software and rather than loading all these modules at once and operating directly from them, rather maybe I need to just create copies of the pieces I want to use into the campaign record and then unload the module?

For the record, I had the following modules loaded:

D&D Out of the Abyss
DD Hoard of the Dragon Queen
DD Lost Mine of Phandelver
DD The Rise of Tiamat
D&D Sword Coast Adventurer's Guide - Campaign Guide
D&D Sword Coast Adventurer's Guide - Player's Guide
DD Dungeon Master's Guide
DD PHB Deluxe
DD5E SRD Bestiary

Trenloe
June 8th, 2016, 01:11
I have a 5e module of a few different story entries that I created by exporting the module from the campaign. It worked for my players in the previous version, but not fully in this version. When my player loads the module, while connected to my server (I have given the green checkmark to this module so they can load it on their end), then looks at their story entries they are all titled "<< New Story >>" instead of having their actual titles. On my screen, as the GM, when I load the module I see the actual titles.
I take it all of your players were running on the test channel as well? i.e. they'd updated to v3.2.0 test and weren't running v3.1.7 live?

callahan09
June 8th, 2016, 01:17
Strange behavior with the groups dropdown... If I try to delete a group that DOES have items in it, it removes all the items from the group (so they show up when "None" is selected for the group), but doesn't actually delete the group. I can't delete the group at all at that point, and when I click the + button to add a new group, that's when it finally gets deleted (in addition to actually adding the new group). So it's like the group is sort of in a limbo state where it does and doesn't exist all at once... Here is an error message that pops up sometimes when trying to replicate this behavior:

"Script Error: [string "utility/scripts/masterindex_window.lua"]:122: updateChildCategory: Unable to locate original category in parameter 2"

callahan09
June 8th, 2016, 01:18
I take it all of your players were running on the test channel as well? i.e. they'd updated to v3.2.0 test and weren't running v3.1.7 live?

That is correct, yes.

callahan09
June 8th, 2016, 01:43
I have a 5e module of a few different story entries that I created by exporting the module from the campaign. It worked for my players in the previous version, but not fully in this version. When my player loads the module, while connected to my server (I have given the green checkmark to this module so they can load it on their end), then looks at their story entries they are all titled "<< New Story >>" instead of having their actual titles. On my screen, as the GM, when I load the module I see the actual titles.

OK, I think I have something else related to this, I'm not sure what exactly is going on... but here goes my attempt at explaining it:

I, as the DM, have the PHB shared, and Item: Identification set to "ON". My player loads the PHB module and click "Items", and their list is loaded with hundreds of items that all have the name "<< New Item >>".

If I then set Item: Identification to "OFF", *and the player then must disconnect from my server and reconnect*, then when they open the items screen again, it will have all of the item names visible instead of saying << New Item>>.

...

Also, a side note, this is odd and was not the case in the last official update that I had installed previously... All the items in the 5e PHB module "Equipment" sections, in other words if I click Library -> DD PHB Deluxe -> Equipment -> (Any Subcategory), and then whenever I select an item, any item, for example Armor -> Leather ... the weight field is blank. Weight is blank for every single item in all categories that I have noticed. But if I drag and drop to a character's inventory, in the inventory it DOES have the correct weight. Also every single item in the PHB appears in the campaign record "Items" screen, with no group set. Is that supposed to be the case? When an item is clicked in this area, it brings up a different window for the item than when clicking on it from the library's equipment selection screen, and in this area it's window WILL have the correct weight.

Very odd.

Hopefully some of this info is helpful to you guys for the testing. That's the purpose, yeah?

dulux-oz
June 8th, 2016, 04:40
I must say prefer the old Category Tabs to the new Group function - at least from a "look and feel" point of view - its taken some colour and interest out of the interface, and made it drab. What about the idea of having the old Category Icons and Banners attached/associated to the new Groups somehow.

And the Group area is too small / not high enough - its hard to see/work with

callahan09
June 8th, 2016, 04:48
I must say prefer the old Category Tabs to the new Group function - at least from a "look and feel" point of view - its taken some colour and interest out of the interface, and made it drab. What about the idea of having the old Category Icons and Banners attached/associated to the new Groups somehow.

And the Group area is too small / not high enough - its hard to see/work with

I don't fully agree or disagree. The new groups feature is preferable from a quick attempt at using it so far... It's definitely more capable, I think. It's the future, where development should focus. But I agree with the idea that it's not really there yet visually. The interface could use some work to be more friendly and attractive, but overall I already think the functionality is easier. I definitely love the new "All" group that lets me see a big giant list with everything. As far as I was able to figure out from the previous version, that never seemed possible before.

Another issue I just discovered that I think could use a fix:

When I share an object with my players, it doesn't retain its group on their client. So if I have a group of images called "Character Portraits" and I share each portrait with my players, they don't show up in a group called "Character Portraits" for them, just in the big list of "All" (and with group "None"). I think it would make sense to have clients receive shared objects along with the group name that the host has assigned them to. After all, if the host wanted to organize it in that way, it would make sense for it to appear organized in that same way for the players. At least, that's what my instincts were telling me as I was playing around with it tonight, and the fact that it doesn't show up with the corresponding group for my players was frustrating.

And on top of that, there was also the idea that I should be able to make an entire group shared or not. Again, back to my Character Portraits group, I wanted my players to have access to all of these items so they could choose one for their character. I had to open each one, right click on it, and then click "Share Sheet", which then opened it up on my players' views. For each and every individual object! That is extremely tedious and annoying for them having window after window after window open up. If I could share from the list view without opening it, that would not only be faster, but also I think it would be nice if we could share from that view (AKA the object is not open on our own screen) and therefore it wouldn't open up automatically on the players' client either. They'd only see it if they opened up their images campaign record and perused what was available to them in there. And having the ability to take an entire group and set all items inside as shared (or revoke shared) with one action, that would be very convenient as well.

Hopefully these suggestions can come into play some day :)

dulux-oz
June 8th, 2016, 04:57
Also, the Help Button on the ItemList Window appears to be sitting too high in the 4E Ruleset - there may also be other examples of this on other windows

Moon Wizard
June 9th, 2016, 22:27
Now that I've done some porting of the new changes over to Unity build for Carl, I'm back to investigate the first set of reports.

viresanimi

The missing ruleset file message means that your VtM ruleset is trying to include the "campaign/campaign_story.xml" file. In the last version of CoreRPG, that file was also in the base ruleset, so it would just fall through and load the same file twice. That file has been removed from CoreRPG, so that includefile tag just needs to be removed from VtM ruleset also.
Thanks for the script error details, and the excellent suggestion to drop down on clicking the current group.
Adding the new record to the default location was as planned to allow copies to be made of module data, but I can see that when making new content, it would be a pain. We'll try it with the group of newly added records set to the current group.


callahan09

I'll be looking into all of the non-speed issues today and tomorrow.
For the slow load, this is a trade-off with adding this feature and holding off for a complete redesign. Due to the way that the engine currently works, it won't matter what the category is set to by default, the load time will still occur. It should still only occur the first time, and not any subsequent opens (until the next session). The adventure modules are the most intensive in their number of entries, so having more than a couple will definitely slow down the initial loads. Is there a particular reason why you have 4 adventure modules open at once, other than the off chance you'll need one of the old entries handy? With all that, I'm hoping to find some optimizations in the future, but we are hampered a bit my the current architecture.


dulux-oz

Thanks for the help button note. I'll look into it.
On the colorfulness issue, I agree with you. However, the categoryselectioncontrol was never built to be used for what we are using it for. If you have more than 2 or 3 groups, it becomes unwieldy to display and use. Plus, the UI was very unintuitive for most people. I knew going into this that we would sacrifice some flavor for what we feel is a much bigger ease of use and functionality gain. I'm going to keep my eyes open for opportunities to lighten this up, but we were already heading in this direction with Unity as well for the same reasons. In fact, this version is pulling down several changes I had already queued for Unity build.


Regards,
JPG

callahan09
June 9th, 2016, 23:46
Now that I've done some porting of the new changes over to Unity build for Carl, I'm back to investigate the first set of reports.

viresanimi

The missing ruleset file message means that your VtM ruleset is trying to include the "campaign/campaign_story.xml" file. In the last version of CoreRPG, that file was also in the base ruleset, so it would just fall through and load the same file twice. That file has been removed from CoreRPG, so that includefile tag just needs to be removed from VtM ruleset also.
Thanks for the script error details, and the excellent suggestion to drop down on clicking the current group.
Adding the new record to the default location was as planned to allow copies to be made of module data, but I can see that when making new content, it would be a pain. We'll try it with the group of newly added records set to the current group.


callahan09

I'll be looking into all of the non-speed issues today and tomorrow.
For the slow load, this is a trade-off with adding this feature and holding off for a complete redesign. Due to the way that the engine currently works, it won't matter what the category is set to by default, the load time will still occur. It should still only occur the first time, and not any subsequent opens (until the next session). The adventure modules are the most intensive in their number of entries, so having more than a couple will definitely slow down the initial loads. Is there a particular reason why you have 4 adventure modules open at once, other than the off chance you'll need one of the old entries handy? With all that, I'm hoping to find some optimizations in the future, but we are hampered a bit my the current architecture.


dulux-oz

Thanks for the help button note. I'll look into it.
On the colorfulness issue, I agree with you. However, the categoryselectioncontrol was never built to be used for what we are using it for. If you have more than 2 or 3 groups, it becomes unwieldy to display and use. Plus, the UI was very unintuitive for most people. I knew going into this that we would sacrifice some flavor for what we feel is a much bigger ease of use and functionality gain. I'm going to keep my eyes open for opportunities to lighten this up, but we were already heading in this direction with Unity as well for the same reasons. In fact, this version is pulling down several changes I had already queued for Unity build.


Regards,
JPG

Thank you for your attention to all of our comments. I was curious, will the eventual unity build be cross-play compatible with people running the non-unity build?

spite
June 9th, 2016, 23:55
5E Module opening or closing in the library cause a HUGE delay and the window to resize then not respond for 30s - 1min for each module (tested official modules only, new campaign no data added). Never had similar issue with any of these modules before.

Some monsters are getting pulled without applying their group, worst offender is the Monster Manual, only a handful are actually grouped into Monster Manual creatures (pictured) https://puu.sh/pn2jA/2f7c9985e3.jpg
Also some monsters are being added to NPC list twice, one with group, one without. example in picture here https://puu.sh/pn26B/3ee3892dc7.jpg monsters from module "Monster Collection" are showing twice, closing the module removes both and reopening shows both again. This is again on a fresh campaign since 3.2 test version

Also, duplicate monsters available from modules and monster manual, not sure if this can ever be addressed, but I wonder if something could be made similar to the library's select-an-input could work for showing things you want rather than just ONE group at a time as a drop down?

Moon Wizard
June 10th, 2016, 03:22
callahan09,
* No, the Unity version is slated to be Fantasy Grounds v4, and it will not be compatible with v3.x clients.

spite,
* I'm only seeing perhaps a couple second delay when adding/removing modules. Do you have any info on your specs of your machine? (OS, CPU, etc.)
* On the default module groups, Doug and I just started discussing how we want to handle groups with module data that does not have groups by default. In the live version, any module data marked with groups (even empty groups) will be placed in their groups. (If empty group defined in a module, the module name is used instead.) However, the MM data was not ever marked with groups (not even empty groups), so the MM data is currently showing up in the empty group. We are evaluating the best approach for this data.
* On the duplicate monsters, this is a combination of two different situations. The first is that some modules are set up with NPCs in 2 different locations, so we'll need to rebuild those modules so that the NPCs are only included once. This only affects a handful of modules. The second is that the same creature is defined in different modules. I think our decision here is to leave those as is. They are usually duplicates, but they can actually vary between modules and we can't assume anything about them. (i.e. the name is just a title of the record, but does not imply uniqueness.)

Regards,
JPG

spite
June 10th, 2016, 05:11
Specs are I5-4460 3.20ghz processor
8gb RAM
Windows 64bit
Don't think it's relevant but Nvidia GTX 660 ti GPU.
This is all running on an SSD hdd aswell, timed it before, took 15 seconds for monster manual, 18 seconds for player handbook to open. And 8 seconds/9seconds to close respectively. Not sure what it is, it's not a huge issue, but certainly something new with this version.

About the module groups, that's cool, just wondering if there is a way to show a selection of groups at any one time instead of one or all/none.

Duplicate monsters, that's interesting. The monsters in my picture are from a parsed module, and are duplicate. Is there perhaps something in that parser that cause them to come up twice?

spite
June 10th, 2016, 06:49
Not sure if it is intentional, but all my players can now see and use combat tracker as if they are the DM, they can roll, see hidden NPCs, see all actions and use them. They can not hide or show NPCs but they can still see it all and utilise everything.

For example, this is what my players see when connected with the hidden NPCs and the sword clicked to show actions, the rolls on the left are the rolls made by players not GM https://puu.sh/pnnkB/f558ad2279.jpg

callahan09
June 10th, 2016, 14:17
callahan09,
* No, the Unity version is slated to be Fantasy Grounds v4, and it will not be compatible with v3.x clients.


Hmm...

I wasn't around during the time of v2, I only just bought my license about a month ago, so I don't know what the last upgrade was like. Are all of our purchased content, rulesets and modules, going to remain compatible with v4?

And I also just spent (this week) nearly $100 on the ultimate license... is this going to carry over to v4 or if not will there at least be a small price to upgrade my license to v4? As a general concept, the ultimate license will still exist for v4 in some way, right? Where I can GM and host a game for people using a demo version of v4? And whether upgrades are free for v3 users or not, I hope that there is at least a distinction for us ultimate owners vs regular license owners. I don't really know what I mean by that... I guess I'm saying, if you want to ask $5 to upgrade to a regular license of v4, I hope it's a similar price for people who own ultimate v3 to upgrade to ultimate v4, and not just upgrade to regular v4 with the typical ultimate upgrade price of $115 (when not on sale) to then have ultimate for v4. Hopefully I'm making sense, but I feel like I'm struggling to be clear haha. How far away is v4 anyway? It sounds like it's not that far away the way you've mentioned some things here, but I could be wrong, it's hard to tell as someone out of the loop like me :)

callahan09
June 10th, 2016, 14:21
Not sure if it is intentional, but all my players can now see and use combat tracker as if they are the DM, they can roll, see hidden NPCs, see all actions and use them. They can not hide or show NPCs but they can still see it all and utilise everything.

For example, this is what my players see when connected with the hidden NPCs and the sword clicked to show actions, the rolls on the left are the rolls made by players not GM https://puu.sh/pnnkB/f558ad2279.jpg

This reminds me of something... I've always wondered why the combat tracker for players doesn't allow them to open up similar "tabs" as the GM can open up for their NPCs in the combat tracker? As it is right now (unless I just don't understand how to do some things, which is of course a possibility!) I have to have my character sheet open in order to roll an action, whereas a GM can pull down the "actions tab" in the combat tracker on their NPCs to roll their attacks right there, without having to open up the NPC sheet individually. I always felt like each player should be able to open up those tabs (for their character only) in the combat tracker. On a side note, the list of actions for player characters don't appear in their "actions tab" on the combat tracker... only NPC's have that. The actions tab is blank for player characters. I always thought that was kind of weird, as well. But if it's so the GM can't roll on behalf of the PC's that's a design choice, I suppose. But I definitely think the PC's owner should be able to run their character in combat right off the combat tracker.

viresanimi
June 10th, 2016, 14:44
Every update for FG has been absolute free so far. The devs have said that they "might" do a kickstarter to help the project along, or that there "may" be a fee this time and that recent customers would probably pay less, if anything. As far as I recall that is.

But as it is, Smiteworks has always been fair, if not generous with its customers, so I wouldn't worry. Personally I wouldn't mind paying something for the upgrade.


Vires Animi

callahan09
June 10th, 2016, 14:54
Every update for FG has been absolute free so far. The devs have said that they "might" do a kickstarter to help the project along, or that there "may" be a fee this time and that recent customers would probably pay less, if anything. As far as I recall that is.

But as it is, Smiteworks has always been fair, if not generous with its customers, so I wouldn't worry. Personally I wouldn't mind paying something for the upgrade.


Vires Animi

Thanks for the response. To be honest, I wouldn't mind paying for the upgrade either, because I *absolutely LOVE Fantasy Grounds* in my short experience with it so far. It has been transformative to my RPG experience. I'm playing more than ever now! I want Smiteworks and the FG team to succeed at all costs, so I'm buying DLC left right and center, I'm trying to recruit friends to buy in, and I'll continue to want this software to be a success because of how meaningful it has been for me. I've been buying roleplaying books for years with nobody to play them with, but Fantasy Grounds has opened so many doors, I've already found two play groups through these forums and I'm having a great time with them.

There are a couple of conditions for me paying for an upgrade (at least any time soon), however:

1) I'd like it to be a really fair price for current owners, particularly for my expensive ultimate license to carry over most of its value.
2) If they are going to be asking existing license holders to pay anything, then they must, at least for a some length of time (I don't know how long is fair, but at least a year I'd think) offer support for v3 (not to mention that v3 must still be available to download and run our licenses on). Because what they can't do in my opinion is force people to pay to upgrade, while leaving existing owners without access to the software they paid for already. I think that makes sense, but I haven't finished my coffee yet this morning. Haha

dulux-oz
June 10th, 2016, 15:24
Hey callahan, on a tangential topic, its great that you're getting so much out of FG, but have you explored some of the excellent Community Extensions available that make the FG experience even better? check out the Extensions sub-forum of the Armory forum, or the FG Wiki, if you haven't already - you'll be glad you did :)

Moon Wizard
June 10th, 2016, 16:16
spite,
* Which modules do you have open before toggling the MM? Which lists have you opened already? (I'm trying to figure out where the bottleneck is. It does take 3-4 seconds to turn on and 1-2 seconds to turn off once the NPC window has been opened on my machine. Also, Win10 (64-bit) / i7 / SSD)
* Toggling multiple groups may be an option in the future; I'll have to see what it takes and figure out how to make it obvious in the UI.
* The parser can be configured to output to 2 different locations. (Once to the original NPC list, and once to the library.) You only need the library option with this version.
* Thanks to your players for letting you know about combat tracker. It's a bug I'll get in next cycle.

callahan09,
* We haven't finalized the plans for the pricing on the Unity version yet. We definitely want to make sure that new and long-standing users feel like they are getting value, so we've thrown around a lot of ideas. Once we're getting closer to release, we'll probably solidify on a course of action.
* One of our main goals for the Unity build is to preserve as much DLC compatibility as possible. For Adventure/Data modules, this is fairly straightforward. For rulesets/extensions, some of them may need some adjustments.
* PC and NPC records are quite different in almost every game system, so the combat tracker entries reflect this difference. Also, the PC records are more dynamic and more detailed.
** PC actions are much more prolific and varied than NPC actions. The UI already struggles a bit with NPCs that have lots of actions, but it would be much worse with PCs who usually have 2-3 more available actions than an NPC.
** PC actions change over time (levelling up) vs. NPCs being primarily static, which is MUCH harder to synchronize with the combat tracker. NPC actions are only parsed once when added to the tracker.
** There used to be a PC mini sheet, but people always wanted just as much information on the mini sheet as in the main sheet. So, it wasn't so mini any more. The same issue would happen with the combat tracker.

Cheers,
JPG

callahan09
June 10th, 2016, 16:53
spite,
* Which modules do you have open before toggling the MM? Which lists have you opened already? (I'm trying to figure out where the bottleneck is. It does take 3-4 seconds to turn on and 1-2 seconds to turn off once the NPC window has been opened on my machine. Also, Win10 (64-bit) / i7 / SSD)
* Toggling multiple groups may be an option in the future; I'll have to see what it takes and figure out how to make it obvious in the UI.
* The parser can be configured to output to 2 different locations. (Once to the original NPC list, and once to the library.) You only need the library option with this version.
* Thanks to your players for letting you know about combat tracker. It's a bug I'll get in next cycle.

callahan09,
* We haven't finalized the plans for the pricing on the Unity version yet. We definitely want to make sure that new and long-standing users feel like they are getting value, so we've thrown around a lot of ideas. Once we're getting closer to release, we'll probably solidify on a course of action.
* One of our main goals for the Unity build is to preserve as much DLC compatibility as possible. For Adventure/Data modules, this is fairly straightforward. For rulesets/extensions, some of them may need some adjustments.
* PC and NPC records are quite different in almost every game system, so the combat tracker entries reflect this difference. Also, the PC records are more dynamic and more detailed.
** PC actions are much more prolific and varied than NPC actions. The UI already struggles a bit with NPCs that have lots of actions, but it would be much worse with PCs who usually have 2-3 more available actions than an NPC.
** PC actions change over time (levelling up) vs. NPCs being primarily static, which is MUCH harder to synchronize with the combat tracker. NPC actions are only parsed once when added to the tracker.
** There used to be a PC mini sheet, but people always wanted just as much information on the mini sheet as in the main sheet. So, it wasn't so mini any more. The same issue would happen with the combat tracker.

Cheers,
JPG

Thanks for the answers. I can certainly understand all that you said about PCs vs NPCs on the combat tracker. I hadn't actually thought about the fact that once you add the character to the combat tracker, if all those details were available within the tracker, then when I update the character sheet, does it update the combat tracker too? If not, then you have to manually remove the character & put it back on the tracker. One way is a challenge for you (development), the other is a challenge for us (the players). You'd rather not release it in the latter manner which could cause confusion to your users, and then with other things probably being more important to development, you don't undertake the challenge of the former, and that's besides the point that having so many actions for a PC could overwhelm the interface anyway and even if you had it working from a technical standpoint, it may not be pleasant from a user standpoint.

So, a quick suggestion that I don't think would be too challenging to implement, and maybe it already exists but I just don't happen to know how to do it... Can you make it so that if I click (doubleclick, probably) somewhere on my character's line on the tracker, it brings up my character sheet with the actions tab already at the front (regardless of which tab was active the last time I had the character sheet open, because when I open my character sheet from within the combat tracker, I pretty much always want to go to the actions tab)? Sometimes I find that I have to move a lot of things around to open my character sheet, but the one place that I always instinctively want to click to open it is from the combat tracker, which doesn't do it (at least not in Pathfinder and 5e, which are the two rulesets I'm playing right now). What do you think of that?

JohnD
June 10th, 2016, 17:18
Not sure if it is intentional, but all my players can now see and use combat tracker as if they are the DM, they can roll, see hidden NPCs, see all actions and use them. They can not hide or show NPCs but they can still see it all and utilise everything.

For example, this is what my players see when connected with the hidden NPCs and the sword clicked to show actions, the rolls on the left are the rolls made by players not GM https://puu.sh/pnnkB/f558ad2279.jpg

Any chance they are using a different version than 3.2? I had this once when a player was on an older version number.

callahan09
June 10th, 2016, 17:21
Any chance they are using a different version than 3.2? I had this once when a player was on an older version number.

When I had the 3.2 test installed, I was not able to connect to a host running the live version. Can players with the live version connect to hosts running the test?

Zacchaeus
June 10th, 2016, 18:16
When I had the 3.2 test installed, I was not able to connect to a host running the live version. Can players with the live version connect to hosts running the test?

Everyone can connect but obviously if a player or GM is using a different version then things won't necessarily go as planned.

spite
June 10th, 2016, 21:20
Any chance they are using a different version than 3.2? I had this once when a player was on an older version number.

No they couldnt connect with the live version, they all had to update before connecting would happen (They had a "incompatible version" error when trying). But I think Moon is able to recreate this issue so sounds like it's in great hands!

Also thanks for the responses in thread about everything guys, it's excellent.

Moon Wizard
June 10th, 2016, 22:01
The GM and the players must be on the same major and minor version number. There are some changes to the way that the database works in this version, which I usually save for these revisions that prevent talking to each other to avoid database issues when talking with older versions.

In regards to the question about the PC sheet, the open tab on the PC sheet is remembered after you close the PC sheet. So, once you open the PC sheet and change to the Actions tab, it should stay that way.

Regards,
JPG

damned
June 10th, 2016, 23:18
Generally a single minor version (X.Y.minor) difference will connect (but you may see inconsistent behaviours) but major version changes are pretty much always incompatible with the previous version (X.major.Z)

damned
June 10th, 2016, 23:56
Hey Moon Wizard what about the ability to type /alias while in game to report/find your current alias? Is that a possibility?

Moon Wizard
June 11th, 2016, 01:47
I don't know that I want to tie alias to the next version, and I think it's only available in launcher. I'd have to look into it.

You can always start another instance, and find it on the load screen.

Cheers,
JPG

damned
June 11th, 2016, 02:25
I don't know that I want to tie alias to the next version, and I think it's only available in launcher. I'd have to look into it.

You can always start another instance, and find it on the load screen.

Yep - no worries. Just a thought :bandit:

dulux-oz
June 11th, 2016, 05:05
Just a couple of layout-style notes (these are all for the CoreRPG): on the Library Window the Help and Close Bittons (top-right hand corner) appear to me to be sitting strangley - they're not lined up and one seem to overlap the other. With the Menubar/Sidebar, when all of the Buttons are shown and the FG Window is at its default/opening size/resolution, so that there are two columns of large buttons, the left-hand edge of the left-hand colum of buttons are getting "clipped" - I'd estimate by about 3-5 pixels - just enough to make it look strange. The small buttons are also being "clipped". If I had to guess, I'd say the window defining the Menubar/Sidebar isn't wide enough - or the Buttons need to be scalled down vy a few percent so that they fit properly - either way.

Finally, not a problem but a design suggestion to consider - does the new windowlist at the top of the Library Window need to be so high? Its taking up some real estate I think would be better used for the Libraby Modules and their content. Have you considered reducing the height of this windowlist by 25% or 33%?

Just my $0.02 worth :)

Cheers

Edit: on fi=urther experimentation the Menubar/Sidebar "Clipping" seems to be more related to the scale of the Buttons than the size of the Menubar/Sidebar window - at least for the large buttons

dulux-oz
June 11th, 2016, 06:32
If the 5E Ruleset with the WotC Theme Loaded, the Help Button on all the windows is way too high up the window

Cheers

Moon Wizard
June 11th, 2016, 22:03
Hmm, I'm not seeing any clipping of the sidebar buttons on my version. See attached pictures.

For the Library record type list, it currently takes up about half the library vertical height at the minimum library size, but does not increase in size as the library window is vertically resized. So, the idea is that if you wanted to see more modules in the list, then you would resize bigger. Also, the concept is that you wouldn't need to use the modules as much, since the raw data would be in the campaign lists. Also, for the library record type list, I wanted to present a little more than 3 full rows of record types at the top, since this is a mechanism to access the campaign lists as well as to control sidebar placement. The idea is that you could get to any of the campaign lists with only a single extra click, even if you don't have them enabled on the sidebar currently. (such as tables, quests, or other potentially lesser used record types).

Regards,
JPG

Moon Wizard
June 11th, 2016, 22:50
Updates


Module records without a category group will be assigned a default category group using the module name.
[CoreRPG+] Group drop down will open when clicking on the current group display.
[CoreRPG+] New records added to campaign lists via radial menu, add button or drop will inherit current group (if any).
[PFRPG/3.5E] CC effect tag supports targeted and conditional options.
[PFRPG/3.5E] Spell DC calculation option added for CL / 2. (was DCPlus extension)
[CoreRPG+] Die slash command when using manual roll option would incorrectly skip first die. Fixed.
[CoreRPG+] Script error when dragging record names in the campaign lists. Fixed.
[CoreRPG+] Script error when renaming category groups. Fixed.
[CoreRPG+] Wrong combat tracker opening for players. Fixed.
[CoreRPG+] Players incorrectly able to locally modify groups of content they did not own. Fixed.
[5E/PFRPG/3.5E] Reference item records showing unidentified name in campaign list. Fixed.
[5E/PFRPG/3.5E] Reference item records displaying with wrong window type (i.e. unidentified). Fixed.
[5E] Help button not placed correctly in character selection and campaign lists. Fixed.
[PFRPG/3.5E] Core bestiary NPCs missing from NPC campaign list. Fixed.
[4E] Help button not placed correctly in campaign lists. Fixed.
[DEV] setCategory, addChildCategory, updateChildCategory and removeChildCategory now return errors when attempting to edit nodes which are not owned.


Unable to Reproduce

[CoreRPG+] Unable to delete groups.
[5E] Missing weight fields
QUESTION: If still an issue, were these player-side issues, or host-side issues? Which records/groups were affected?


Known Issues

GM group changes not propagated to players. Players only see groups from library modules. After digging, I discovered this is because categories were built as a GM only feature originally. I will need to write some new database and networking code to allow these to propagate.


Regards,
JPG

dulux-oz
June 12th, 2016, 01:56
Hmm, I'm not seeing any clipping of the sidebar buttons on my version.

Yeap, sorry, that was my fault - I hadn't cleaned up all the Sidebar code in my DOEBase Extension (I missed a frame definition) and I forgot the DOEBase was loaded - my bad :)

darrenan
June 12th, 2016, 06:22
DCPlus RIP, thanks MW!

chumbly
June 13th, 2016, 02:09
I am not being able to set time of day in the calendar using CoreRPG. I can set Year and Date. But nothing happens when you click the hour min area

Chumbly

PS Using the Gregorian Calender

chumbly
June 13th, 2016, 02:19
I am not being able to set time of day in the calendar using CoreRPG. I can set Year and Date. But nothing happens when you click the hour min area

Chumbly

PS Using the Gregorian Calender

Embarrassed I am...

Turns out if I replace mouse battery...mouse wheel does change times...
Real bug is: FG does not work reliably with failing mouse battery.... shock the outrage... :p

My fault.. replace mouse battery things work fine

Chumbly

Paul Pratt
June 13th, 2016, 04:43
Currently in CoreRPG, when you create a note, a shortcut field is not created. New campaign, no extensions. I worked around this in my Dark Heresy set by changing the data_library.lua
The fDisplayIndex line I commented out. Not sure if this is known, and some unfinished work, or a bug. Notes work fine in my DH set now.

["note"] = {
aDataMap = { "notes" },
aDisplayIcon = { "button_notes", "button_notes_down" },
--fDisplayIndex = displayNoteIndex,
sRecordDisplayClass = "note",


-Paul

dulux-oz
June 13th, 2016, 07:18
Currently in CoreRPG, when you create a note, a shortcut field is not created. New campaign, no extensions. I worked around this in my Dark Heresy set by changing the data_library.lua
The fDisplayIndex line I commented out. Not sure if this is known, and some unfinished work, or a bug. Notes work fine in my DH set now.

["note"] = {
aDataMap = { "notes" },
aDisplayIcon = { "button_notes", "button_notes_down" },
--fDisplayIndex = displayNoteIndex,
sRecordDisplayClass = "note",


-Paul

I think you'll find that was as designed - the Note-List Window is different from the Story-List window (for eg): the Note-Window doesn't have (and never had) a Category functionality

Paul Pratt
June 13th, 2016, 08:57
I understood that about notes, no category functionality. However, as written, there is no note index. If I started a new campaign, created notes, there would be no way to open that note after it was created. No shortcut is created. The stringfield of the note name also doesn't open the note currently. I figured this may be unfinished work on notes.

For my own ruleset no index allows me to group notes.

dulux-oz
June 13th, 2016, 09:27
OK, that's good to know about new Campaigns - thanks

viresanimi
June 13th, 2016, 12:22
A couple of things regarding images.

In CoreRPG: If you right click on an image an select: Resize -> Original size, it does not resize correctly. Some of the height is missing. I suspect, that the missing height is equal to the height of the imagebox header, but that is just a guess.

What is the Identification on images for? I mean. Its probably cool and all, but what use does it actually have? I feel like I am missing something obvious here *smile*


Vires Animi

spite
June 13th, 2016, 21:40
Images with names that can give out spoilers such as "dragon hatchery" or "lair of King kong" can now be hidden or renamed under this masking to allow you to retain mystery where needed. Previously players could read the names associated with any picture shared to them

Blackfoot
June 14th, 2016, 04:54
I'm not sure if anyone has noted this or not.. but 'most' of the sidebar buttons no longer 'toggle' their windows, they open them but do not close them again if clicked twice. I'm not sure if this was a deliberate design choice or not.. but I don't believe it to be an improvement. The Library, Tokens, and all the small buttons still seem to toggle... but the other large do not.

Blackfoot
June 14th, 2016, 05:03
Also... The 'Items' window in PFRPG has extra space at the top, it seems to be using the format for 'Images & Maps' instead of the one the other windows (the one without links) use.

viresanimi
June 14th, 2016, 06:42
Images with names that can give out spoilers such as "dragon hatchery" or "lair of King kong" can now be hidden or renamed under this masking to allow you to retain mystery where needed. Previously players could read the names associated with any picture shared to them


*DOH*

That was obvious! Actually that is pretty cool. I never thought of that.


Vires Animi

damned
June 14th, 2016, 08:09
I'm not sure if anyone has noted this or not.. but 'most' of the sidebar buttons no longer 'toggle' their windows, they open them but do not close them again if clicked twice. I'm not sure if this was a deliberate design choice or not.. but I don't believe it to be an improvement. The Library, Tokens, and all the small buttons still seem to toggle... but the other large do not.

I also find that feature useful.

Zacchaeus
June 14th, 2016, 09:38
I also find that feature useful.

Whilst I didn't know it existed :)

Moon Wizard
June 14th, 2016, 18:01
Updates


[CoreRPG+] Sidebar buttons would not close campaign lists when already open. Fixed.
[CoreRPG+] Notes campaign list not setting up links correctly. Fixed.
[CoreRPG+] Script errors when changing access state of note records. Fixed.
[CnC] Touch attacks from NPCs losing the touch property. Fixed.


JPG

Moon Wizard
June 14th, 2016, 18:04
Also, after discussion, I wanted to note that we have decided not to propagate the category information from the GM to the players. We have some concerns about inadvertent sharing of information through exposure of the category information, especially in adventure modules. However, any categories from modules locally loaded by a player will retain their category information. So, this only affects records specifically shared by the GM to a player.

Regards,
JPG

viresanimi
June 14th, 2016, 21:06
CoreRPG: I've noticed, that after the last update, it seems like the placement of story elements in various categories has been reset and keeps resetting. So if you resort all your stuff into the right category, it will all just be in the "all" category and nowhere else the next time you load it up.

Vires Animi

Moon Wizard
June 15th, 2016, 00:14
Are you talking about module data (i.e. data loaded from modules that started in a category), or campaign data (i.e. records created specific to a campaign, and placed into a category)?

I'll play around to see if I can recreate. Any specific steps to recreate would be helpful.

EDIT: Nevermind, I found the issue.

Regards,
JPG

Moon Wizard
June 15th, 2016, 01:24
Updates


Category information being forgotten when loading. Fixed.
[CoreRPG+] Scaling improved for image record Resize to Original Size menu option when image smaller than minimum window width or height.


Regards,
JPG

Mortar
June 15th, 2016, 03:22
[Savage Worlds] If I close all the modules that are currently open when I load in, other modules will wont display when opened until I reload.

14360

Edit 1 Deleted the campaign and cleared the cache, started a new campaign and now it appears I can't open any modules now at all.

14361

Edit 2 Same issue Castles and Crusades

Moon Wizard
June 15th, 2016, 18:37
Updates


Lists not being updated when module data loaded during session. Fixed.


JPG

spite
June 20th, 2016, 04:56
Tried to update to test version from live version, all modules and rulesets purchased were removed.
Set back to live version and it all redownloaded again. Repeatable and recreatable every time.
Also of note, the version didnt change from 3.1.7 when I did it, but the updater does say 3.2.0

dulux-oz
June 20th, 2016, 05:10
Tried to update to test version from live version, all modules and rulesets purchased were removed.
Set back to live version and it all redownloaded again. Repeatable and recreatable every time.
Also of note, the version didnt change from 3.1.7 when I did it, but the updater does say 3.2.0

I've noticed this as well

spite
June 20th, 2016, 06:47
I've noticed this as well

Whew it's not just me then

Moon Wizard
June 20th, 2016, 17:42
This seems to be a challenge with switching update modes back and forth. When downgrading then upgrading again, the new manifest files only used by the new updater do not get updated by the old updater. Thus, the new updater thinks that the files don't need to be updated when going back to v3.2.0. For now, you'll need to delete the vault directory when upgrading back to v3.2.0 again.

Regards,
JPG

spite
June 21st, 2016, 10:50
Cool thanks for that Moon Wizard, that's worked perfectly.

Moon Wizard
June 23rd, 2016, 23:37
Updates


[5E] Added CR and Type filter options to NPC campaign list.
[5E] Added Type filter option to Item campaign list.
[5E] Added Spell record type, list and filters.
[UPDATER] Unable to switch fully back to beta mode after switching to beta then live mode first. Fixed.
[4E] Combat advantage button in modifiers window incorrectly stacking with GRANTCA effect. Fixed.
[DEV] windowlist: Events for onListRearranged(true) and onListChanged will be accumulated and fired once.


Cheers,
JPG

Moon Wizard
June 24th, 2016, 01:08
Updates


[5E] Added Backgrounds, Classes, Feats, Races and Skills to campaign lists. These are read-only lists, and can not be used to enter information.


JPG

El Condoro
June 25th, 2016, 08:26
2nd-level spells dragged onto Actions tab are not being categorized as Spells (Level 2), although a group appears with that name. The spells are all in one group under Spells (Level 1).
[Edit]: If I go into the tab of any 1 of the level 2 spells and change it to level 3 ALL the Level-2 spells appear under the Spells (Level 2) category. I then get an empty Spells (Level 3) group header.

The magnifying glass in the heading of each group is not working (nothing happens when it is clicked).

5e v 3.2.0

ianmward
June 26th, 2016, 23:47
Hi Moon Wizard,
Another awesome update, thanks.

I was playing with the Call of Cthulhu languages and cannot make them work in the 3.2 test build.
No matter what I do, I cannot see any languages appear in the chat selction box.
I have debugged a little and see that the new code is being used to populate the spoken languages (and percentages) from the skills but the dropdown is never populated.

Have I not got all of the updates or am I missing something?

Cheers,

Ian

dulux-oz
June 28th, 2016, 08:11
Is it just me, or is everyone noticing that the 4E Ruleset seems to be taking an awful long time to load (and unload back to the FG Launcher) - a lot longer than any other Ruleset (it feels like about twice as long).

Moon Wizard
June 28th, 2016, 19:54
ianmward,
There aren't any definitive language lists in Call of Cthulhu, so I wasn't sure what to put here and then I forgot to follow up on it.

From what I can tell from the 7E PDF, here are the languages I found mentioned:
* Base: English, German, Dutch, Russian, Czech, Polish, Swahili, Zulu, Yoruba, Arabic, Greek, Burmese, Laotian, French, Italian, Chinese, (and a lot of etc.)
* Ancient: Phoenician, Latin, Egyptian, (ancient tongue)
* Special: Aklo, Hyperborean, Naacal, Ghoul, Muvian

So, I didn't want to try and dump a bunch of languages in the list that wouldn't be used. Any thoughts?
* Top 30 languages perhaps? (Mandarin Chinese, Hindi, Spanish, English, Arabic, Portugese, Bengali, Russian, Japanese, German, Panjabi, Javanese, Korean, Vietnamese, Telugu, Marathi, Tamil, French, Urdu, Italian, Turkish, Persian, Gujarati, Polish, Ukrainian, Malayalam, Kannada, Oriya, Burmese, Thai)
* Top languages from Wikipedia? (English, Mandarin Chinese, Hindustani (Hindi-Urdu), Arabic, Spanish, Russian, Portuguese, Malay, French, German, Bengali, Japanese, Lahnda (incl. Punjabi), Persian (Farsi), Swahili, Tamil, Italian, Javanese, Telugu, Korean, Wu Chinese, Marathi, Turkish, Vietnamese, Yue Chinese, Egyptian Arabic)
* Top languages learned in US? (English, Spanish, French, German, Sign Language, Italian, Japanese, Chinese, Latin, Russian, Arabic, Greek, Hebrew, Portuguese, Korean)
* Any definitive lists of "special" CoC languages?


dulux-oz,
I just tested on my machine. Here are the load times for a new campaign in the D&D rulesets: (3.5E - 7s, 4E - 8s, 5E - 10s)
Perhaps you have a large number of modules or graphics in those campaigns?

Regards,
JPG

Moon Wizard
June 28th, 2016, 20:13
Updates


[PFRPG] Core modules updated to allow usage in new campaign lists.


JPG

Moon Wizard
June 28th, 2016, 20:37
Updates


[PFRPG/3.5E] Added Spells to campaign lists.
[PFRPG/3.5E] Added Classes, Feats, Races and Skills to campaign lists. These are read-only lists, and can not be used to enter information.
[CnC] Added Spells to campaign lists.
[CnC] Added Classes and Races to campaign lists. These are read-only lists, and can not be used to enter information.
[DEV] Interface: onWindowOpened and onWindowClosed events will be called when a window is soft closed.


JPG

ianmward
June 28th, 2016, 23:29
That's what I thought but I wanted to be sure.

Given that there are hundreds of languages, I'm not sure it makes sense to limit them.

In my 7e work, I wrote some code to automatically update the list of available languages based on which skills were around. It works for PC skills (haven't extended it NPCs yet) but is a bit messy and I haven't updated it for the cool new obfuscation in 3.20.

What do you think? Is it better to hard code a list of available languages or to dynamically build it from the characters' skills?

Moon Wizard
June 28th, 2016, 23:50
I think it's better to hard code a limited set of languages (<50) that reflect the most common usage for CoC, and let GMs add additional languages to their campaign (similar to how I would suggest people add campaign specific languages for any D&D campaign).

What do you think about these as the default?
* Current: English, German, French, Italian, Spanish, Portuguese, Russian, Swahili, Arabic, Greek, Chinese, Japanese, Korean
* Ancient: Latin, Egyptian, Hebrew
* Special: Unknown (see below)

Does it make sense to specify any of the special languages, given that the players will rarely speak them? Or just add an Unknown option to let the GM speak in any unknown language?

That makes 16 plus a generic "Unknown" language, which makes it a manageable default size list.

If adventurous, we could add extensions to add additional languages for specific settings as needed. But, I figure that's a future endeavor.

Thanks,
JPG

Moon Wizard
June 29th, 2016, 00:57
Updates


[PFRPG/3.5E] Added Type filter to campaign Items list.
[5E] Unable to interact with some features on PC Actions tab, and display groups incorrect. Fixed.


JPG

Paul Pratt
June 29th, 2016, 07:55
In CoreRPG, the party sheet shows the host version for both client and host.

Scripts Data_Desktop
["client"] =
{
{
icon="button_partysheet",
icon_down="button_partysheet_down",
tooltipres="sidebar_tooltip_ps",
class="partysheet_host", <------ to "partysheet_client"
path="partysheet",

damned
June 29th, 2016, 07:58
https://www.fantasygrounds.com/forums/showthread.php?32034-Test-Release-v3-2-0&p=274477&viewfull=1#post274477

This has been noticed and fixed. Im not sure if its been pushed yet or not though.

ianmward
June 29th, 2016, 09:54
I think it's better to hard code a limited set of languages (<50) that reflect the most common usage for CoC, and let GMs add additional languages to their campaign (similar to how I would suggest people add campaign specific languages for any D&D campaign).

What do you think about these as the default?
* Current: English, German, French, Italian, Spanish, Portuguese, Russian, Swahili, Arabic, Greek, Chinese, Japanese, Korean
* Ancient: Latin, Egyptian, Hebrew
* Special: Unknown (see below)

Does it make sense to specify any of the special languages, given that the players will rarely speak them? Or just add an Unknown option to let the GM speak in any unknown language?

That makes 16 plus a generic "Unknown" language, which makes it a manageable default size list.

If adventurous, we could add extensions to add additional languages for specific settings as needed. But, I figure that's a future endeavor.

Thanks,
JPG

Okay, I can go with that.

Moon Wizard
June 30th, 2016, 00:21
Updates


[CoreRPG+] Party sheet showing GM version on player client. Fixed.
[CoreRPG+] Script error if reference list title missing in certain older modules. Fixed.
[SW] Deadlands extension updated to resolve script errors.


JPG

Moon Wizard
June 30th, 2016, 00:21
Updates


[CoreRPG+] Party sheet showing GM version on player client. Fixed.
[CoreRPG+] Script error if reference list title missing in certain older modules. Fixed.
[SW] Deadlands extension updated to resolve script errors.


JPG

Zacchaeus
July 1st, 2016, 17:51
Ammo isn't counted off when an f-key is used for the attack roll. This is apparent in 3.1.7 - see here (https://www.fantasygrounds.com/forums/showthread.php?32997-Ammo-used-not-tracking-when-using-hotkeys-to-attack)

Moon Wizard
July 1st, 2016, 21:11
Hot keys are roll snapshots and are completely unlinked from the original source record. It would be a new feature to link the rolls. It's actually on my internal list, but not scheduled. Also, it would need to be done for each ruleset.

Regards,
JPG

Zacchaeus
July 1st, 2016, 21:34
Jolly good. I'm sure you answered the same question some months ago but I couldn't find it. Cheers MW.

callahan09
July 2nd, 2016, 19:12
Out of curiosity, is it possible to have both the live and test version installed at once at separate locations on the same machine, so that I don't have to keep switching back & forth (it takes a pretty long time to make the switch and it redownloads all the modules, etc)?

Moon Wizard
July 2nd, 2016, 19:28
Yeah, the longer switch back to live is a result of an improved updater process for the new version, which cleans up the old version.

There's no way to install both the live and the beta version.

Regards,
JPG

damned
July 3rd, 2016, 03:05
Out of curiosity, is it possible to have both the live and test version installed at once at separate locations on the same machine, so that I don't have to keep switching back & forth (it takes a pretty long time to make the switch and it redownloads all the modules, etc)?

No its not. The pathing is written into the registry and so it can only point to one location.
Why are you running 3.2.0? Generally you only run it at this time if you are developing extensions or rulesets or you are bug testing :)

damned
July 3rd, 2016, 09:38
What is going on with this thread; I can't see past post #90 and I know there are posts beyond #90

I can see 91, 92 and 93... and in a moment I think I will be able to see 94!

damned
July 3rd, 2016, 09:44
Holy dooly!
Im not sure I like this...
Ive just loaded up 3.2.0 to start testing MoreCore (yes - its almost bloody ready) and (aprt from getting some more sidebar graphic made) - is there a way to modify the sidebar layout so as not to take up 30% of a default screen? Its not so bad 1920x1080 but even then if I load one or two more of Dulux_Ozs extensions Ill be back to 3 columns...

14582

Additionally there is a new sidebar background element called shortcuts


<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop.png" />
<left rect="450,0,25,144" />
<middle rect="475,0,50,144" />
<right rect="525,0,25,144" />
</framedef>

Ill need to play with this one.

damned
July 3rd, 2016, 09:58
It looks like you can remove the sidebar by redefining the image and leaving the name blank...


<framedef name="shortcuts">
<bitmap file="" />
</framedef>

dulux-oz
July 3rd, 2016, 11:29
You can also NOT have the large sidebar buttons "turned on" as well - then the sidebar stays its "one large button wide" size

I've already gotten into the habit of turning off those buttons I don't need/use a lot, and accessing the functionality via the Library Window (although, I must admit, I did prefer the system I had in place pre-v3.2 where the sidebar and the large sizebar buttons would size dynamically down to the width of a small sidebar button before adding a new colum)

damned
July 3rd, 2016, 13:35
So... Dulux... Ive sorted this out now - the new code is quite different and half my big icons were duplicated and going to the old (no longer present) window definitions. Now I need to work out how they are different so I can redefine my new window list....

dulux-oz
July 3rd, 2016, 13:53
Yeah, it was a PITA working that out - so here's how you do it:

Its all done via an array, which is described in the new data_library.lua file in Core. We don't use the old way of getting a large sidebar button displayed anymore, but the new data_library.lua files does it all - provided you enter the correct entries into the array

So go to it :)

Blackfoot
July 3rd, 2016, 14:14
Holy dooly!
Im not sure I like this...
Ive just loaded up 3.2.0 to start testing MoreCore (yes - its almost bloody ready) and (aprt from getting some more sidebar graphic made) - is there a way to modify the sidebar layout so as not to take up 30% of a default screen? Its not so bad 1920x1080 but even then if I load one or two more of Dulux_Ozs extensions Ill be back to 3 columns...
...
Ill need to play with this one.I kinda freaked out when I saw this redesign as well. I had just finished new graphics for all my sidebar windows. Oof. I'm inclined to move at least some of these back to being small icons in order to improve the situation... and removing or replacing the 'sidebar' graphic is going to be essential... although that was previously designed as part of 'desktop' no??... so that shouldn't be a big deal to rearrange.

damned
July 3rd, 2016, 14:23
I kinda freaked out when I saw this redesign as well. I had just finished new graphics for all my sidebar windows. Oof. I'm inclined to move at least some of these back to being small icons in order to improve the situation... and removing or replacing the 'sidebar' graphic is going to be essential... although that was previously designed as part of 'desktop' no??... so that shouldn't be a big deal to rearrange.

Turns out the sidebar was pretty easy...
Im really struggling with the new windowclass definitions... I had so much trouble wrapping my poor little head around them in the current layout...

dulux-oz
July 3rd, 2016, 14:31
Yeah, its a PITA (as I said) - but once you do get your head around it it makes an elegant kind of sense, I actually like the new Categories system - although I miss the colour, the look and feel of the old category "pennants" - and I had to rewrite some of the new windowclass to get them to work with my existing extension code - but because we can get rid of all the old "*small" windowclass definitions it actually makes the overall code footprint smaller.

But as I said (Moon, you can treat this as a request) I really prefer my old "dynamically sizing" sidebar code (as I mentioned a few posts ago) - well, the functionality and more granular approach, at least :)

Blackfoot
July 3rd, 2016, 15:05
On the one hand.. I really felt there needed to be a redesign on the functionality of setting the graphics for the 'small tabs' at the bottom of all the sidebar windows.. as it was really pretty awful. I literally had JUST created new graphics for all of them. :(
I'm going to try and figure a way to use my new window graphics (pennants) along with the new functionality.. it might involve moving some stuff around to make it work... but hopefully it should be the best of both worlds.

dulux-oz
July 3rd, 2016, 15:32
I'll look forward to seeing what you can come up with :)

Blackfoot
July 3rd, 2016, 16:07
It seems to lose track of my sidebar selections when I /reload FG.

dulux-oz
July 3rd, 2016, 16:13
Yeah, I noticed that as well - it appears the selections are being written out to the Camapign Log file, which isn't done under a /reload but is when you use the return to launcher or exit options. it may also do it with a /save, but I haven't checked.

It'll also whipes a selection for an Extension that is no longer loaded, and won't put it back when the Extension is reloaded

Blackfoot
July 3rd, 2016, 16:15
Tested it with quitting out.. it retains my selections... it's only /reload that causes it to forget.
I tried /save.. it didn't help.

callahan09
July 3rd, 2016, 19:03
No its not. The pathing is written into the registry and so it can only point to one location.
Why are you running 3.2.0? Generally you only run it at this time if you are developing extensions or rulesets or you are bug testing :)

I was testing 3.2 because I was curious about the new features, and also I am a developer myself and thought I'd contribute a note about any bugs or bad behavior I encountered, which is something I enjoy doing. If I'm ever not a help then just let me know to keep my nose out from where it's not welcome :)

damned
July 3rd, 2016, 23:48
I was testing 3.2 because I was curious about the new features, and also I am a developer myself and thought I'd contribute a note about any bugs or bad behavior I encountered, which is something I enjoy doing. If I'm ever not a help then just let me know to keep my nose out from where it's not welcome :)

hah - awesome - more bug testers are always helpful. I was just checking :)

damned
July 4th, 2016, 00:04
I kinda freaked out when I saw this redesign as well. I had just finished new graphics for all my sidebar windows. Oof. I'm inclined to move at least some of these back to being small icons in order to improve the situation... and removing or replacing the 'sidebar' graphic is going to be essential... although that was previously designed as part of 'desktop' no??... so that shouldn't be a big deal to rearrange.

I also had just finsihed 2 complete sets of themes for morecore which now have redundant elements!

Paul Pratt
July 5th, 2016, 04:34
The sidebar change was pretty shocking. I liked the one column. For Dark Heresy I just added buttons back to story/npc's/items for quests/encounters/parcels. Leaves me with the old footprint. Add GM buttons to the data_library to get the old functioning back. There is a lot more you could do with modifying data_library. The bummer I found with the two stacking sidebar is the way it stacks, certain graphics just won't work well. Beveled edges, edge art, etc. It took some time to remap the frame defs to make it look right.

damned
July 5th, 2016, 05:41
Moon Wizard how do we define what buttons are visible by default for players? Can see where to do it for GMs but players by default seem to pickup the default options which include GM only tools.
Do you have a guess as to when this might go live?

viresanimi
July 5th, 2016, 05:55
The folders / tabs i Mutants and Masterminds are a complete mess in 3.2.0. If you add any, all content vanishes. But if you don't everything is just in one confusing pile i a single folder. I get that M&M isn't made for core, but I sure hope it will get fixed.

Vires Animi

damned
July 5th, 2016, 06:54
I dont think M&M should be affected by an upgrade to CoreRPG so there must be engine changes as well....

dulux-oz
July 5th, 2016, 07:36
There are engine changes, so M&M may be effected.

I asked Moon about "Default Buttons" and there is an array where they can be listed - Moon has said that he doesn't want that list being modified, so there is noway to add or subtract to it except as part of an overright. The array is hard-coded in the data_library.lua file.

At least, that's how I understand things :)

damned
July 5th, 2016, 07:47
There are engine changes, so M&M may be effected.

I asked Moon about "Default Buttons" and there is an array where they can be listed - Moon has said that he doesn't want that list being modified, so there is noway to add or subtract to it except as part of an overright. The array is hard-coded in the data_library.lua file.

At least, that's how I understand things :)

But anything thats written in an XML can be overwritten...


LibraryManager.setDefaultSidebarState("play", "charsheet,story,image,npc,battle,item,table,note,c as");

Sets the default sidebar buttons for the GM to Characters, Story, Images, NPCs, Encounters, Items, Tables, Notes and Rolls.
Havent as yet found where to set it for the Client connection.

dulux-oz
July 5th, 2016, 08:39
But anything that's written in an XML can be overwritten...

Yeah, that's what I said (or implied) :)

Mortar
July 5th, 2016, 13:29
You'll have to forgive my lua newbishness, but couldn't you do a check for host/client status using an "if/then/else" function and setting defualts respectively that way?

Paul Pratt
July 5th, 2016, 20:27
Damned, the way it is set up is by modes not GM/client. "Play", "Live", "Local". I added to the "play" and made GM and client versions of "play". In the end I abandoned the effort, by adding the GM buttons to keep the stack single column. If you want to make changes it as Dulux states... "array" away!

damned
July 6th, 2016, 09:28
Damned, the way it is set up is by modes not GM/client. "Play", "Live", "Local". I added to the "play" and made GM and client versions of "play". In the end I abandoned the effort, by adding the GM buttons to keep the stack single column. If you want to make changes it as Dulux states... "array" away!

Thanks Dulux_oz and Paul Pratt where did you find where the players sidebar was being specified?
The above code doesnt specify GM or Player but sets the GM play mode.

Paul Pratt
July 6th, 2016, 18:07
Damned,
That's true, only modes are left. You have to take the "play" mode and change it to allow for gm and player stacks; ala "playplayer" and "playgm".
This is from the manager_library.lua first few lines.

aDefaultSidebarState = {
["play"] = "charsheet,note,image,table,story,quest,npc,battle, item,treasureparcel",
["create"] = "charsheet",
};

change it to something like this:
aDefaultSidebarState = {
["playgm"] = "charsheet,note,image,table,story,quest,npc,battle, item,treasureparcel",
["playplayer"] = "charsheet,note,table"
["create"] = "charsheet",
};

The functions: "function reset()" and "function resetSidebar" have to be changed to allow the new modes. I don't remember changing much else to make this work. If you want to change icon sizing placement etc, then you need to enter the manager_desktop.lua.

Paul Pratt
July 6th, 2016, 18:12
BTW, the file data_desktop.lua controls the client/gm for the buttons not linked to the master index. Color, CT, options ... etc.

We really should take this to a different spot in the forum.

Mortar
July 6th, 2016, 19:09
But anything thats written in an XML can be overwritten...


LibraryManager.setDefaultSidebarState("play", "charsheet,story,image,npc,battle,item,table,note,c as");

Sets the default sidebar buttons for the GM to Characters, Story, Images, NPCs, Encounters, Items, Tables, Notes and Rolls.
Havent as yet found where to set it for the Client connection.

The hard part I am having, is finding the correct XML file to overwrite.

Paul Pratt
July 6th, 2016, 21:42
Mortar, its all contained in the .lua files I mentioned above. There is no .xml to edit that I can think of. Remember, forget gm/client its not there anymore, its all about the modes and modifying them to fit your needs.

Moon Wizard
July 6th, 2016, 22:10
Based on all this discussion, I'll probably be adding a GM bar vs. player bar vs. PC creation bar, so give me another day or so.

Cheers,
JPG

Mortar
July 6th, 2016, 22:10
In my case, all I am trying to do is change the frame that the library window and all the windows from the small side bar buttons use. I am not looking to resize anything. It should as simple as putting the new image in my extension, make sure that the extension XML files point at it as required and load it up...but its not. Every other frame I can switch, except those ones.

Just to see what would happen I put data_desktop_sw.lua and data_library_sw.lua into my theme..same path set up for file structure. In 3.1.7 when I load it I get script errors - which I expected. In 3.2.0 no change to anything else it loads with no errors but has no effect on the frames that I want to change - which I did not expect.

That's why I said I haven't found the correct XML file, either that or there is another set scripts I need to have load first.


edit - should mention this is a Savage Worlds theme.

damned
July 7th, 2016, 05:14
Based on all this discussion, I'll probably be adding a GM bar vs. player bar vs. PC creation bar, so give me another day or so.

Thanks Moon Wizard.

Mortar
July 7th, 2016, 21:34
With the sidebar changes the Savage Worlds GM loses the "Tools" button, this means access to the card deck, bennies and character summaries. How does that content get accessed or is that something an extension needs to rebuild back in?

spite
July 7th, 2016, 22:37
This isn't a big deal for me, as I backup before every change, but changing from live to test yesterday resulted in a total removal of all saved characters in my campaigns. There was only one (seemingly randomly chosen) that remained with its name and token, but all details were removed. This was not restored / reversed on returning to 3.1.7.
Not a problem for backup savvy folk, but if this is an issue on the version it might be important to tell ya *shrug*

spite
July 8th, 2016, 07:52
When targeting on the map, if you don't click a token first before ctrl clicking another, an error pops up
https://puu.sh/pUlRm/a5357e4ffc.png

Blackfoot
July 8th, 2016, 14:50
Stumbled across a few bugs, these are not specific to 3.2 (they exist in 3.1.7) and are in the PF ruleset with no extensions running.
1: ATK and AC effects apply to CMD/CMB and should not.. unless you take a 'size' type into account and reverse the bonus/penalty in this case.
2: Critical Damage does some odd stuff when DMG effects are in place. A 2x critical for a weapon with no DMG effect is fine: [DAMAGE (M)] Quarterstaff (2H) [CRITICAL] [TYPE: bludgeoning (1d6+6=7)] [TYPE: bludgeoning,critical (1d6+6=9)]
A 2x critical for a weapon with a DMG:3 effect doesn't look quite right damage SHOULD be +9 normal/+9 critical.. comes out as +12 normal/+6 critical:
[DAMAGE (M)] Quarterstaff (2H) [CRITICAL] [EFFECTS +6] [TYPE: bludgeoning (1d6+12=17)] [TYPE: bludgeoning,critical (1d6+6=8)]
A 3x critical for a weapon with a DMG:3 effect SHOULD be +9 normal/+18 critical but the result comes out as +15 normal/+12 critical:
[DAMAGE (M)] Quarterstaff (2H) [CRITICAL] [EFFECTS +9] [TYPE: bludgeoning (1d6+15=21)] [TYPE: bludgeoning,critical (2d6+12=24)]
A 4x critical for a weapon with a DMG:3 effect SHOULD be +9 normal/+27 critical but the result comes out as +18 normal/+18 critical:
[DAMAGE (M)] Scythe [CRITICAL] [EFFECTS +12] [TYPE: piercing, slashing (2d4+18=24)] [TYPE: piercing, slashing,critical (6d4+18=31)]
And so forth...
3: Also.. negative AC 'types' disable those effects... I'm not sure if this is a 'bug' or a design choice... but allowing them would add functionality.. since negative effects aren't necessarily penalties, they can just be reductions. Negative armor would reduce the 'armor' type bonus and be unique from 'dodge' type bonuses.

Moon Wizard
July 9th, 2016, 05:46
OK, been travelling and otherwise heads down on some data rewrites for CnC, here are some responses:

damned
1) I'll respond to your e-mail about any questions you have on the library/sidebar registration. We can post any tidbits here.
2) I'm adding a "gm" mode to the library/sidebar system, in addition to the current "play" and "create" modes.

Dulux-oz
1) The problem with the scaling down to the small button size is that several rulesets use text on the button graphics which becomes very hard to read below 75% (which is the threshold that the current sidebar code uses).

viresanimi
1) When I load up M&M ruleset, I don't see any category controls, so I'll need to investigate.

Mortar
1) To replace the library frame and small button frames, you have to look at what the windowclass is using for those. Then, you'll need to define the new frame asset definitions (i.e. framedef tags) for each frame you want to replace.
(Library frame = "utilitybox3", CT = "ctbox", Chase Tracker = "chasebox", Party Sheet = "partysheet", Calendar = "calendar", GM Tools = "handbox", Color (User and Desktop) = "utilitybox2", Modifiers/Effects = "utilitybox3", Options = "utilitybox")
Also, if you change the relative blank space on the edge of the frames, you may need to redefine the "close_*", "help_*" and "resize_*" templates to match.
2) Thanks for the report on the missing tools in SW. I'll patch in next beta push.

spite
1) I'm not sure why characters would be affected at all, since that data isn't touched in the update. Are you talking about viewing characters in Manage Characters mode that you played before, or about viewing characters as a GM in an existing campaign?
2) I'm not seeing any errors when I control click on a target without selecting a token first. Are you running any extensions? Which ruleset are you using?

Blackfoot
1) From the Pathfinder Core Rulebook on pg. 199 under Performing a Combat Maneuver, second paragraph, there is a line that says: "Add any bonuses you currently
have on attack rolls due to spells, feats, and other effects."
2) I'll have a patch in the next beta push.
3) Penalties are untyped in PFRPG and 3.5E, so doing anything else would potentially create issues. Is there a particular scenario you are trying to recreate?

Regards,
JPG

Thanks,
JPG

Blackfoot
July 9th, 2016, 06:04
1) From the Pathfinder Core Rulebook on pg. 199 under Performing a Combat Maneuver, second paragraph, there is a line that says: "Add any bonuses you currently have on attack rolls due to spells, feats, and other effects."The issue here has more to do with ATK/AC bonuses adding the reverse effect when it comes to size. I explained it thoroughly in the PF Effects Thread Post #181 (https://www.fantasygrounds.com/forums/showthread.php?18006-Effects-library&p=278895#post181)...

3) Penalties are untyped in PFRPG and 3.5E, so doing anything else would potentially create issues. Is there a particular scenario you are trying to recreate?This one is explained in the same thread.. post #182.

Moon Wizard
July 9th, 2016, 07:45
Updates


[CoreRPG+] GM mode option added to library sidebar presets, and Play mode option has reduced number of sidebar buttons.
[CoC] Top 15 world languages and unknown language option added to new campaigns.
[CnC] Updated all DLC data to appear in campaign lists.
[PFRPG/3.5E] Extra damage modifier from DMG effect when performing critical damage roll not correctly classified as critical damage. Fixed.
[PFRPG] Negative modifiers being ignored for standard AC bonus types (armor, shield, natural, etc.). Fixed.
[SW] Missing Chase Tracker and GM Tools buttons. Fixed.


JPG

spite
July 9th, 2016, 07:50
For the targeting bug, easiest way I can reproduce it is getting any gridded map, adding monsters to the combat tracker, then tokens from tracker to map. Don't click any tokens on the map, set the turn tracker on one of the creatures and then ctrl click one of the other tokens on the map. This is recreated on a new campaign with no extensions using 5E ruleset.
If token you want to make the target action is clicked first, it works no issue, but if "unclicked" it errors for me and all players who attempt the same thing

viresanimi
July 9th, 2016, 15:13
CoreRPG: If I create a new category, rename it and NOT press return, before pressing the red close button, I get the following error:

Script Error: [string "list_category"]:1: attempt to index field 'idelete' (a nil value)

If I remember to press return, it does not happen.


As for M&M, this is what I do to make all content disappear: I log in and see that all the categories in stories are gone. Everything is in one folder, and the old tab icons are gone. This is obviously not what I want, so I noticed that If I right click on the bar, I can create a new tab. If I do that, there will now be two tab icons like there used to be, but both of them are now completely empty.

I hope my rambling non coding explanation can help with the investigation. Keep up the good work. As always these updates offers things, that I never thought I wanted and when presented with these options I am totally like: "Yes. I need this"!


Vires Animi

Mortar
July 10th, 2016, 16:10
Buttons are working great now MW. Now when I open a second instance of SW (no extensions loaded, fresh campaign) I get the following error on character selection: Script Error: [string "desktop/scripts/characterlist.lua"]: 86 attempt to call field "renderMinittrackerTools" [a nil value].

Also the player character selection window does not have a close button (but can't remember for sure if it did before or not)

Moon Wizard
July 11th, 2016, 06:12
Updates


Missing empty category for category controls. Fixed.
Lists not updating when category changed via category control. Fixed.
[SW] Player character selection window has been updated to match host character selection window theme.
[CoreRPG+] Script error when using CTRL-click to target after first placing tokens on the map. Fixed.
[5E/PFRPG/3.5E/CnC] Random NPC hit point option could return zero or negative hit points. Fixed.
[5E] Preparation and cast buttons on left side of PC Actions tab for spell/ability entries missing. Fixed.
[SW] Help button missing in host character selection window. Fixed.
[SW] Script error when switching between characters. Fixed.


JPG

Zacchaeus
July 11th, 2016, 09:31
Wow! Moon Wizard is back with a vengeance :)

Moon Wizard
July 12th, 2016, 06:01
Updates


Adjust manual roll cancel button graphic.
[5E] Default cone angle adjusted to match angle defined in 5E rules.
[DEV] imagesettings.defaultconeangle tag and imagecontrol.pointertype.cone.angle tag added. Supported values are 30,45,60,90,120,180,5E.


Regards,
JPG

El Condoro
July 12th, 2016, 10:17
The Actions tab doesn't seem to be categorising correctly. The example was set up in 3.0.7 and I changed the 2 Fighter Features after opening in 3.2.0 but they appear along with Feat, and there is no heading. (5E ruleset)
14695
Edit: Confusingly, I have another PC set up exactly the same way that is displaying correctly. The only difference is that the one on the left is in the CT and the other isn't.
1469614696

El Condoro
July 12th, 2016, 11:16
Someone else has mentioned it, but the Items display seems to interact with all open modules, which makes it practically unworkable. If the modules are closed (DD PHB Deluxe, DD SRD Magical Items) first the Items dialog box opens quickly and can be worked with.

Edit: The NPC box does, too (DD MM Monster Manual and any other NPC modules) but in my tests this hasn't caused any performance issues.

El Condoro
July 12th, 2016, 11:52
Being picky here and it's not a big deal but, although the new 5E cone is great but it's not quite right. In the image you can see the length of the sides is actually 45 ft. but the cone is showing 50 ft. which is the distance from the origin to the arc of the cone. The triangle formed is therefore not quite an equilateral one, as per the 5E rules.
14697

damned
July 12th, 2016, 12:18
Being picky here and it's not a big deal but, although the new 5E cone is great but it's not quite right. In the image you can see the length of the sides is actually 45 ft. but the cone is showing 50 ft. which is the distance from the origin to the arc of the cone. The triangle formed is therefore not quite an equilateral one, as per the 5E rules.
14697

Being a little pickier again - its not quite the 5e cone but not for the reason you say... if you measure the distance from bottom left end of the cone to the top left end of the cone it is narrower than it is long.... is the 5e cone meant to be a triangle rather than a cone?

Zacchaeus
July 12th, 2016, 12:34
A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. So it can't be an equilateral triangle; unless I've forgotten everything about Higher Maths. Which is certainly possible given the length of time since I sat that particular exam.

If the cone is 15' measured from the point of origin to it's end then the sides will measure 17' - I believe.

damned
July 12th, 2016, 12:45
A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. So it can't be an equilateral triangle; unless I've forgotten everything about Higher Maths. Which is certainly possible given the length of time since I sat that particular exam.

If the cone is 15' measured from the point of origin to it's end then the sides will measure 17' - I believe.

Thats different to spites description...


As mentioned numerous times ine very thread on this topic, the FG cone is not the correct cone for 5th edition. 5th edition cone is equal in diameter to the length from the beginning point.
IE: a 10foot cone has the widest point 10foot wide, this is not the case with the FG cone which maintains a 90degree angle.

this describes equal side lengths and equal distance between those points. what it doesnt say is curved or straight end... triangle (equilateral) or cone?

El Condoro
July 12th, 2016, 12:47
The language is a bit cumbersome, in my opinion, but if the width = the length then it must form an equilateral triangle with an arc. Actually, if we look at the cone drawn on p. 204 of the PHB and imagine it side-on (2D), it would look like an equiateral triangle without an arc at all.
14698

dulux-oz
July 12th, 2016, 13:40
No, its not an equilateral triangle (although its about as close as you can come to drawing one without a protractor or a compass).

An equilateral triangle is one where all three sides are the same length (say, 2 inches) and all three (interior) angels are 60 degrees. If you draw a line from an apex to the middle of the opposite side (known as bisecting the angle) you end up with a triangle with angles of 30, 60 and 90 degrees, and sides of 2 inches (the base or hypotenuse), 1 inch (the shortest side, half the old triangle's side) and the new side which is the line that we bisected the angle with. This new line is NOT 2 inches long (its (the square root of 3) inches long) and so the triangle described as having its width at a given point along its length is equal to that point’s distance from the point of origin is NOT an equilateral triangle.

For the record, the angle at the origin or apex of such a triangle can be worked out via the following formula: twice the inverse tan of (opposite length/adjacent length) = 53.13 degrees (approx)

With working: opposite length = 1 inch, adjacent length = 2 inches.
1 divided by 2 = 0.5
inverse tan of 0.5 = 26.565 (approx)
twice this result = 53.13 (approx)

See, being a Mathematician comes in handy sometimes :)

Zacchaeus
July 12th, 2016, 13:56
I was fine until you got to inverse of tan :)

I though the inverse of tan was 'pallid', like us Scotsman this summer :)

dulux-oz
July 12th, 2016, 14:06
I thought you Scotsmen shriveled up in the sun, like vampires?! (And that's why you guys make such good Whiskey - it keeps you "hydrated".)

Zacchaeus
July 12th, 2016, 14:22
We do indeed shrivel in the sun, but a little bit isn't too harmful. And since we are being pedantic Whiskey is from the States; we produce the superior Whisky :)

dulux-oz
July 12th, 2016, 14:37
And since we are being pedantic Whiskey is from the States; we produce the superior Whisky :)

Blame the spell-checker - you know our American Cousins can't spell proper like us Aussies do :p

El Condoro
July 12th, 2016, 16:16
So, if I understand correctly, the length is the bisecting line (that forms a right angle with the width)? The arc is more for aesthetics rather than what a cone looks like in 2D.
14699

dulux-oz
July 12th, 2016, 16:34
Almost - the curve on the wide part of the cone is what makes it a cone as opposed to a triangle (although we should really call it a "segment" as a "cone" is a 3D object whereas a segment can be thought of as the 2D representation or projection of a 3D cone), but the maths is still the same - and yes, its the bisecting line that sits perpendicular to the width that is the "line of measure" - that's how they drawn on paper and that's how the software draws them as well. i did a whole lot around the pointers a few years back, culminating in the Pointers Toolkit (on the FG Wiki).

Does that help?

Blackfoot
July 12th, 2016, 16:50
I did eventually get an equilateral triangle working for my Champions Ruleset.. (thanks to a good bit of help from dulux-oz). It looks more like this:
I'm not sure what the rules for 5e are... but if this is 'right' .. the angle for the cone in the 5e screenshots seems tighter than 60 degrees.

LordEntrails
July 12th, 2016, 19:43
...

With working: opposite length = 1 inch, adjacent length = 2 inches.
1 divided by 2 = 0.5
inverse tan of 0.5 = 26.565 (approx)
twice this result = 53.13 (approx)...

Can we get that to at least 25 decimal places? I mean, we do want to be accurate right?

NO, JUST KIDDING, PLEASE DON'T!!!

El Condoro
July 12th, 2016, 22:11
@dulux-oz: Yes, that helps. Thank you. So what we are looking at on a FG map is a cone segment, which presents as a triangle in 2D, much like Blackfoot's image above. The curve gives the impression of a cone, which is a 3D object/shape.

PS. Sorry that this discussion seems to have taken a few posts from the original purpose (Test release 3.0.2). Does it need to be separated into another thread?

Blackfoot
July 12th, 2016, 22:34
The Cones for PF have never been right either.
Specifically the 20' Circle and the 30' Cone are incorrect.
From the PF PRD Core Rulebook Magic Section:
https://paizo.com/pathfinderRPG/prd/image/SpellAreas.jpg

Attached is how FG does it:

Moon Wizard
July 12th, 2016, 22:53
5E Cone
Well, if we're being all technical, it's technically a "sector". (i.e. the area inside a circle and between two lines starting at the center of a circle radiating out). Also, as dulux-oz pointed out, it should technically be an isosceles triangle with the angle at the origin of approximately 53.13 degrees. (i.e. width of cone equals distance from origin)

As I avoided in the patch notes, this is not exactly what is defined in the 5E rules, since it is showing a sector not a triangle. However, it was the closest I could get with the current engine on short notice. Also, the side benefit of this approach is that the default cone using the quick pointer (i.e. both mouse buttons) uses this version of the cone.

To Blackfoot's post above, I saw the same thing with regards to the areas of effect for Pathfinder. The application of whether a "square" falls into a circular or cone area of effect was not applied consistently, but instead was defined as something aesthetically pleasing and easier to picture for an average person winging it at the table. I believe that the FG engine determines grid shading for pointers by whether the center point of a grid square is encompassed via the pointer region.

Items (El Condoro)
If you have many modules open, it can take a second or two for the campaign lists to open the first time each session (especially items). This was a concern of mine during development, but we decided to move forward anyway since the benefits outweighed the negatives. Once it is opened the first time during a session, it will continue to open quickly for the remainder of the session.

Actions Tab (El Condoro)
I'll need to look at your report further to see if I can recreate an issue on my side. I may have questions.

Regards,
JPG

Moon Wizard
July 13th, 2016, 01:10
Updates


[5E] Crawling claw damage roll not working. Fixed. (by applying both damage types)
[5E] Script error on PC Actions tab when opening or adding abilities or changing group names. Fixed.
[SW] Some pregenerated characters couldn't be dragged to be added to the character list. Fixed.


JPG

dulux-oz
July 13th, 2016, 02:38
Can we get that to at least 25 decimal places? I mean, we do want to be accurate right?

NO, JUST KIDDING, PLEASE DON'T!!!

Be careful what you ask for, you just might get it - in radians, or in in mils (look that up on Wikipedia, I dare ya)!


5E Cone Well, if we're being all technical, it's technically a "sector".

I stand corrected - thanks Moon :)

Willot
July 13th, 2016, 08:25
Be careful what you ask for, you just might get it - in radians, or in in mils (look that up on Wikipedia, I dare ya)!



I stand corrected - thanks Moon :)
.....and at this point FGNET woke and decided that humans were a threat.....(que Terminator theme music!).

El Condoro
July 13th, 2016, 12:01
Creating an encounter: drag the NPC icon directly from the NPC list onto the encounter does not show NPC icon nor allow number of creatures to be changed BUT if the NPC record is opened and then dragged onto the encounter, it works as it should.

Moon Wizard
July 13th, 2016, 21:07
Just pushed a bunch of data updates to 5E modules, so you'll probably see some updates today.

JPG

Moon Wizard
July 13th, 2016, 21:33
El Condoro

I just tried this on my local version without any issues. (i.e. created a new encounter, opened NPC list, dragged an acolyte and black dragon into the encounter record, it created the entries correctly)

Any steps I am missing? Are you running any extensions?

Thanks,
JPG

El Condoro
July 13th, 2016, 21:57
[scratches head] I just tried again - after updating, removing extensions and with them - and it all works as it should. I guess that's good!

Zacchaeus
July 13th, 2016, 22:09
[scratches head] I just tried again - after updating, removing extensions and with them - and it all works as it should. I guess that's good!

Join the 'wasting JPG's time' club. I've done this more than once :)
The man is a saint!

spite
July 14th, 2016, 10:13
Keeps crashing when I have many modules open and try to open items.
Module count is all official modules, non-crashing when SRD modules arent open, but will freeze and crash if they are.

Mortar
July 15th, 2016, 01:50
Be careful what you ask for, you just might get it - in radians, or in in mils (look that up on Wikipedia, I dare ya)!

mils as in milliradians? I am used to 6400 mils to a circle...but the exact number depends on nation I believe....but that is just dredging up lessons form a long time ago.

dulux-oz
July 15th, 2016, 03:07
mils as in milliradians? I am used to 6400 mils to a circle...but the exact number depends on nation I believe....but that is just dredging up lessons form a long time ago.

NATO Mils - that seems to be the standard used by most of the world's militaries

And for those that need/want the definition (as I remember it from my military days): 1 mil is the angle subtended by 1 metre at a distance of 1 kilometre (yes, there are 6400 in a circle)

Moon Wizard
July 15th, 2016, 03:34
spite,

I'm going to look into it, but the current FG client has always had troubles dealing with very large lists of any sort, and even with having lots of modules open at once. I just don't know if the architecture can handle all those modules open at once, at this point.

I'm guessing that you would have seen some slowness in the primary Story list and NPC list even with v3.1.7 with that many modules open.
With v3.2.0, we're talking ~2500 NPCs and ~4800 items with just the 5E modules I have on my machine, and trying to display those in a single list.

There are two things I think might be going on:
* The drawing code is having trouble handling thousands of individual list record windows (and possibly some numerical boundary considerations).
* The memory limit is getting reached, since having all those data modules open plus all the memory used by the windows.

I'm close to 1.7GB with my module set and that's about the boundary for 32-bit applications (2GB including stack) unless the OS supports the extra memory option (which bumps it to 3GB including stack). If it hits this boundary, it will cause a crash. This is what I guess is happening.

Regards,
JPG

Mortar
July 15th, 2016, 21:00
NATO Mils - that seems to be the standard used by most of the world's militaries

And for those that need/want the definition (as I remember it from my military days): 1 mil is the angle subtended by 1 metre at a distance of 1 kilometre (yes, there are 6400 in a circle)

Fantastic tool for measuring/judging distance if you know the size of an object, and mils are way more accurate than degrees for shooting bearings/azimuths...17.78mils to a degree.

MW...awesome work sorting out all the issues we create for you :D Haven't found anything else with the SW rules set under 3.2.0 yet.

spite
July 16th, 2016, 02:41
That's cool Moon, I figured it might be something to do with memory, but thought I'd at least throw it out there for completeness' sake.

In another note, I am aware this quite possibly is intentional, but if my players are rolling using FG, and I have my manual rolling on, any rol they make in the tower comes up on my manual rolling window. If this is accidental, there ya go. If it's intentional, what is the reasoning behind it?
In my thinking about this since last night's discovery and now, I was wondering about having a button on the manual roll window that would allow you to bypass the manual roll and let it go through with a RNG roll like normal? This was thought about since sometimes you want to manually roll certain rolls and not others (tables, and roll on tables spring to mind for me personally) and rather than having to go into options before a roll (especially for players rolling in the tower) and click the option on and off repeatedly, you could select an RNG option.
I think that came out clearly, but if I am doing a confusing job of explaining, let me know. It's a suggestion tacked onto the end of what I considered strange behaviour between the manual rolling and the dice tower.

viresanimi
July 16th, 2016, 03:17
In the continueing saga of the Mutants and Masterminds ruleset...

Now that tabs are back, they are not working properly. When I started up my campaign and made new tabs for my various story elements. It turns out, that when I moved them to a new tab, it made a duplicate of the original. The supposedly moved object, was still in the first / main tab. That persisted between reloading of the campaign. Not sure what exactly is going on, but it is not working as intended.

Maybe the "copy" is a link.. I dunno.

Vires Animi

Moon Wizard
July 16th, 2016, 04:31
Lots of Modules and Data (spite)

Doug and I actually have been going back and forth constantly about the large data set issue since your post. We knew that it was a risk with moving to a master index approach, but the functionality was just too good once it was prototyped. After quite a bit of optimization, we got it to the point it was workable. However, the debate is the fact that the content keeps coming out. So, we are debating about slipping v3.2.0 after Gencon to implement a slightly different model where results are paged in 20-100 at a time, similar to a web store. We're thinking that should improve the performance quite a bit, but there is still some question, since the filtering/sorting still needs to be handled by the ruleset. I was sort of hoping the current approach would hold up for now, but it's borderline for the reason you mentioned.

Dice Tower Rolls (spite)
To tell you the truth, I didn't think about dice tower rolls much in conjunction with the manual roll option. So, I consider it "unspecified" behavior. ;)

Let me think about it a bit, but I think I'm going to lean towards the dice tower always bypassing manual rolls for now.

Links and Tabs (viresanimi)
Let me take a look at this again. I thought I checked that, but I have been working on a lot of different things.

Thanks,
JPG

damned
July 16th, 2016, 05:03
Lots of Modules and Data (spite)

Doug and I actually have been going back and forth constantly about the large data set issue since your post. We knew that it was a risk with moving to a master index approach, but the functionality was just too good once it was prototyped. After quite a bit of optimization, we got it to the point it was workable. However, the debate is the fact that the content keeps coming out. So, we are debating about slipping v3.2.0 after Gencon to implement a slightly different model where results are paged in 20-100 at a time, similar to a web store. We're thinking that should improve the performance quite a bit, but there is still some question, since the filtering/sorting still needs to be handled by the ruleset. I was sort of hoping the current approach would hold up for now, but it's borderline for the reason you mentioned.

In regards to the large data sets and lots of modules open... I connect to a lot of peoples computers to help them setup bits and pieces. I see a lot of GMs have the SRD and Basic and Licensed core books all open. Massive duplication and completely unnecessary. I also see 2 or 4 or more Adventure modules open. If you are running PotA why is CoS open? Not to mention how many of them have over shared this stuff to players - both sharing duplicate combinations of Basic/SRD/Licensed and sharing Adventure modules.

Is there too much data if you are using a realistic data set? Admittedly I dont have additional resources of Monsters and NPCs which will be coming, but GMs not selecting the unused stuff would go a long way to making the whole platform run more smoothly....

Just my 2c...!

LordEntrails
July 16th, 2016, 05:19
In regards to the large data sets and lots of modules open... I connect to a lot of peoples computers to help them setup bits and pieces. I see a lot of GMs have the SRD and Basic and Licensed core books all open. Massive duplication and completely unnecessary. I also see 2 or 4 or more Adventure modules open. If you are running PotA why is CoS open? Not to mention how many of them have over shared this stuff to players - both sharing duplicate combinations of Basic/SRD/Licensed and sharing Adventure modules.

Is there too much data if you are using a realistic data set? Admittedly I dont have additional resources of Monsters and NPCs which will be coming, but GMs not selecting the unused stuff would go a long way to making the whole platform run more smoothly....

Just my 2c...!

Spurred by this, and probably only something that would help with 5E, but would it be worth setting up a "priority" type system for references? i.e. if the PHB is open, then the SRD and Basic Rules are ignored if opened?

spite
July 16th, 2016, 07:12
Lots of Modules and Data (spite)

Doug and I actually have been going back and forth constantly about the large data set issue since your post. We knew that it was a risk with moving to a master index approach, but the functionality was just too good once it was prototyped. After quite a bit of optimization, we got it to the point it was workable. However, the debate is the fact that the content keeps coming out. So, we are debating about slipping v3.2.0 after Gencon to implement a slightly different model where results are paged in 20-100 at a time, similar to a web store. We're thinking that should improve the performance quite a bit, but there is still some question, since the filtering/sorting still needs to be handled by the ruleset. I was sort of hoping the current approach would hold up for now, but it's borderline for the reason you mentioned.

Dice Tower Rolls (spite)
To tell you the truth, I didn't think about dice tower rolls much in conjunction with the manual roll option. So, I consider it "unspecified" behavior. ;)

Let me think about it a bit, but I think I'm going to lean towards the dice tower always bypassing manual rolls for now.

Links and Tabs (viresanimi)
Let me take a look at this again. I thought I checked that, but I have been working on a lot of different things.

Thanks,
JPG

If no button to bypass is implemented, that would definitely be the best option :)

Trenloe
July 16th, 2016, 16:51
Spurred by this, and probably only something that would help with 5E, but would it be worth setting up a "priority" type system for references? i.e. if the PHB is open, then the SRD and Basic Rules are ignored if opened?
There could then be issues if players built their PCs with links from the SRD or Basic Rules modules, these modules need to be shared/opened so that the players can access any linked info.

Moon Wizard
July 16th, 2016, 18:48
Updates


[CoreRPG+] Dice tower rolls will bypass the manual roll option.
When using a category tab control, all records were displaying in the unnamed category. Fixed.
Chat entries dragged onto windows overlaying chat window were also echoing drag to chat. Fixed.
[CoreRPG+] The TOWER tag was not being added to dice tower rolls. Fixed.


JPG

Nickademus
July 16th, 2016, 22:35
Chat entries dragged onto windows overlaying chat window were also echoing drag to chat. Fixed.

Much obliged. Now my players can't see what the random encounters I rolled are. *too lazy to move note off of chat window*

Moon Wizard
July 16th, 2016, 23:44
The funny thing is that issue has probably been around for years, but only now an issue since you can drag and drop links into notes which could possibly be over the chat window. ;)

JPG

Nickademus
July 17th, 2016, 00:25
I still think I should be charging you for all the Q/A I do (a.k.a. breaking things).

Seriously though, it happens with stories too, so it was possible all along. I think most GMs aren't crazy like me to only use one monitor.

spite
July 17th, 2016, 03:52
Manual roll window, minus die aren't applying correctly, they are adding instead.
Case in point; bane on monster brings up this window https://puu.sh/q4g2l/5f41847faa.jpg
putting in the result of a 9 and a 3, should be 6 + att modifier. Instead results in additive https://puu.sh/q4g4g/6897f3d6a6.jpg

Erin Righ
July 18th, 2016, 21:51
Manual roll window, minus die aren't applying correctly, they are adding instead.
Case in point; bane on monster brings up this window https://puu.sh/q4g2l/5f41847faa.jpg
putting in the result of a 9 and a 3, should be 6 + att modifier. Instead results in additive https://puu.sh/q4g4g/6897f3d6a6.jpg

Hey Spite, don't quote me on this, but i believe the manual dice roll is to input what physical dice rolled. So you need to put in 9 in the d20 and -3 in the d4 slot. then it will work.

Erin Righ
July 18th, 2016, 21:55
Hey Dulux-Oz when will we see an update to the DOE extensions for this? I love the features of 3.2.0 but i rely pretty heavily on the DOE locations, weather, organizations, and Alignment graph?

spite
July 18th, 2016, 23:53
Hey Spite, don't quote me on this, but i believe the manual dice roll is to input what physical dice rolled. So you need to put in 9 in the d20 and -3 in the d4 slot. then it will work.

I get what you mean, but I didn't roll a -3, my dice only go from 1 to 4, haha.
I will do the -3 for the meantime, but to me it doesn't make sense to input a minus where a dice result is expected and the window shows that it thinks it is minusing that result


Today, not sure what has changed but opening any campaign, or opening a new campaign even results in https://puu.sh/q6iM5/f9640101c0.jpg
Only on 5th edition ruleset

damned
July 19th, 2016, 01:49
Hey Dulux-Oz when will we see an update to the DOE extensions for this? I love the features of 3.2.0 but i rely pretty heavily on the DOE locations, weather, organizations, and Alignment graph?

3.2.0 is neither a live release nor a finished product.
You wont see most extensions updated for 3.2.0 until it is finished.
If you want to use extensions you should be using the live ruleset...

dulux-oz
July 19th, 2016, 02:24
Hey Dulux-Oz when will we see an update to the DOE extensions for this? I love the features of 3.2.0 but i rely pretty heavily on the DOE locations, weather, organizations, and Alignment graph?

Yeap - that's what's been taking up all my time for the last couple of weeks: updates to ALL the DOEs, plus a new one :)

Erin Righ
July 19th, 2016, 08:51
Yeap - that's what's been taking up all my time for the last couple of weeks: updates to ALL the DOEs, plus a new one :)

Brilliant! If you need any help testing please let me know, mate. I love these extensions and just got the sound extension working for me too :D

Erin Righ
July 19th, 2016, 09:15
I get what you mean, but I didn't roll a -3, my dice only go from 1 to 4, haha.
I will do the -3 for the meantime, but to me it doesn't make sense to input a minus where a dice result is expected and the window shows that it thinks it is minusing that result


Well I think the window shows only what you tell it to show, the actual figures are only relevant to determine what input slots are available, in your case a d20 and a d4. the algorithm seems to only be able to translate dice and modifiers, but adding a negative, mathematically is the same thing as subtracting a positive, and i imagine the coding for having it determine whether it is adding or subtracting a die or many dice is rather complicated especially considering how the program saves die codes in xml, whereas this is an addition to allow manual entry, so where the coding is complex it is probably easier to simply let the player do the math. Just one arses opinion.

Erin Righ
July 22nd, 2016, 02:18
I think there may be some sort of incompatibility issue with the 3.5E Magic Items, the Complete SRD Magic Items and the d20 Magic Items Module files. If you have any 2 of them loaded (I know that's redundant), the items tab takes forever to do anything. I was wondering what else might be having this problem?

viresanimi
July 22nd, 2016, 04:33
I was wondering if anyone would take at look at the vampire the masquerade ruleset from Earthworm3. We're on a sort of summer hiatus, but my players are anxious get going again and I've tried to make it work, but sadly don't have the skills to do it. All I want is for it to load up again and work.

Moonwizard wrote that the problem was: "The missing ruleset file message means that your VtM ruleset is trying to include the "campaign/campaign_story.xml" file. In the last version of CoreRPG, that file was also in the base ruleset, so it would just fall through and load the same file twice. That file has been removed from CoreRPG, so that includefile tag just needs to be removed from VtM ruleset also."

I would be very grateful to any helpful soul.


Vires Animi

damned
July 22nd, 2016, 05:22
unzip it to a subfolder in your rulesets directory and find base.xml and open in notepad or notepad++
search for that filename and prefix it with <!-- and put --> at the end.
Save the file. Close FG (not reload) and then retry. I havent tested this - Im just padding out Moon Wizards instructions...

Erin Righ
July 22nd, 2016, 05:30
unzip it to a subfolder in your rulesets directory and find base.xml and open in notepad or notepad++
search for that filename and prefix it with <!-- and put --> at the end.
Save the file. Close FG (not reload) and then retry. I havent tested this - Im just padding out Moon Wizards instructions...

It is going to take more than just that, i went through the Base.xml and removed all references to the skipped files, and it still gives script errors in shortcuts and manager_library.lua

damned
July 22nd, 2016, 06:09
Sorry Erin Righ i was replying to viresanimi
You will see earlier in this thread that Moon Wizard says there are some performance issues with huge lists and the new views
He is looking at some options for that

viresanimi
July 22nd, 2016, 08:26
Well. I added the prefix / suffixes to all the xml files in the base.xml and now it loaded.

Now I get:

Script Error: [string "shortcuts"]:1: attempt to call field 'registerContainerWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:50: attempt to call field 'addLibraryDockShortcut' (a nil value)

Aaaaaaand all the buttons are gone. It feels like a game of whack a mole and I don't know how to use a hammer. hi hi hi


Vires Animi

Erin Righ
July 22nd, 2016, 14:14
Well. I added the prefix / suffixes to all the xml files in the base.xml and now it loaded.

Now I get:

Script Error: [string "shortcuts"]:1: attempt to call field 'registerContainerWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:50: attempt to call field 'addLibraryDockShortcut' (a nil value)

Aaaaaaand all the buttons are gone. It feels like a game of whack a mole and I don't know how to use a hammer. hi hi hi


Vires Animi

yeah that's what i was getting at

damned
July 22nd, 2016, 15:29
<!-- <script name="ModifierStack" file="desktop/scripts/modifierstack.lua" />
<script name="GmIdentityManager" file="desktop/scripts/manager_gmidentity.lua" />
<script name="DiceTowerManager" file="desktop/scripts/manager_dicetower.lua" />
<script name="DesktopManager" file="desktop/scripts/manager_desktop.lua" />
<script name="Desktop" file="desktop/scripts/desktop.lua" /> -->

viresanimi
July 22nd, 2016, 18:14
Splendid. Now it works.

Except now I get a list of errors from from here to the moon if I open an npc / character sheet.

I've tried to look for the place to fix it, but to no avail.


Vires Animi

Blackfoot
July 22nd, 2016, 19:27
Splendid. Now it works.
Except now I get a list of errors from from here to the moon if I open an npc / character sheet.
I've tried to look for the place to fix it, but to no avail.

Vires AnimiYou are attempting to run this in FG 3.2.0 Test? Because the ruleset seems to work just fine in the FG 3.1.7 Live.

viresanimi
July 22nd, 2016, 22:20
Yes, but 3.2 wont be in test forever right? Trying to make sure that it is future proof, so to speak.

Vires Animi

damned
July 23rd, 2016, 01:58
Splendid. Now it works.

Except now I get a list of errors from from here to the moon if I open an npc / character sheet.

I've tried to look for the place to fix it, but to no avail.


Vires Animi

Works fine for me in a new campaign.

viresanimi
July 23rd, 2016, 06:01
Eh right. This is getting weirder and weirder.

The endless list of errors probably comes from the "crossover" extension, which is rather vital, for using character- / npc sheets for werewolf / mage. But to confound me even more. I cannot start a new campaign in VtM. It looks like its just a CoreRPG campaign. Futhermore, if I turn my extensions off in existing campaigns that too seems to end up without anything from the ruleset.

When I screw up I do it big I guess?

Would you mind sending me the modified file in a PM please?


Vires Animi

damned
July 23rd, 2016, 06:11
Eh right. This is getting weirder and weirder.

The endless list of errors probably comes from the "crossover" extension, which is rather vital, for using character- / npc sheets for werewolf / mage. But to confound me even more. I cannot start a new campaign in VtM. It looks like its just a CoreRPG campaign. Futhermore, if I turn my extensions off in existing campaigns that too seems to end up without anything from the ruleset.

When I screw up I do it big I guess?

Would you mind sending me the modified file in a PM please?


Just replace this file.
Try that with a new VtM campaign and then try add the crossover extension (I havent tried it).

Blackfoot
July 23rd, 2016, 06:49
I got it to work with the extension by commenting out the following lines:

<!-- <script name="ModifierStack" file="desktop/scripts/modifierstack.lua" />
<script name="GmIdentityManager" file="desktop/scripts/manager_gmidentity.lua" />
<script name="DiceTowerManager" file="desktop/scripts/manager_dicetower.lua" />
<script name="DesktopManager" file="desktop/scripts/manager_desktop.lua" />
<script name="Desktop" file="desktop/scripts/desktop.lua" />-->
<!-- <includefile source="campaign/template_campaign.xml" />
<includefile source="campaign/template_char.xml" />
<includefile source="campaign/campaign_story.xml" />
<includefile source="campaign/campaign_notes.xml" />
<includefile source="campaign/campaign_images.xml" />
<includefile source="campaign/campaign_tables.xml" />

<includefile source="campaign/record_table.xml" />

<includefile source="campaign/campaign_chars.xml" />
<includefile source="campaign/campaign_npcs.xml" />
<includefile source="campaign/campaign_encounters.xml" />
<includefile source="campaign/campaign_items.xml" />
<includefile source="campaign/campaign_parcels.xml" />-->
<!-- <includefile source="campaign/record_encounter.xml" />
<includefile source="campaign/record_item.xml" />
<includefile source="campaign/record_parcel.xml" />-->These files do not exist in the ruleset (or the extension) so they were pulling the code out of CoreRPG previously.. but they must have been moved or something since they can no longer be found. FG finds them in their new location without being told since they are CoreRPG files.

Blackfoot
July 23rd, 2016, 07:18
Actually, looking at this there is a lot more that probably 'should' be removed... it seems like it could only lead to problems in the future. Like 80% of the file references in base.xml aren't actually used by the ruleset.. they are just picking stuff up from CoreRPG that would be picked up anyway.

spite
July 23rd, 2016, 09:54
So, Moon Wizard, another thing about the manual dice rolling window (god this is the best feature ever) when I roll a spell save at player characters, it prompts me to make their rolls, regardless of their manual roll settings.
I know this is a lot of hoohah about this feature that you may not have wanted to worry about, but it is the most exciting feature of 3.2.0 for me so sorry in advance!

viresanimi
July 23rd, 2016, 10:12
Well. With the base.xml file provided, everything seems to work now. Extension included. I probably did something massively stupid with mine due to my complete non understanding of the gobbelygook. I don't know how you guys do it. But lets hope it will keep working from now on. You guys rock.

Thanks


Vires Animi

damned
July 23rd, 2016, 11:38
Blackfoot has identified some more files. Ill take them out and repost later today.

dulux-oz
July 23rd, 2016, 11:56
Do we have an actual, firm ETA date for this release yet? I know post-Gencon was mentioned, but is that still the case?

viresanimi
July 23rd, 2016, 18:04
When mucking around in the VtM ruleset, which thanks to damned is working again (you're the man), I noticed something that probably isn't a bug, but something of an issue - for me at least. This doesn't pertain to VtM exclusively. I have tested and found that this is true for CoreRPG as well, and so probably everything built on it.

"The image frame now have a set minimum width".

This obviously came with the "ID function", which is a great idea honestly. But it does present a problem with any image which has a width which is "lower" than the hard coded one. Namely that images get enlarged and "stretched", making them look bad. Now. I get that FG is mostly for D&D players whom uses images for maps, which tends to be bigger than the set size. But over time I've literally made hundreds of images of npc's for various WoD games, and they are all slightly smaller than the current minimum width. And honestly it looks not good now.

I dunno if the min. width can be removed with the current setup, but a smaller min. width overall would be appreciated. Looking at my images and the names I give things, I'd say that the images could have a min. width half of what they are now and still see both titles in the top easily. Can't say if others use very long titles, so that might be an issue.

Vires Animi

dulux-oz
July 24th, 2016, 03:04
When mucking around in the VtM ruleset, which thanks to damned is working again (you're the man), I noticed something that probably isn't a bug, but something of an issue - for me at least. This doesn't pertain to VtM exclusively. I have tested and found that this is true for CoreRPG as well, and so probably everything built on it.

"The image frame now have a set minimum width".

This obviously came with the "ID function", which is a great idea honestly. But it does present a problem with any image which has a width which is "lower" than the hard coded one. Namely that images get enlarged and "stretched", making them look bad. Now. I get that FG is mostly for D&D players whom uses images for maps, which tends to be bigger than the set size. But over time I've literally made hundreds of images of npc's for various WoD games, and they are all slightly smaller than the current minimum width. And honestly it looks not good now.

I dunno if the min. width can be removed with the current setup, but a smaller min. width overall would be appreciated. Looking at my images and the names I give things, I'd say that the images could have a min. width half of what they are now and still see both titles in the top easily. Can't say if others use very long titles, so that might be an issue.

Vires Animi

Yeap, its a problem for me as well, having images resize "up" is a PITA. Removing/modifying the minimum image width would be a real bonus, please.

damned
July 24th, 2016, 06:31
Is there any reason you cannot use the merge rule to set your own minimum width?



<windowclass name="imagewindow" merge="join">
<frame>imagebox</frame>
<sizelimits>
<minimum>
<height>100</height>
<width>100</width>
</minimum>
<dynamic />
</sizelimits>
</windowclass>

viresanimi
July 24th, 2016, 06:43
Probably not. But since I had no idea where to look... I will try your example. But I would honestly prefer that it was fixed in Core so I don't have to change every ruleset that I use!

Vires Animi




EDIT: Where should I put that code? I can't seem to figure out the right place. *blush*

damned
July 24th, 2016, 06:45
It IS fixed in Core. Core sets it to a minimum width to support the naming of the image. Its just not fixed according to how you would like to see it...

I will test it in an extension and let you know.

Blackfoot
July 24th, 2016, 08:09
Seems like the best solution would be for the image to auto scale up to minimum size. The minimum is obviously an issue related to all the new graphics at the top of images...
Actually... the image box doesn't necessarily need to have the same width as that graphic structure.. if the image were narrower than the graphics it 'could' just exist with the box at the top floating over it, assuming the graphics were constructed in such a way that it looked right to do so. It would mean that small images would still be somewhat larger in terms of screen space... but they wouldn't necessarily need to be 'scaled up'.

damned
July 24th, 2016, 13:45
Image Frame extension for you viresanimi - will only work for 3.2.0 and above

viresanimi
July 24th, 2016, 17:09
Seems like the best solution would be for the image to auto scale up to minimum size.
If you mean the image should scale up to the frame's minimum size, that is exactly what is happening. That IS the issue, for images that is smaller than the frame. Early impression of using the extension that damned has made, it doesn't matter to me, that the fields for the names can be cropped. And since players only has one whereas the master has two. I don't see much of an issue with removing the minimum width.

@damned
The auto scale to original size isn't working, but you know what. I will take it! Now I guess I will have to get to work and actually start working on adventures for my players, as I don't have any excuses of "oh guys... the ruleset isn't working anymore". he he he.

Have an internet-beer on me!


Vires Animi

Paul Pratt
July 24th, 2016, 17:31
In CoreRPG, Ctrl+Enter (Story for GM, Act for players) for chat doesn't send the chat message. Alt+Enter works fine.

damned
July 24th, 2016, 23:37
If you mean the image should scale up to the frame's minimum size, that is exactly what is happening. That IS the issue, for images that is smaller than the frame. Early impression of using the extension that damned has made, it doesn't matter to me, that the fields for the names can be cropped. And since players only has one whereas the master has two. I don't see much of an issue with removing the minimum width.

@damned
The auto scale to original size isn't working, but you know what. I will take it! Now I guess I will have to get to work and actually start working on adventures for my players, as I don't have any excuses of "oh guys... the ruleset isn't working anymore". he he he.

Have an internet-beer on me!

It does work. If you have already opened a smaller image it seems to have saved its resized settings within FG. In the FG Images view right click on the image and delete and then click out of the Images window and back in and then reopen your image.

Moon Wizard
July 28th, 2016, 23:15
All that the minimum size error is saying is that one of the 9-slice regions for the frame is smaller than 3 pixels in a direction that it may be tiled. This can translate to a performance hit when displaying these frames, especially as the frame grows larger. This happened for frames that were defined with 1-pixel regions, of which I found many. In those cases, I just tiled the frames myself to make the regions larger, and updated the frame definition.

I'm guessing that CoreRPG already has replacements for most of those frames that are throwing issues anyway, and probably don't need to be redefined separately in the ruleset anyway.

JPG

Moon Wizard
July 31st, 2016, 08:38
Updates


[CoreRPG+] Master index campaign list updated to use result pages for faster performance.
[CoreRPG+] Updated manual roll button graphics.
[CoreRPG+] Added roll button to manual roll entries.
[5E] Lair actions category added to NPC record powers.
When reverting module records, category information would be reset incorrectly to the empty category. Fixed.
[CoreRPG+] When an unidentified item link dropped on the chat window, in some cases the identified name would be displayed. Fixed.
[CoreRPG+] When values entered for negative dice in the manual roll, they will be negated before being applied.
[CoreRPG+] When an unidentified image link dropped on the chat window, in some cases the identified name would be displayed. Fixed.
[PFRPG/3.5E] Conditional effect checks for alignment and size would sometimes fail based on line breaks in the Type field. Fixed.
[5E] Temporary hit points not resetting on long rest when the slow healing option set for campaign. Fixed.
[5E] Extra invisibile conditions triggered by wearing/carrying text in creature powers and spells. Fixed.
[DEV] onDelete handlers registered via DB.addHandler not getting called when module unloaded. Fixed.


JPG

spite
July 31st, 2016, 10:39
Updates


[CoreRPG+] Master index campaign list updated to use result pages for faster performance.
[CoreRPG+] Updated manual roll button graphics.
[CoreRPG+] Added roll button to manual roll entries.
[5E] Lair actions category added to NPC record powers.
When reverting module records, category information would be reset incorrectly to the empty category. Fixed.
[CoreRPG+] When an unidentified item link dropped on the chat window, in some cases the identified name would be displayed. Fixed.
[CoreRPG+] When values entered for negative dice in the manual roll, they will be negated before being applied.
[CoreRPG+] When an unidentified image link dropped on the chat window, in some cases the identified name would be displayed. Fixed.
[PFRPG/3.5E] Conditional effect checks for alignment and size would sometimes fail based on line breaks in the Type field. Fixed.
[5E] Temporary hit points not resetting on long rest when the slow healing option set for campaign. Fixed.
[5E] Extra invisibile conditions triggered by wearing/carrying text in creature powers and spells. Fixed.
[DEV] onDelete handlers registered via DB.addHandler not getting called when module unloaded. Fixed.


JPG

And with this list, great happiness was felt around the lands.
Awesome list of stuff Moon, as always

damned
July 31st, 2016, 13:34
Im getting:

Script Error: [string "campaign/scripts/masterindex_window.lua"]:540: attempt to index field '?' (a nil value)

in a blank brand new CoreRPG ruleset when I do the following:
Create a New Group
Switch to Group
Create a new entry in group

In this case it is Items but I get the same result from all the ones that Im trying....

Edit: Tested in 5e and get the same behaviour/error.

Script Error: [string "campaign/scripts/masterindex_window.lua"]:540: attempt to index field '?' (a nil value)

Moon Wizard
July 31st, 2016, 19:37
Updates


[CoreRPG+] Script error when adding a new campaign record to a master index list when viewing a non-empty category. Fixed.


JPG

damned
August 1st, 2016, 00:23
Updates


[CoreRPG+] Script error when adding a new campaign record to a master index list when viewing a non-empty category. Fixed.


JPG

Hey Moon Wizard in the previous 3.2.0 you had a bunch of files:

\utility\scripts

masterindexcategory_window.lua
masterindexitem_category.lua
masterindexitem_name.lua
masterindexitem_window.lua
masterindex_list.lua
masterindex_window.lua

That have all gone...
What did you change these too?
My ruleset is still throwing the error that you fixed in CoreRPG...

Script Error: [string "campaign/scripts/masterindex_window.lua"]:365: attempt to call field 'setRecordType' (a nil value)
Ruleset Warning: Could not load script file (Ruleset: MoreCore) (utility/scripts/masterindexitem_window.lua)
Ruleset Warning: Could not load script file (utility/scripts/masterindexitem_window.lua)
Script Error: [string "campaign/scripts/masterindex_window.lua"]:365: attempt to call field 'setRecordType' (a nil value)

Moon Wizard
August 1st, 2016, 01:27
They're located under campaign/scripts now.

Any reason you need to call them directly outside of the classes already defined? (Regular, id, note)

I thought I already replaced all references in CoreRPG.

Thanks,
JPG

damned
August 1st, 2016, 01:49
Thanks Moon Wizard - perfect!

MoreCore has a new class/window called Rolls that is drag and droppable onto the MoreCore tab of the CharSheet and NPC Sheet.
It accepts some additional roll types:
exploding dice (courtesy Ikael)
roll and keep (d10s only - courtesy Ikael)
drop lowest (courtesy DMfirmy)
count successes (courtesy Trenloe)
powered by the apocalypse (courtesy ianmward)
and it will automatically pickup/accept any new dice-handler classes that are added by extension(s).

14921

chumbly
August 1st, 2016, 21:22
I don't know whether this is my problem or something in the latest 3.2 installer. I have never had this problem
installing and update before, so I am uploading a screen shot, just in case there is an issue. After completion,
I can bring up fantasy grounds and successfully create campaigns with the affected rulesets.. I have not
actually played any of the campaigns, so i don't know if later on I might run into corrupted data.
14926


Chumbly

Trenloe
August 1st, 2016, 22:15
I don't know whether this is my problem or something in the latest 3.2 installer. I have never had this problem
installing and update before, so I am uploading a screen shot, just in case there is an issue. After completion,
I can bring up fantasy grounds and successfully create campaigns with the affected rulesets.. I have not
actually played any of the campaigns, so i don't know if later on I might run into corrupted data.
14926


Chumbly
Keep trying until you can do a complete update without any timeout errors, otherwise you will have missing/incorrect modules.

Moon Wizard
August 1st, 2016, 22:19
It means that the network is dropping connection or getting errors during the update process. Usually, you can try moving closer to your wireless router, or using a wired connection.

Regards,
JPG

damned
August 2nd, 2016, 06:20
Hi Moon Wizard the 3.2.0 update is definitely slower (and gets stuck on some of the larger downloads) than the 3.1.7 updater...
I have a 100mbps connection and Im wired in and its way slower than rolling back to 3.1.7...

dulux-oz
August 2nd, 2016, 07:23
Hi Moon Wizard the 3.2.0 update is definitely slower (and gets stuck on some of the larger downloads) than the 3.1.7 updater...
I have a 100mbps connection and Im wired in and its way slower than rolling back to 3.1.7...

I can concur with this - it is definitely slower

Paul Pratt
August 2nd, 2016, 07:34
CoreRPG, fresh campaign, opening the note masterindex window causes an error:

Script Error: [string "campaign/scripts/masterindex_window.lua"]:363: attempt to index field 'category' (a nil value)

chumbly
August 2nd, 2016, 08:30
It means that the network is dropping connection or getting errors during the update process. Usually, you can try moving closer to your wireless router, or using a wired connection.

Regards,
JPG
lol I am within 3 ft of the wireless router...any closer and I would have to marry it

Chumbly

damned
August 2nd, 2016, 08:51
CoreRPG, fresh campaign, opening the note masterindex window causes an error:

Script Error: [string "campaign/scripts/masterindex_window.lua"]:363: attempt to index field 'category' (a nil value)

Paul Pratt check posts 226 and 227 in this thread.

Paul Pratt
August 2nd, 2016, 19:23
The notes window doesn't have categories I thought. Hmm.. was a fresh campaign after the last update. Notes worked prior. I understand the masterindex items moved to campaign. I have no notes in CORE, 3.5 either all on fresh campaigns, no extensions.

damned
August 2nd, 2016, 22:35
Hi Paul Pratt - good point! I didnt test Notes - my CoreRPG one is fine but CoC and MoreCore are giving the same error and line for me.... and Notes still dont have categories... so Im not sure where/why this is happening.

Stx11
August 4th, 2016, 04:00
Console Errors when loading/browsing the 5e Sample Adventure:

Runtime Notice: Host session started
Runtime Notice: s'onInit: registerResultHandler'
Ruleset Error: desktop: Could not find die shape icon () for die (d14)
Ruleset Error: desktop: Could not find die shape icon () for die (d16)
Ruleset Error: desktop: Could not find die shape icon () for die (d2)
Ruleset Error: desktop: Could not find die shape icon () for die (d24)
Ruleset Error: desktop: Could not find die shape icon () for die (d3)
Ruleset Error: desktop: Could not find die shape icon () for die (d30)
Ruleset Error: desktop: Could not find die shape icon () for die (d5)
Ruleset Error: desktop: Could not find die shape icon () for die (d7)
Runtime Error: Unable to save file (C:/ProgramData/Fantasy Grounds/campaigns/5E Sample Campaign/usersettings/tokens_GM) - Error (13): Permission denied
Script Error: [string "campaign/scripts/masterindex_window.lua"]:363: attempt to index field 'category' (a nil value)
Runtime Error: Unable to save file (C:/ProgramData/Fantasy Grounds/campaigns/5E Sample Campaign/CampaignRegistry.lua) - Error (13): Permission denied
Runtime Error: Unable to save file (C:/ProgramData/Fantasy Grounds/campaigns/5E Sample Campaign/db.xml) - Error (13): Permission denied
Database Notice: Campaign saved.
Runtime Error: Unable to save file (C:/ProgramData/Fantasy Grounds/campaigns/5E Sample Campaign/CampaignRegistry.lua) - Error (13): Permission denied
Runtime Error: Unable to save file (C:/ProgramData/Fantasy Grounds/campaigns/5E Sample Campaign/db.xml) - Error (13): Permission denied
Database Notice: Campaign saved.


I'm not worried about the custom dice errors from MoreCore but thought the Error (13) issues might be important.

damned
August 4th, 2016, 05:00
MoreCore should only be used for CoreRPG and not for 5e. It has way less features than 5e - there is no advantage to using it for 5e.

But more importantly I think you have permissions issues on your Fantasy Grounds data folder... grant the Users group or Everyone all permissions except the Full Control one.

Stx11
August 4th, 2016, 06:14
Ah ok.

I have removed MoreCore but it looks like it was permissions.

Thanks Damned!

adonndel
August 5th, 2016, 01:43
Hi, I am just starting to get more involved in the FG community and I thought I would chip in and help do some testing.

I found a bug/issue in 3.2. I recently got the module "Tome of Beasts" from Kobold Press. It works fine in 3.1.7 but in 3.2 I found that there are no tokens assigned to the creatures. The tokens exist if I looks them in the tokens list, but when you open up a creature , it shows a blank circle for the creature token in the upper right corner.

damned
August 8th, 2016, 07:52
CoreRPG, fresh campaign, opening the note masterindex window causes an error:

Script Error: [string "campaign/scripts/masterindex_window.lua"]:363: attempt to index field 'category' (a nil value)


Hi Paul Pratt - good point! I didnt test Notes - my CoreRPG one is fine but CoC and MoreCore are giving the same error and line for me.... and Notes still dont have categories... so Im not sure where/why this is happening.

Is anyone else getting this with their CoreRPG layered rulesets on 3.2.0?

viresanimi
August 8th, 2016, 09:05
Yep. Opening Notes gives that error in Core.

Edit for clarity: Making a note will result in that error.

El Condoro
August 8th, 2016, 10:29
Yes, getting that when opening and when trying to edit a new note (5e ruleset).

dberkompas
August 8th, 2016, 23:54
As well as Call of Cthulhu, Castles & Crusades, Fate, Numenera, Savage Worlds.

I stopped testing after those.


Boomer

Talyn
August 9th, 2016, 21:03
Just got 3.20 Test today and ::stretch::blink:: read this entire thread.

Couple things: since we're switching to the category drop-down rather than tabs, is it safe to assume (knowing full well what they say about assuming, hence asking here first lol) that for:

<category name="PROJECT NAME" mergeid="" baseicon="1" decalicon="0">
We would no longer need anything past the name="" bit?

The Library page: Um... while it's awesome the GM can select which icons she and the players see, could that be minimizable? Seems like that's something that would likely only need to be once during the campaign creation, or at most only every once in awhile. In the meantime that's taking up a whole lot real estate.

On a somewhat similar note is it possible to run an onUpdate() or some similar script function so that, let's say I share the NPC window with players. Normally I can't even think of a reason players need that. But on Savage Worlds, players can add Allies to their character sheet and control them. In that case, there's something for the players to see, so then and only then the button would appear on their sidebar. Similarly with Story, normally that's the GMs purview but if he happened to share a Story page or use the MOTD extension then and only then would the Story button appear. ie. if the windows are completely empty on certain windows that are "normally" GM-only don't display them, even if the GM checks that they should be displayed, unless that window is populated with something to show.

Erin Righ
August 10th, 2016, 08:59
Is anyone else getting this with their CoreRPG layered rulesets on 3.2.0?

No problem on 3.5 ruleset, weird everyone else seems to be getting i, i feel left out

Paul Pratt
August 10th, 2016, 15:36
Erin, it is odd you don't have the error in 3.5. Do you have extensions running? You should be getting the error, I do when I run 3.5.

Erin Righ
August 10th, 2016, 20:58
Erin, it is odd you don't have the error in 3.5. Do you have extensions running? You should be getting the error, I do when I run 3.5.

Yeah, really weird. I am running a few extensions, so i created a new extensionless campaign and nothing