View Full Version : Release v3.2 is live
Celegar
November 7th, 2016, 12:29
Yes damned I could not get it working. It still has the wrong version listed and the buttons pop up error messages when activated. It is though they are empty. I wanted to make a character but there isn't a sheet. The attempt was with 5E. I am not sure what other info is needed.
damned
November 7th, 2016, 12:48
Screenshots?
What isnt showing the right version? The splash screen or the chat window?
Please post screen shots of both.
What steps are you doing and at what step does it first start going wrong?
Celegar
November 7th, 2016, 13:06
The splash screen still shows 3.1.7 instead of 3.2 but the chat screen shows 3.2. I did what Trenloe said to do with extensions and how to get the correct version to appear. My brother uses his licensed account for playing in games I create on my ultimate table so he does not have really anything added to his account. He never bought additional material. His account update should I would have thought been easy.
Talley Darkstar
November 7th, 2016, 14:55
This isn't normal, nor should be expected. Seems like it would be best to start a thread in the House of Healing. My first guess would be you have too many tokens in your shared folder or maybe too many maps in your campaign.
To start on this, what o/s are you running? Can you figure out what to do to repeat this? How large does the FG process get?
I'm running Windows 10, and it's a plain 5e campaign. Same with my wife's. No custom maps, now for custom tokens, there are a bunch of them for another game and campaign. I'll have to play around more with it when I get home tonight.
Trenloe
November 7th, 2016, 15:19
The splash screen still shows 3.1.7 instead of 3.2 but the chat screen shows 3.2. I did what Trenloe said to do with extensions and how to get the correct version to appear. My brother uses his licensed account for playing in games I create on my ultimate table so he does not have really anything added to his account. He never bought additional material. His account update should I would have thought been easy.
Have you double checked the startup shortcut used to start FG against the app directory settig as described in the second bullet point in the forum post we directed you to? It is more than likely that these are different and is the cause of your issue.
Talley Darkstar
November 7th, 2016, 16:35
spite and Talley Darkstar - what windows are you working in when this happens?
Can you make those windows taller? I know, i know... just try it.
I'm using the library window. I'll try and check window size when I get home.
I might just wait, I am really getting to the point of updating my computer for other reasons.
swest
November 7th, 2016, 17:21
The second problem occurs if I click on certain 'Special Abilities' links on the Character Sheet. Anything Class-related always returns (in the Chat window):
Code:
Could not open sheet with data from unloaded module. (PFRPG Classes)
That is an old link to the base module. A while back I combined the race and class module together; this will change the module reference name so FG won't find the old link.
Just delete that link and drag a new one in from the PFRPG Classes and Races module.
Thanks, Nickademus. I will take care of it.
- s.west
swest
November 7th, 2016, 18:14
p.s. On my other question:
My group is playing a PFRPG campaign, and after the upgrade we experienced [UNTRAINED] results on Skill checks, even though the player had ranks in the Skill. Also, the number that FG rolled for the Skill checks were the correct numbers (with ranks and other modifiers applied). No other errors were seen when that occurred.
Has no one experienced this? This was not a problem before the upgrade.
- s.west
swest
November 7th, 2016, 18:17
To continue on the Skills question, I am looking over my players' character records, and I just noticed that all of the Skill links are empty. All skills, all characters.
What's up with that?
Thanks.
- s.west
[edit] Correction, one of the character sheets has links on <most> of the Skills (most, but not all...)
damned
November 7th, 2016, 18:18
p.s. On my other question:
Has no one experienced this? This was not a problem before the upgrade.
- s.west
2 or 3 times if you read back thru the pages here...
Fixed in 3.2.1
https://www.fantasygrounds.com/forums/showthread.php?34882-Test-Release-v3-2-1&p=299544
Nickademus
November 7th, 2016, 18:29
To continue on the Skills question, I am looking over my players' character records, and I just noticed that all of the Skill links are empty. All skills, all characters.
What's up with that?
Thanks.
- s.west
[edit] Correction, one of the character sheets has links on <most> of the Skills (most, but not all...)
I don't think the PF ruleset ever put links in the character sheet for skills (the link socket has been there all along). Some players, like myself, will manually add links from the rules modules to the skill list which is why one of your players probably has them.
swest
November 7th, 2016, 18:34
I don't think the PF ruleset ever put links in the character sheet for skills (the link socket has been there all along). Some players, like myself, will manually add links from the rules modules to the skill list which is why one of your players probably has them.
Ahh... well, that explains it. Now that you mention it, I didn't have any specific knowledge that they were there before (since I don't spend that much time looking over my players' character sheets).
Thanks, a lot.
- s.west
swest
November 7th, 2016, 18:40
My group is playing a PFRPG campaign, and after the upgrade we experienced [UNTRAINED] results on Skill checks, even though the player had ranks in the Skill. Also, the number that FG rolled for the Skill checks were the correct numbers (with ranks and other modifiers applied). No other errors were seen when that occurred.
2 or 3 times if you read back thru the pages here...
Fixed in 3.2.1
https://www.fantasygrounds.com/forums/showthread.php?34882-Test-Release-v3-2-1&p=299544
D'oh!
I totally missed that. Thanks...
And thanks for the 3.2.1 link.
- s.west
swest
November 7th, 2016, 20:41
Ok, another question.
I am watching ddavison's walkthrough video, and I'm at the 'Spells' section (https://youtu.be/XUhYLoo1uoc?t=695).
Since my interest is for PFRPG, and not 5E, I am trying out things from a PFRPG test campaign.
I notice that my Spells window is different from his (School, instead of Level?),
https://i260.photobucket.com/albums/ii32/samuelkwest/Fantasy%20Grounds/Spells_zpstb9rajqn.jpg
and when I click the create New Spell, something pops up, but it is uneditable.
https://i260.photobucket.com/albums/ii32/samuelkwest/Fantasy%20Grounds/NewSpell_zpsx2s0jcrw.jpg
?
- s.west
LordEntrails
November 7th, 2016, 20:52
Yes, though Spells is there. I don't believe it is fully functional yet. See the notes on 3.2.1, as I believe spells will be fully functional when that goes live.
swest
November 7th, 2016, 20:58
Yes, though Spells is there. I don't believe it is fully functional yet. See the notes on 3.2.1, as I believe spells will be fully functional when that goes live.
And, when you say, "See the notes on 3.2.1", you are referring to the "Test Release v3.2.1 (https://www.fantasygrounds.com/forums/showthread.php?34882-Test-Release-v3-2-1&p=299544)" thread, right? Or is there another?
Also, after posting that Spells post, I continued on with the walkthrough video, and gave the Random Encounters a try.
I am able to create a Random Encounter template, just fine, and it will generate an encounter record, but it doesn't autofill the CR or XP (and there's no re-calculate buttons). Do you know the state of that?
Thanks!
- s.west
LordEntrails
November 7th, 2016, 21:04
And, when you say, "See the notes on 3.2.1", you are referring to the "Test Release v3.2.1 (https://www.fantasygrounds.com/forums/showthread.php?34882-Test-Release-v3-2-1&p=299544)" thread, right? Or is there another?
Yes, sorry for not being more specific. I also remember it being posted elsewhere, but those threads, like this one are pretty long :(
Also, after posting that Spells post, I continued on with the walkthrough video, and gave the Random Encounters a try.
I am able to create a Random Encounter template, just fine, and it will generate an encounter record, but it doesn't autofill the CR or XP (and there's no re-calculate buttons). Do you know the state of that?
Thanks!
- s.west
The only thing I remember seeing on this is in regards to one of the extensions causing problems with this. (Maybe the 5E Encounter XP Calc extension?)
Trenloe
November 7th, 2016, 21:07
Reminder to everyone, whenever you update Fantasy Grounds to a new version:
*** Check ALL Extensions for compatibility! ***
In fact, if you ever experience issues you should *always* check which extensions you're running and check them for issues.
Further details in this House of Healing thread: https://www.fantasygrounds.com/forums/showthread.php?34865-v3-2-0-Issues-Problems-after-updating-Random-script-errors-etc
swest
November 7th, 2016, 21:09
Yes, sorry for not being more specific. I also remember it being posted elsewhere, but those threads, like this one are pretty long :(
The only thing I remember seeing on this is in regards to one of the extensions causing problems with this. (Maybe the 5E Encounter XP Calc extension?)
Ok. All the testing I am doing is with no extensions checked...
Thanks.
swest
November 7th, 2016, 21:14
p.s. With respect to working through the features that are being described in the video walkthrough (https://www.youtube.com/watch?v=XUhYLoo1uoc), should all of those work for PFRPG? I heard no disclaimer (from the video) that indicated that these features would only work for 5E (although, for example, the problem I mentioned above with the custom Spells works fine in a 5E test campaign).
Trenloe
November 7th, 2016, 21:19
I am able to create a Random Encounter template, just fine, and it will generate an encounter record, but it doesn't autofill the CR or XP (and there's no re-calculate buttons). Do you know the state of that?
There was never an included auto-calculation of CR or XP in the PFRPG ruleset (or 3.5E), it was up to the GM to fill it out themselves. Probably because in 3.5E the CR/XP calculation can get complex based of the party levels etc. and so it was left to the GM to fill out as required.
There was an extension created by RTFallen that auto calculated XP/CR for an encounter, but that is no longer maintained and not fully compatible.
swest
November 7th, 2016, 21:30
Yes, I remember that extension, although I never attempted to use it.
Thanks for the explanation. And, just to be clear, by not explicitly saying that the feature, overall, doesn't work, are you saying that,
"Yes the Random Encounter feature is working for PFRPG to the extent that it can.
Which is to say that it has the means of randomizing the counts of NPCs/Monsters, as specified by the creator of a template, but it does not have the ability to then autocalculate the resulting CR or XP."
Right?
- s.west
Trenloe
November 7th, 2016, 21:32
3.5E/PFRPG encounters don't calculate CR/XP, full stop.
swest
November 7th, 2016, 21:42
I wasn't referring to the autocalculation aspect. I was just talking about the Random Encounter feature itself.
And, I don't know why I even asked you for that clarification, since, by creating my own Random Encounter template (in PFRPG), and then using it to generate an encounter record, I had already answered my own question...
Sorry about that.
Trenloe
November 7th, 2016, 22:46
I wasn't referring to the autocalculation aspect.
I read you asking: "are you saying that ... Which is to say that it has the means of randomizing the counts of NPCs/Monsters, as specified by the creator of a template, but it does not have the ability to then autocalculate the resulting CR or XP." as you asking for clarification on auto calculation.
Trenloe
November 8th, 2016, 00:38
The new (and very nice) story generation functionality won't work for players. i.e. if the GM shares a random story record with the players and they click "Generate" there is an error:
Script Error: [string "campaign/scripts/story_template_generate.lu..."]:25: openWindow: Invalid parameter 2
Kinda expected as players can't create the story ("encounter") db node.
spite
November 8th, 2016, 05:46
spite and Talley Darkstar - what windows are you working in when this happens?
Can you make those windows taller? I know, i know... just try it.
Holy guacamole, this worked. I was opening a window with 1672 feats (all feats in Heroic Tier of 4e) and this fixed it completely. I got existed and tried it with the full list of all feats from 4e (3200 odd) and it didnt work, but getting the heroic feats to work is awesome.
What is it about the window height?
damned
November 8th, 2016, 06:23
Holy guacamole, this worked. I was opening a window with 1672 feats (all feats in Heroic Tier of 4e) and this fixed it completely. I got existed and tried it with the full list of all feats from 4e (3200 odd) and it didnt work, but getting the heroic feats to work is awesome.
What is it about the window height?
Its a dwarf thing....
spite
November 8th, 2016, 07:04
Damn dirty dwarves.
Moon Wizard
November 9th, 2016, 00:30
DLR extension hot fix pushed.
JPG
Danimal66
November 10th, 2016, 03:55
I'm sure this might be in the thread somewhere but my PC's leveled tonight, second time playing post update and none of them could see any of the PHB information even though I showed it allowed to them.
Any ideas?
JohnD
November 10th, 2016, 04:03
I'm sure this might be in the thread somewhere but my PC's leveled tonight, second time playing post update and none of them could see any of the PHB information even though I showed it allowed to them.
Any ideas?
Did they check to make sure the PHB was opened on their side?
Danimal66
November 10th, 2016, 04:23
Did they check to make sure the PHB was opened on their side?
According to them they couldn't even see it.
Andraax
November 10th, 2016, 04:28
So, they clicked the "Modules" button and made sure the PHB was open?
damned
November 10th, 2016, 05:04
Danimal66 on the GM side do a /flushdb in chat
On the layer side have them nuke their cache - perhaps try one user at a time as it will create a large upload load on your GM bandwidth.
tamahandy
November 10th, 2016, 21:49
I get only errors when I try to click on any of the flags on the right side since the update :-/
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/data_library.lua"]:53: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Anybody can help me with that ?
Gwydion
November 10th, 2016, 21:53
I get only errors when I try to click on any of the flags on the right side since the update :-/
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/data_library.lua"]:53: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:92: attempt to call field 'toggleWindow' (a nil value)
Anybody can help me with that ?
Welcome to the forum! As others have said before, the first thing I would check (if you haven't already), is to make sure you turn of ALL extensions and see if there was one that perhaps isn't updated yet to be compatible with the new release.
tamahandy
November 10th, 2016, 21:58
I have unchecked all extension.
I actually only had the dungeon and wood theme extensions at all.
Still got the issue.
I started a new Pathfinder campaign, just to try it out, no extensions, still got the above error messages.
Gwydion
November 10th, 2016, 22:02
Well, I'm a one-trick pony. I'd suggest a couple other things but I will let damned or trenloe jump in and help. I certainly don't want to screw anything up for you! I'm sure they will be around shortly, they always are!
ddavison
November 10th, 2016, 22:08
I have unchecked all extension.
I actually only had the dungeon and wood theme extensions at all.
Still got the issue.
I started a new Pathfinder campaign, just to try it out, no extensions, still got the above error messages.
The next thing would be to check your Rulesets folder in your Data Directory for any folders for CoreRPG or PFRPG and delete them. This happens if you have unzipped any of the pak files and it would load an earlier version instead. If that doesn't work, please consider posting a screenshot of your desktop with the original load information for the ruleset.
damned
November 10th, 2016, 22:40
Go thru this checklist as your first set of steps.
https://www.fantasygrounds.com/forums/showthread.php?34865-v3-2-0-Issues-Problems-after-updating-Random-script-errors-etc
tamahandy
November 10th, 2016, 22:44
Thanks for the help so far.
Deleted all pak files, ran the updated, started a campaign and clicked on the banners. Still the same issue.
damned
November 10th, 2016, 22:46
Please follow the post above.
GrimmSpector
November 10th, 2016, 23:06
Wind 8.1 "UpdaterEngine.exe has stopped working"
"A problem caused the program to stop working correctly. Please close the program."
How can I fix this?
damned
November 10th, 2016, 23:23
Redownload from here or steam and check your AV didnt quarantine the file.
tamahandy
November 10th, 2016, 23:25
Hi
Lot of thanks from here!
The post above fixed it: It was: Wrong Fantasy Grounds Version - deleted the exe and then updated, works fine again.
Phew :).
Looking forward to play with the new stuff.
And thanks again!
p.s.:
I ll check the support forums next time, didn't noticed them at first and the Release v3.2 thread at the top just jumped into my sight
GrimmSpector
November 10th, 2016, 23:29
Redownload from here or steam and check your AV didnt quarantine the file.
I've never used FG through Steam. And there is no AV running.
Edit
Gone through all those troubleshooting steps (which aren't many) already, since none of them have to do with the actual update process they don't help me at all. No ruleset is applicable as I'm merely trying to update the software, existing 3.17 install works fine otherwise, it simply will not update.
LordEntrails
November 10th, 2016, 23:44
I've never used FG through Steam. And there is no AV running.
Edit
Gone through all those troubleshooting steps (which aren't many) already, since none of them have to do with the actual update process they don't help me at all. No ruleset is applicable as I'm merely trying to update the software, existing 3.17 install works fine otherwise, it simply will not update.
Did you say you were running Windows? And you tried after a clean reboot? Does it give you any other error messages? Do you have correct permissions to the install location?
GrimmSpector
November 11th, 2016, 00:01
Did you say you were running Windows? And you tried after a clean reboot? Does it give you any other error messages? Do you have correct permissions to the install location?
Rebooting has changed nothing. It has permissions, as I'm the only user and administrator on the system, and I've also tried running it in admin mode anyways just for fun, with precisely the same result.
Trenloe
November 11th, 2016, 00:09
Wind 8.1 "UpdaterEngine.exe has stopped working"
"A problem caused the program to stop working correctly. Please close the program."
What's the size and date of UpdaterEngine.exe?
Open up FG and click the settings button. What do you have set for General -> App Directory and Data Directory?
GrimmSpector
November 11th, 2016, 01:19
What's the size and date of UpdaterEngine.exe?
Open up FG and click the settings button. What do you have set for General -> App Directory and Data Directory?
2016-11-10 5:59 PM
So looks like it updated today when I tried to update FG.
2,731 KB
I can't tell you what those directories are, as when I click Settings it launches the Updater and crashes out with the same message...
https://imgur.com/a/qDIQY
Edit:
Not sure why the image isn't showing:
https://imgur.com/a/qDIQY
Also the data directory it saves everything to is "Program Data\Fantasy Grounds"
damned
November 11th, 2016, 01:37
I've never used FG through Steam. And there is no AV running.
Edit
Gone through all those troubleshooting steps (which aren't many) already, since none of them have to do with the actual update process they don't help me at all. No ruleset is applicable as I'm merely trying to update the software, existing 3.17 install works fine otherwise, it simply will not update.
Redownload the installer from this website and rerun that please. What happens?
Trenloe
November 11th, 2016, 01:51
Also the data directory it saves everything to is "Program Data\Fantasy Grounds"
Is that where UpdaterEngine.exe is being saved to as well?
What do you have in C:\Program Files (x86)\Fantasy Grounds ?
PopinFRESH
November 11th, 2016, 08:21
The group I GM for has been busy with the real world for the last few weeks so I hadn't fired up FantasyGrounds recently. Today I opened it up to work on a few things to get ready for next weeks session and saw there was an update so I updated without even looking at it, not realizing this was the 3.2 update the team has been working on for a while. At first, I just got some errors when trying to load my campaign and everything looked to be broken (got a little scared for a second). So I hopped on the forums and saw this post and the mention that most extensions would be broken if they weren't updated. Sure enough I unloaded all of the extensions and no errors, but there still was nothing in the side menu bar.
So first things first I looked up the DOE extensions (Base & Locations) I was using and got those updated. Then I tested loading the campaign with those and it loads fine but still nothing in the side menu bar. Then I opened the library and my head exploded. This is absolutely awesome and now I'm going to head back to the beginning of this thread and start reading through the change log. This one change makes me look forward to the potential UI improvements with the move to Unity and I can not wait to see what you guys come up with.
Keep up the great work JPG! And a big thanks to Doug as well as all of the community devs who helped make this possible!
-PopinFRESH
ddavison
November 11th, 2016, 14:53
2016-11-10 5:59 PM
So looks like it updated today when I tried to update FG.
2,731 KB
I can't tell you what those directories are, as when I click Settings it launches the Updater and crashes out with the same message...
https://imgur.com/a/qDIQY
Edit:
Not sure why the image isn't showing:
https://imgur.com/a/qDIQY
Also the data directory it saves everything to is "Program Data\Fantasy Grounds"
It sounds like maybe that file is corrupted and not overwriting it with a fresh version. Can you manually delete that file and then re-run the Installer from the website under Downloads > All Licenses?
freemanjc
November 12th, 2016, 06:57
FG version 3.2
Getting the following error when I try and drag any healing from chat to character in the combat tracker:
Script Error: [string "scripts/manager_action_heal.lua"]:64: attempt to get length of field 'clauses' (a nil value)
damned
November 12th, 2016, 07:15
First do these steps please.
https://www.fantasygrounds.com/forums/showthread.php?34865-v3-2-0-Issues-Problems-after-updating-Random-script-errors-etc
Moon Wizard
November 12th, 2016, 07:40
Recreated. I'll look into it.
Cheers,
JPG
jedorian
November 13th, 2016, 07:35
I don't know if this has been reported or noticed by anyone yet, but its bugging me and I'm not willing to sift through the pages on this forum to try and find any remarks for it.
The party sheet is listing any attempted Knowledge check as Untrained even though the player has ranks in it. Doesn't ruin the game, just irritating.
Also, making a group roll from the party sheet for any skill does not add anyone's modifier to the roll. It just rolls a flat d20 and that's all.
Additionally, I've been running the Language extension and noticed that the game will take an unbearably long time to load. I've since shut the extension off and it no longer does that, but I like using that extension and would like to continue to use it, so perhaps that can be addressed at some point.
Other than these very minor issues, job well done Moon. Thanks for all the hard work and keep it coming. Truly love what's been done here.
Moon Wizard
November 13th, 2016, 08:01
No worries, that's why we scour the boards. ;)
The untrained issue is identified, and scheduled for release with v3.2.1.
Which language extension are you talking about? (Language Fonts? Which one?) (Font replacements can be some of the longest to load depending on your system, since we rely on your system to turn a TrueType font into 256 bitmaps for every font. (at least until FGU))
Thanks,
JPG
jedorian
November 13th, 2016, 09:10
"Which language extension are you talking about?"
Tenian's Language Chat extension.
damned
November 13th, 2016, 09:31
"Which language extension are you talking about?"
Tenian's Language Chat extension.
I dont think you need this anymore.
Its now part of Core functionality.
Trenloe
November 13th, 2016, 15:23
"Which language extension are you talking about?"
Tenian's Language Chat extension.
As damned mentions, Tenian's extension is no longer needed.
If you want to use the fonts in the new framework then you can use this extensions: https://www.fantasygrounds.com/forums/showthread.php?26775-Expanded-Fantasy-Language-Fonts-(FG-v3-1-3-) However, as damned mentions, all of the fonts need to be loaded into memory (and some TTF fonts actually created) and this isn't going to change in the current architecture. If you want all of the extra fonts then I'm afraid you'll have to live with the extra loading time - if it's a big issue for you then perhaps you can remove the fonts you don't want from the extension.
Skellan
November 14th, 2016, 00:05
Think I found a bug
In the SW ruleset, you used to be able to drag player characters from the character selection screen to the NPC/Personalities sidebar window and they would convert into an NPC. You could then drag and drop them into the allies area of a character sheet. It doesn't seem to work anymore. Not sure if this is an easy fix?
jedorian
November 14th, 2016, 04:31
The Language Chat extension allows for use of regional dialects, (Tien, Ulfen, and so on) whereas the core does not.
Though I suppose I could just add them myself.
damned
November 14th, 2016, 04:43
Yeah - have a quick peek at Options - Languages and you might find that just adding in those required languages might help with the lag?
Trenloe
November 14th, 2016, 05:05
The Language Chat extension allows for use of regional dialects, (Tien, Ulfen, and so on) whereas the core does not.
The key here is that each language has a new font defined in the extension. It's the processing of these fonts that takes extra resource. Without the extension you can add in those Pathfinder languages if you want, but you'll be limited to a small number of fonts.
As I said above - it's your call. If you want the wide range of fonts as provided by the updated language/font extension (https://www.fantasygrounds.com/forums/showthread.php?26775-Expanded-Fantasy-Language-Fonts-(FG-v3-1-3-)) then you'll have to take the initial loading hit. If you still want the languages functionality, but faster loading time, then you'll have to do away with the custom language fonts and enter the languages you want manually into the "Languages" window and select one of the existing fonts. Or edit the extension and remove most of the fonts you don't want and create language mappings you can re-use - details in the extension thread: https://www.fantasygrounds.com/forums/showthread.php?26775-Expanded-Fantasy-Language-Fonts-(FG-v3-1-3-)
Moon Wizard
November 14th, 2016, 07:14
Skellan,
I can see the code to convert an NPC to a PC in the current version (v3.2.0), as well as the v3.1.7 copy of Savage Worlds code. But, I don't see any code for the opposite conversion. I might just be missing it, so I'll let Phantomwhale take a look.
Regards,
JPG
Patou
November 14th, 2016, 17:01
I am getting errors with item parcels linked to encounters with 5E. If i open the parcel in Parcels everything is fine. Otherwise it opens a window with red script running down the page????
Trenloe
November 14th, 2016, 17:05
Otherwise it opens a window with red script running down the page????
Please provide details of the errors logged in the console - we always need to know what the errors are. You can click "Copy to Clipboard" at the top of the console and then paste here.
Patou
November 14th, 2016, 17:20
Please provide details of the errors logged in the console - we always need to know what the errors are. You can click "Copy to Clipboard" at the top of the console and then paste here.
will do. Currently at work and checking this wonderful forum in spare time;) I'll get you that info
Patou
November 14th, 2016, 18:08
Please provide details of the errors logged in the console - we always need to know what the errors are. You can click "Copy to Clipboard" at the top of the console and then paste here.
Here's what I am getting
Runtime Error: desktop: Unable to create window with invalid class (parcel;P2-12 Arauthator's Treasure : parcel;P2-12 Arauthator's Treasure.parcel@DD The Rise of Tiamat)
Trenloe
November 14th, 2016, 18:19
Here's what I am getting
Runtime Error: desktop: Unable to create window with invalid class (parcel;P2-12 Arauthator's Treasure : parcel;P2-12 Arauthator's Treasure.parcel@DD The Rise of Tiamat)
Great, that's exactly what we need to know.
Devs: In The Rise of Tiamat, the Story entry "P2-12 Arauthator's Treasure" has an invalid link to the treasure parcel.
EDIT: Linked in 5E issues thread: https://www.fantasygrounds.com/forums/showthread.php?34656-5e-Bug-Reports-(Continued)&p=301174&viewfull=1#post301174
swest
November 15th, 2016, 01:57
v3.2.0
PFRPG
I can pre-place the token for a Haunt. When I do so, the token is scaled properly. Later, when I drop the Encounter into the combat tracker, the token appears, and appears to be scaled properly, however, there is some sort of bright yellow 'flare' (perhaps indicating that this is a haunt?) that is not scaled, and can obscure the token completely. No other errors, or messages, appear.
Here is what it looks like. When I pre-place the token from the Encounter, it looks like:
https://i260.photobucket.com/albums/ii32/samuelkwest/Fantasy%20Grounds/scale_before_zpsgvrk76rc.jpg
When I close the Encounter, it disappears, as it should.
Later, when I drop the Encounter into the Combat Tracker, this is what I see:
https://i260.photobucket.com/albums/ii32/samuelkwest/Fantasy%20Grounds/scale_after1_zpsreirnint.jpg
If I enlarge the background image, the token scales up with the image/grid size, but that yellow 'flare' remains the same size:
https://i260.photobucket.com/albums/ii32/samuelkwest/Fantasy%20Grounds/scale_after2_zpsdahdso3x.jpg
I have searched these 3.2.0 and 3.2.1 threads for 'haunt', but have found nothing. So, I assume that no one else has reported this.
Is this broken? Or am I doing something wrong?
Thanks.
- s.west
Trenloe
November 15th, 2016, 02:06
Nothing to do with a haunt, Fantasy Grounds isn't designed to change indicators like that for creature types.
It's a facing indicator. Try turning it off and then back on in the campaign options. Turn it off if you don't use facing.
jedorian
November 15th, 2016, 06:33
Found another minor thing. When equipping a shield, it adds the AC value to the armor category and not to shields.
Zacchaeus
November 15th, 2016, 11:14
Found another minor thing. When equipping a shield, it adds the AC value to the armor category and not to shields.
For what ruleset?
benjihad
November 15th, 2016, 15:46
Request: 'Effects' able to be added to 'Link' paragraph types for using in story entries.
Trying to implement a type of frost aura trap for a DCCRPG adventure and while I see that I can export them at least, would be cool to have them right in the narrative.
LordEntrails
November 15th, 2016, 15:51
Request: 'Effects' able to be added to 'Link' paragraph types for using in story entries.
Trying to implement a type of frost aura trap for a DCCRPG adventure and while I see that I can export them at least, would be cool to have them right in the narrative.
Requests for new functionality should be added to the wishlist here; https://fg2app.idea.informer.com/
benjihad
November 15th, 2016, 15:54
Requests for new functionality should be added to the wishlist here; https://fg2app.idea.informer.com/
I'm aware of this, thanks. ;) Already did.
https://fg2app.idea.informer.com/proj/?ia=54565
swest
November 15th, 2016, 15:57
Nothing to do with a haunt, Fantasy Grounds isn't designed to change indicators like that for creature types.
It's a facing indicator. Try turning it off and then back on in the campaign options. Turn it off if you don't use facing.
Could you clarify what you mean when you say, "Fantasy Grounds isn't designed to change indicators like that for creature types". I haven't changed anything.
I have never seen this before now. We don't use token facing, so I had probably set it to 'off' in the options, but I would have done that when I first started using FG back in 2014. Were all the options reset during this update?
Anyway, I tried the off/on, and that didn't change its scaling behavior. It still doesn't scale. I will be leaving it off since, as I mentioned, we don't use it, but if it is on, for those that use it, shouldn't it scale? Like the little health indicator?
Thanks for the help in turning it off.
- s.west
[edit] Regarding my 'change indicators' question, I think I understand what you meant. I tried the same thing with a regular NPC/monster, and got the same behavior with the same 'flare' (which I can now see is an arrow, duhhh... It was so big, and fuzzy, when initially placed, that I couldn't even tell that it was an arrow). So, you are saying that the facing indicator doesn't change whether it is a 'creature', 'trap/haunt', or 'vehicle' (which are the types of NPC at the bottom of a new NPC window). Right?
LordEntrails
November 15th, 2016, 16:42
...
[edit] Regarding my 'change indicators' question, I think I understand what you meant. I tried the same thing with a regular NPC/monster, and got the same behavior with the same 'flare' (which I can now see is an arrow, duhhh... It was so big, and fuzzy, when initially placed, that I couldn't even tell that it was an arrow). So, you are saying that the facing indicator doesn't change whether it is a 'creature', 'trap/haunt', or 'vehicle' (which are the types of NPC at the bottom of a new NPC window). Right?
Correct, the facing indicator has nothing to do with any properties of the token or the creature it represents (except maybe size/scale). I've seen similar problems with the health dots on rare occasions. Which seems to be related to the image/map size sometimes. Though other times after re-exporting the module and creating a new campaign I don't see the problems.
swest
November 15th, 2016, 17:45
Correct, the facing indicator has nothing to do with any properties of the token or the creature it represents (except maybe size/scale). I've seen similar problems with the health dots on rare occasions. Which seems to be related to the image/map size sometimes. Though other times after re-exporting the module and creating a new campaign I don't see the problems.
I am still in the development Campaign (i.e., pre-export)... Also, it is interesting that you mention image/map size. The map that I am working with is 8000x5000... ?
By the way, it seems clear now that this entire subject has nothing, whatsoever, to do with v3.2. So, we can move on. I will not be using the facing feature anyway, so I don't want to continue to clutter the thread with irrelevancies.
If there is further interest (by the devs, or anyone else) in this, just PM me, and I'll go off and create another thread in the right place.
Thanks, guys.
- s.west
swest
November 15th, 2016, 19:30
v3.2.0
PFRPG
No error messages
Ok, I'm back... So, when I got started again (finishing up my dev Campaign, for export) after the v3.2.0 update, I was going along adding Maps and Images to my Story items, and everything was fine. When I dragged a Map over, I would get a link, with the name of the Map displayed in the Story entry.
Then, all of a sudden, that behavior changed, and dragging Maps to my Story entry would result in the correct Link, but the name was now, "Unidentified Map/Image".
The before and after Images/Maps were all from the same pile. They all had the Universal Symbol (red circle with a line through it) for Unidentified.
I have no idea what I could have changed. In fact, I can say with 99.99% certainty, that I changed nothing, because I remember dragging one over and getting the correct Title, and then the next one, dragged to the same Story item, suddenly was Unidentified...
Anyway, to get the correct Image/Map name to show up, now I have to click on the ID, make it green, drag it to the Story entry, and then click it Red (if I don't want the players to have the Identity info).
??
Thanks.
- s.west
Zacchaeus
November 15th, 2016, 20:21
v3.2.0
PFRPG
No error messages
Ok, I'm back... So, when I got started again (finishing up my dev Campaign, for export) after the v3.2.0 update, I was going along adding Maps and Images to my Story items, and everything was fine. When I dragged a Map over, I would get a link, with the name of the Map displayed in the Story entry.
Then, all of a sudden, that behavior changed, and dragging Maps to my Story entry would result in the correct Link, but the name was now, "Unidentified Map/Image".
The before and after Images/Maps were all from the same pile. They all had the Universal Symbol (red circle with a line through it) for Unidentified.
I have no idea what I could have changed. In fact, I can say with 99.99% certainty, that I changed nothing, because I remember dragging one over and getting the correct Title, and then the next one, dragged to the same Story item, suddenly was Unidentified...
Anyway, to get the correct Image/Map name to show up, now I have to click on the ID, make it green, drag it to the Story entry, and then click it Red (if I don't want the players to have the Identity info).
??
Thanks.
- s.west
Correct. Images are by default now unidentified. You can give the map an alternative name by clicking in the top bar and typing something into it. Then when you link it to a story it will use whatever name you give it. Otherwise it will say unidentified.
Nickademus
November 15th, 2016, 22:22
Anyway, to get the correct Image/Map name to show up, now I have to click on the ID, make it green, drag it to the Story entry, and then click it Red (if I don't want the players to have the Identity info).
Yes, type the image name in the story entry before dragging the link. FG won't overwrite text that already exists with link names. (You can hit Ctrl+5 to make a line of text into an empty link first if you want.)
damned
November 15th, 2016, 22:54
The feature - taking the name of the object as well when you create a link from it is supposed to make things quicker for you. You can edit the name that is shown in he link text.
The other issue... try right click on one of your tokens and release scaling.... I think somewhere you have saved a scaled token which is affecting the display f the inbuilt tokens.
Moon Wizard
November 15th, 2016, 23:38
jedorian,
Found another minor thing. When equipping a shield, it adds the AC value to the armor category and not to shields.
I just test this in both 5E and 3.5E/PFRPG, and it's working fine for me.
A couple things to check:
* See if you have any extensions loaded.
* Make sure that the shield record has a Type = "Armor" and a Subtype = "Shield" (Same for both 5E and PFRPG/3.5E)
Regards,
JPG
swest
November 15th, 2016, 23:57
The feature - taking the name of the object as well when you create a link from it is supposed to make things quicker for you. You can edit the name that is shown in he link text.
The other issue... try right click on one of your tokens and release scaling.... I think somewhere you have saved a scaled token which is affecting the display f the inbuilt tokens.
Thanks. I tried that, but no matter what, the facing pointer will not scale. Like I said, I won't be using it, so I will just leave off that option.
Back to the ID'd maps/images. The thing that I was reporting was its change in behavior. It wasn't a question about the feature itself (although I now have a new question about that, which, before I ask it, I need to go research.) After I updated to v3.2.0, which enabled that image ID feature, I went back to working on my Campaign, and I was dragging images and maps into my story entries, and getting the default name showing up along with the link. Then, all of a sudden, it stopped behaving like that, and from that point forward I only got the "Unidentified" label... But, frankly, as long as it doesn't change again, for no apparent reason, I guess I don't care. It appears to be doing what it was supposed to be doing in the first place.
Anyway, now the problem is that I guess I don't understand the Feature. I thought that the whole ID vs non-ID thing was that if it was non-IDed, when I shared it with players, there would be no Title, or "Unidentified", or whatever. But, it doesn't matter whether it's red (non-IDed) or green (IDed), when I share it the person I shared it with sees the Title of the image... so, I guess I am going to have to do re-read what I thought was an obvious Feature.
I will probably be back with more questions about this behavior, because I'm pretty sure it is not working like it is supposed to. I will have pictures demonstrating it when I post the next time.
Thanks.
- s.west
swest
November 16th, 2016, 00:37
Well, I probably shouldn't have applied the 3.2.1 update before continuing with my testing, but I did... and when I went back to try the Image/Map ID/non-ID feature again, suddenly I found it to be working for me the way that I thought it should have in the first place.
I'm sure you will chalk it up to operator error. So be it. I don't care, as long as it is working for me.
Thanks.
- s.west
Moon Wizard
November 16th, 2016, 00:40
It's all good. I rarely chalk up items to operator error, just people using a series of steps that we didn't expect or test, or some interplay of pieces that's not obvious to recreate. That's usually why I ask for all the details to recreate (ruleset, extensions, modules, steps to recreate).
Regards,
JPG
swest
November 16th, 2016, 00:59
Thanks for that.
One thing is sure, Fantasy Grounds is a great piece of work.
I only hope I didn't hitch my wagon to the wrong star when I decided to go all in with Pathfinder instead of that other RPG... (hint, hint...)
Thanks, again.
- s.west
dberkompas
November 16th, 2016, 05:01
Word of advice @swest
Switch
<grin>
jedorian
November 16th, 2016, 07:28
Moon, I see where the error is coming from. I use the d20pfsrd for equipment, which uses the plural "shields" in the subtype category. That alone is enough, it seems, to cause it to place the value into the armor category rather than into the shield category. Changing it to the singular "shield" makes it work correctly.
Moon Wizard
November 16th, 2016, 09:16
Quick hot fix for spell labels not hiding and d20PFSRD "shields" subtype in the 3.5E ruleset, and an update to the d20 Modern ruleset.
Regards,
JPG
Starcrawler
November 16th, 2016, 22:03
Posted this in house of healing but was recommended to post it here as well:
I have a single library module that has the entire 4e compendium library inside it for players.
Before the 3.2 update it worked absolutely fine, I could open every aspect of it, as could my players. However as of the latest updates, every time someone tries to access the feats section (Which has over 3000 feats) fantasy grounds consistently locks up, looking at Task Manager it seems to spike in memory (I've seen it spike to 1500 MB).
Again, myself and all of my players could access the feats section of the compendium library module just fine before the recent update, without a single issue of crashing.
Nickademus
November 16th, 2016, 23:35
I've noticed that in one (and only one) of my 5e games, since 3.2.0, my FG in Task Manager is running at ~2400 MB when it usually doesn't go over 1200 MB. The other players had the same memory usage, yet the GM was only using ~800 MB during the session. I had him close all modules and he doesn't have more than 30 MB of tokens shared.
I did note that the 5e PHB adds around 400 MB to the FG memory usage when I open it. Was there a change to the way FG uses memory or how certain modules or aspects of modules use memory?
Moon Wizard
November 17th, 2016, 01:09
This is probably attributable to the increase in the quality and number of images in each of the modules you are opening as a player. Due to a limitation in the way that FG works right now, module images take up more memory on the player client than the GM client. There wasn't any change in the FG app specific to that.
Regards,
JPG
Nickademus
November 17th, 2016, 01:33
I'm not sure about what modules I'm opening as a players (since I only have the PHB open in the Activation window), but just tried to connect to the game again and FG shot up to 3000 MB and froze when trying to maximize the client. After multiple tries both before and after selecting my character, I couldn't get FG to maximize without freezing. One time it actually threw me a console error about a texture failing to load.
There is definitely a problem here as none of the players can get into the campaign without freezing, but it is probably specific to this GM/campaign, not the update. Though it did start when 3.2.0 was released, so I don't know. At any rate, if the images from modules are suddenly taking up 2 GB more memory, then there is far too many images.
damned
November 17th, 2016, 02:26
I would ask the GM what modules are being shared and I would flush cache on one client to see what happens.
Moon Wizard
November 17th, 2016, 03:32
I can take a look at the campaign in question, if you like. Just send a ZIPped up copy of the campaign folder to
[email protected]
The other thing that could be happening is that the GM has large numbers or sizes of image files in the tokens or images folders, especially if the tokens are in the tokens/shared/ directory.
Regards,
JPG
Nickademus
November 17th, 2016, 04:10
It's not my campaign. The GM will be seeking guidance here tomorrow or so. We tried to have a player clear player cache and the GM says he closed all modules. Also, we checked for excessive tokens, which I already noted was quite low in size. The images I'm not sure about, but I don't think he has that many shared images in the campaign; does it load all non-shared images into memory as well now?
At any rate, the GM will be investigating soon.
whiteTiki
November 22nd, 2016, 02:57
Moon Wizard (JPG) deserves the majority of the credit here for the ruleset updates, but we had tremendous help from a huge team of community developers since it touched almost every major product and product line.
Special thanks to our community devs and to those who helped provide testing and feedback:
Lokiare, Zeus, Zacchaeus, PhantomWhale, Doswelk, Trenloe, Ikael, Dulux-Oz, Damned, viresanimi, callahan09, darrenan, spite, JohnD, chumbly, Paul Pratt, Blackfoot, Mortar, El Condoro, ianmward, LordEntrails, Willot, Nickademus, Erin Righ, Stx11, adonndel, dberkompas, Talyn, yako2020, Skellan, Mask_of_winter, Maspalio, GunnarGreybeard, rob2e, corepatt, kylania, Valarian, Andraax, MarianDz, Meliath1742, WansumBeats, BOOT KNIFE, chillman0122, Brynnan, drvolk, poobah_1, Oberoten, Dr0W, Phystus, 7H3LaughingMan, deff, gqwebb
I'm sure there are some that I'm missing.
Wow! I thought the dev community was smaller, awesome! I've only seen like 20% of those names so far when I read the forums.
Nickademus
November 22nd, 2016, 03:02
Wow, I didn't even realize I was in that list. It's not a list of Smite Works devs technically, but rather all those that provided content, helped find bugs, and offered suggestions that helped mold the update.
whiteTiki
November 22nd, 2016, 03:50
Wow, I didn't even realize I was in that list. It's not a list of Smite Works devs technically, but rather all those that provided content, helped find bugs, and offered suggestions that helped mold the update.
Anyone helping out with this awesome update should be up there.
I just finished watching the video about the new features. I'll start right away.
Last week I updated FG and it freeked me out, so I closed it. Now that I have some free time, I'm checking out each and every feature and I must say that the work donde with this update is impressive. I really didn't expect to see an update this big.
Great work guys! As always with every release!
DungeonMaster308
December 12th, 2016, 03:51
Is there an update planned to allow customization to races? Noticed the implementation of custom spells with a simple dupe feature. Any talk about this with races?
Yes I'm aware this can be done with 3rd party tools currently.
damned
December 12th, 2016, 04:07
Is there an update planned to allow customization to races? Noticed the implementation of custom spells with a simple dupe feature. Any talk about this with races?
Yes I'm aware this can be done with 3rd party tools currently.
It is hoped to implement the ability to create/edit/export races and classes inside FG at some point in the future but they are really quite complex and there are many other things ahead of it in the queue... so dont hold your breath it is bad for your health....
DungeonMaster308
December 12th, 2016, 04:11
It is hoped to implement the ability to create/edit/export races and classes inside FG at some point in the future but they are really quite complex and there are many other things ahead of it in the queue... so dont hold your breath it is bad for your health....
AKA they'd rather sell official content.
Fair enough. About what I figured, was waiting for this larger update to see what they would do with it.
Bidmaron
December 12th, 2016, 04:18
DungeonMaster welcome to the boards. I presume you are talking about 5e? It helps if you specify what ruleset, as there are differences in what is done in the different rulesets. Also, for a question like this, it is better to go to the ruleset-specific forum rather than this update thread.
damned
December 12th, 2016, 05:00
AKA they'd rather sell official content.
Fair enough. About what I figured, was waiting for this larger update to see what they would do with it.
If you say so.
Perhaps after you par5e one of these entries and then see all the possible data nodes that make it up and all the dependencies that they have and create maybe you might suggest the export method? Content - excluding adventures - for almost all systems has typically been made outside of FG.
Trenloe
December 12th, 2016, 16:43
AKA they'd rather sell official content.
Fair enough. About what I figured, was waiting for this larger update to see what they would do with it.
It's coming, it is just that it is somewhere down the tracks and the developers want to sort out allowing stuff like this properly. That is why just spell creation were added in 3.2.0 to test out the features/functionality.
You don't have to buy the official content - you can manually enter race data in the character sheet, or you can create your race using PAR5E (assuming you're referring to the 5E ruleset). You're certainly not limited to having to buy content, and FG is moving in the right direction. Just be patient and allow the devs times to get it right and prioritise around other major development activities.
ddavison
December 12th, 2016, 16:51
There are several different development threads all proceeding concurrently. This involves new content, our Unity upgrade and ruleset updates. There is some overlap between these areas, but progress is occurring in each thread. Our official content normally has fixed deadlines, so we do prioritize those when they land.
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