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Moon Wizard
November 7th, 2016, 08:47
FG v3.2.1 will be a combination of smaller feature improvements and bug fixes. The plan is to make this a quick turnaround release to address issues from v3.2.0.

As always, 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.

Please see the sticky thread on public testing if you want to be involved. Only the Test mode slot contains this version. I will update this thread as I release new iterations of the test version.

Thanks,
JPG

Moon Wizard
November 7th, 2016, 08:47
Updates


[CoreRPG+] Minimum size of image window reduced.
[CoreRPG+] When export window opens, file and name will be flagged in red as required fields.
[CoreRPG+] Random Encounters and Story Templates can be exported.
[CoreRPG+] If a link is dropped on a table entry, the "name" field will be copied to the table cell (if available).
[CoreRPG+] Second add button included with tables campaign list to use guided radial menu for creation of tables with specific row counts.
[5E/PFRPG/3.5E/CnC/CoC] Spells can be created, managed and exported within a campaign.
[5E] Exhaustion effects now apply to initiative checks.
[5E] Powerful Build trait checked when calculating encumbrance.
[5E] Added back per power use periods for powers in the non-default group on the PC Actions tab.
Module category name changes not being remembered after second load unless records within category changed. Fixed.
[CoreRPG+] Drag and drop creating copies of records for read-only record types. Fixed.
[CoreRPG+] Creating new records in a campaign list using the add button or right click menu would not apply the current group to the record. Fixed.
[CoreRPG+] Script error when clicking on category edit mode button while editing a category name. Fixed.
[5E] Unable to drop spells from the spells campaign list onto NPC records. Fixed.
[5E] Attack rolls were applying AC effects and specifically targeted ATK effects twice. Fixed.
[5E] Fixed NPC rolls option was applying to PC damage and heal rolls too. Fixed.
[PFRPG/3.5E] Skill rolls for untrained skills that are Trained Only were not being marked. Fixed.
[PFRPG/3.5E] Party skill rolls were not getting the PC skill values. Fixed.
[DEV] Added functions to DesktopManager script to allow stack and dock icon sizes and spacing to be adjusted.


JPG

Maspalio
November 7th, 2016, 10:19
Great improvements. As usual.

Andraax
November 7th, 2016, 15:39
Updates


[5E/PFRPG/3.5E/CnC/CoC] Spells can be created, managed and exported within a campaign.


Any way you can add the same thing for Abilities (especially in the C&C ruleset)?

7H3LaughingMan
November 7th, 2016, 15:57
Updates


[5E] Powerful Build trait checked when calculating encumbrance.



Appears that it isn't calculating carrying capacity properly if you are "small". If a character is small they should be considered medium for determining their carrying capacity.

lostsanityreturned
November 7th, 2016, 16:35
Any way you can add the same thing for Abilities (especially in the C&C ruleset)?
This but for feats with 5e would also be fantastic.

Moon Wizard
November 7th, 2016, 17:54
We're looking at making more record types into editable objects within the ruleset. However, it depends on how many fields are required. For example, spells were mostly done already, and feats are probably close; but classes and races are actually very complex. So, this time around will only be spells, but the goal is to have more.

Regards,
JPG

Moon Wizard
November 8th, 2016, 08:18
Updates


[5E] Parsing of skills proficiencies on class feature and race trait drops.
[5E] Parsing of special movement modes on race trait drops.
[5E] Added elemental languages to the default languages list. (Aquan, Auran, Ignan, Terran)
[5E] Lizardfolk Natural Armor trait will be automatically added to AC calculation, if no armor worn.
[5E] When saves triggered by powers/spells on PCs owned by a connected user and the PC is not active, the player client is still rolling. Fixed.
[5E] Half damage on save, evasion and avoidance not working for active PCs. Fixed.
[5E] Kenku languages racial trait not being parsed. Fixed.
[5E] Armor added to PC with lizardfolk race was automatically equipped, even though they have natural armor. Fixed.
[5E] Calculation of powerful build carrying capacity for small creatures incorrect. Fixed.


JPG

dulux-oz
November 8th, 2016, 08:55
Hey Moon, how many of the great new features now available in the 5e ruleset will be (or even are) available in other Rulesets, like 3e, 4E, SW, etc?

spite
November 8th, 2016, 10:01
I know at least the manual rolling works in 4e and 3.5/PF but not Savage Worlds, which saddens me greatly. Is that likely to come along at any point?

damned
November 8th, 2016, 12:36
Id like to report that this:

[DEV] Added functions to DesktopManager script to allow stack and dock icon sizes and spacing to be adjusted.

is a success in my opinion!

LordEntrails
November 8th, 2016, 17:46
Moon, I know you've said you expect this to be a short/quick/soon release. But are you thinking days, weeks or months until you go live with this?

Moon Wizard
November 8th, 2016, 18:17
We're hoping to push next week, if possible.

This is mainly to smooth any issues arising from v3.2.0 and Volo's launch.

JPG

Moon Wizard
November 8th, 2016, 18:25
Dulux-oz,



Hey Moon, how many of the great new features now available in the 5e ruleset will be (or even are) available in other Rulesets, like 3e, 4E, SW, etc?


For most features we create that are game-system agnostic, we try to apply capabilities to all the CoreRPG derived rulesets. For game system specific features, they have to be reviewed on a case by case basis, though I do try to propagate changes into other rulesets I manage where it makes sense. For character building options, these will most likely be limited to 5E for the most part, due to the amount of work necessary for even the small amount we've done.

Regards,
JPG

Nickademus
November 8th, 2016, 20:10
Any plans to address this logic error (https://www.fantasygrounds.com/forums/showthread.php?34719-Release-v3-2-is-live&p=297463&viewfull=1#post297463) in the design of how players interaction with tokens. (At the very least, can you allow the GM to turn off tool tips on the tokens in the token box.)

Moon Wizard
November 8th, 2016, 23:04
It won't be in v3.2.1, since it is a much more involved client change. I'll add it to the list to investigate for after that.

Regards,
JPG

LordEntrails
November 9th, 2016, 00:22
We're hoping to push next week, if possible.

This is mainly to smooth any issues arising from v3.2.0 and Volo's launch.

JPG
Thank you! Understand it is a rough estimate and may change without notice.

Moon Wizard
November 9th, 2016, 06:30
Updates


Reinstated ability to drag chat entries back onto chat window.
[CoreRPG+] Added Clear button to export window.
[5E] Add ability score increase selection dialog to half-elf race drop.
[CoreRPG+] Generate button on story templates removed on player screens, since they are not allowed to generate story records.
[CnC] Removed extraneous Show on Mini Sheet column in PC inventory.
[DEV] Added functions to DesktopManager script to allow minimum dock icon scaling to be adjusted.


JPG

Moon Wizard
November 9th, 2016, 08:23
Updates


[SW] Random encounter records not generating encounters correctly. Fixed.
[SW] Script error when making ranged attacks onto combat tracker entry without tokens being on a map. Fixed.


JPG

swest
November 9th, 2016, 20:57
I have not found any indication that the following has been mentioned, or whether it would even be considered to be a problem :-). But, here it is:

In a v3.2.0 PFRPG Story window, there must be an assumed maximum Group (?) name length. Here is an example of what I'm talking about:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=16200&stc=1&d=1478723766

There is no way to get to the right side of the "Rise of the Runelords Chapter 2: The Skinsaw Murders" to check the edit status, without changing the Group view by clicking on "Rise of the Runelords Chapt.."

I assume that this means that there is no functionality that is unavailable (by, as I mentioned, changing the Group view).

By the way, how is that Group name arrived at, if it isn't drawn from a Module?


Anyway, like I implied, this is almost surely of low importance; but I wanted to mention it, in case no one had seen this and it was not, in fact, the desired behavior.

Thanks,

- s.west

LordEntrails
November 9th, 2016, 21:01
From updating modules I made prior to 3.2, the group name comes from the tab name that was created in the original. It looks like the current model supports around 26 characters for display of the group name.

Moon Wizard
November 9th, 2016, 21:44
The category/group field has no specific limit. However, the display is limited to about 26 characters; otherwise, the list would either become very wide (if expanded to fit length) or very long (if wrapped to multiple lines). The thought process is that if you were looking to filter by group, you would use the group drop-down to select the group first. One alternative I was considering was a tooltip for the category to show the full text, in those cases where it is longer than 26 characters.

For the edit mode, that is only relevant for module data, and will always be displayed for module data. It will never be displayed for campaign data, because any edits are actually editing the main campaign data.

Regards,
JPG

Moon Wizard
November 9th, 2016, 21:45
Updates


[5E] Automatic handling of double proficiency bonus for Cleric - Knowledge Domain - Blessings of Knowledge.
[5E] Script error when adding a class to a PC. Fixed.


JPG

Moon Wizard
November 9th, 2016, 22:39
Updates


[SW] Science Fiction Companion cyberware and modifications moved to master campaign list display style.


Regards,
JPG

adonndel
November 10th, 2016, 03:10
It appears the drag exp functionality is not working. I put 50 in the chat window and dragged it onto the xp box on the party sheet/XP tab and nothing happens.
5e Ruleset and no extensions installed.

16211

JohnD
November 10th, 2016, 06:32
Try making a quest award and dragging the 50 from there. That's how this was working when it was an extension.

Paul Pratt
November 10th, 2016, 07:05
adonndel, the drag must be a number. Typing into chat and moving that number over is a string of text. I use this function as JohnD mentioned above. In the quest award area of the party sheet, set up a placeholder for individual awards. The numbers you drag from there do add correctly to the PC sheets. You can type into the modifier field and drag from there also, and lastly a die result is also a number and can be dragged to the party sheet.

Mortar
November 10th, 2016, 14:55
Updates


[SW] Science Fiction Companion cyberware and modifications moved to master campaign list display style.


Regards,
JPG

Sci Fi themes will need to add a button. If the Sci FI Companion is not enabled you don't have the Cyberwear button in the Masterlist and get a "windowclass" error if you try to open cyberwear of vehicle/starship/walker mods.

Ikael
November 10th, 2016, 16:32
It's nice to see that Effects and Modifiers are now exportables. I wonder if Languages could be made exportable as well?

Ikael
November 10th, 2016, 17:07
Moon_Wizard,

Science Fiction Companion extension's Cyberware and Modifications record information have bad data:


Cyberware's aDataMap should be { "cyberware", "reference.cyberware" }
Cyberware should have bHidden = true
Modification's aDataMap should be { "modifications", "reference.modifications" }
button_modification_list template should open modifications with "modifications" datasource

swest
November 11th, 2016, 01:34
I'm only asking this question here because I already raised a related question (back in post #20) (https://www.fantasygrounds.com/forums/showthread.php?34882-Test-Release-v3-2-1&p=300151&viewfull=1#post300151)

Just when I thought that I understood this new organization, I'm slapped up side the head and reminded that I don't know sh**.

I have been working in a PFRPG campaign that I was using as my development campaign and exporting as a module. This is my RoTRL Chapter 2 Skinsaw Murders module.

If you look back at that question I asked before, you will see that my Story entries, which were all created within that campaign are part of the "Rise of the Runelords Chapter 2: The Skinsaw Murders" Group.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=16200&d=1478723766

Everything else that I created locally is part of the "(none)" group. What is going on there?

Thanks.

- s.west

swest
November 11th, 2016, 01:37
So sorry, I didn't finish the thought in that last post.

The reason that I'm confused is that I just now created two new Story entries (that I had left out before), and they were created in the (none) Group.

Do I need to move them to the "Rise of the Runelords Chapter 2: The Skinsaw Murders" Group? And, if so, how do I even do that?

I'm really confused, and I don't want to trash what I have worked so long on.

- s.west

dulux-oz
November 11th, 2016, 01:40
Drag them to the desired group in the list of groups at the top of the window

Andraax
November 11th, 2016, 01:41
Open the groups list at the top, scroll until the group you want them in is displayed, then drag and drop the story entries onto the group.

swest
November 11th, 2016, 01:50
Here are the images of the old and new Story entries.

These were created Before the transition to 3.2.0, and are now, for whatever reason, in the "Rise of the Runelords Chapter 2: The Skinsaw Murders" Group:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=16246&d=1478828516

These were created just now (i.e. After the transition to 3.2.0), and they ended up in the "(None)" Group.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=16245&d=1478828506

I assume the lack of an 'edit' icon on both classes of entries means that both are part of the current Campaign, right?

So, where did that "Rise of the Runelords Chapter 2: The Skinsaw Murders" Group come from? And what do I do to make this right?

Thanks.

- s.west

swest
November 11th, 2016, 01:51
(sorry about the crossing posts...)

Trenloe
November 11th, 2016, 01:54
Think of these groups as the old coloured tabs. When running v3.1.7 you would have created a new tab and called it "Rise of the Runelords Chapter 2: The Skinsaw Murders", or renamed the original single tab.

Think of "None" as the unlabeled (usually) default tab that used to exist in v3.1.7.

damned
November 11th, 2016, 01:54
This stuff would have previously appeared under the first/default coloured tab. It now goes into a None group. You can create new groups and you can drag stuff between groups. In 3.2.1 you can craete stuff directly into a specific group but that isnt here just yet in 3.2.0

swest
November 11th, 2016, 01:55
Drag them to the desired group in the list of groups at the top of the window

That's one of the problems. I don't know which is the "desired" Group. Is "(None)" the desired Group?

Trenloe
November 11th, 2016, 01:57
That's one of the problems. I don't know which is the "desired" Group. Is "(None)" the desired Group?
It's up to you. These are groups to help *you* organise data how *you* want it. Put it wherever you want.

swest
November 11th, 2016, 01:59
Think of these groups as the old coloured tabs. When running v3.1.7 you would have created a new tab and called it "Rise of the Runelords Chapter 2: The Skinsaw Murders", or renamed the original single tab.

Think of "None" as the unlabeled (usually) default tab that used to exist in v3.1.7.

Ahhh... ok. That makes sense. I think I get it now.

But, in that case, the only way of knowing that it is 'local' (or Campaign) data is the lack of the 'edit' icon? (and, I guess that was also true in 3.1.7, right?)

Thanks!

- s.west

swest
November 11th, 2016, 02:02
It's up to you. These are groups to help *you* organise data how *you* want it. Put it wherever you want.

Well, yes, I certainly get that concept (as I did with the tabs). I was struggling with the co-existence of the "(None)" Group and the "Rise of the Runelords Chapter 2: The Skinsaw Murders" Group. But you have cleared that up for me now.

Thanks, again.

- s.west

p.s. So sorry to clutter up this thread with these questions. I know that this is not what the thread was for. My question just got out of hand...

Trenloe
November 11th, 2016, 02:04
But, in that case, the only way of knowing that it is 'local' (or Campaign) data is the lack of the 'edit' icon? (and, I guess that was also true in 3.1.7, right?)
Yes and yes. And it's not an edit icon as such, it's a module icon - a book for an unedited module entry and a book with a quill for an edited module entry. See the icon explanations here: https://www.fantasygrounds.com/wiki/index.php/Campaign_Data#Campaign_Data_List

Moon Wizard
November 11th, 2016, 09:04
Updates


[5E] When opening NPCs with the spellcasting trait, the campaign spell list will be checked by name as well as the official lookup.
[SW] Arcane background skill entries added for Fantasy Companion.
[CoreRPG+] Language decoded for all players, if any logged in PC understands the language. Fixed.
[SW] Missing cyberware and modification records from Science Fiction Companion and Interface Zero. Fixed.
[SW] Sci-Fi Companion and Interface Zero extensions used together would create two cyberware buttons. Fixed.


JPG

LordEntrails
November 11th, 2016, 15:02
Updates


[5E] When opening NPCs with the spellcasting trait, the campaign spell list will be checked by name as well as the official lookup.

Yeah! Wasn't sure you caught that in the other thread and knew about it since I hadn't posted it elsewhere. Thanks for this :)

Moon Wizard
November 11th, 2016, 18:12
Yeah, I had to write new lookup code for spells by name, since the original code is based on Par5E tag lookups.

The really hard one was the language issue. I had to have 4 instances of FG on 3 computers to recreate that one.

Cheers,
JPG

Moon Wizard
November 11th, 2016, 18:15
Updates


[SW] Script errors when opening PC sheet with Pirates extension. Fixed.


JPG

MarianDz
November 12th, 2016, 12:35
In ver. 3.2.1 module - D&D Out of the Abyss create NPC group named: Monster Manual - Creatures
not D&D Out of the Abyss. Can be hard identify which extension enable or disable this NPC creatures or from which one they originate ;o)

Zacchaeus
November 12th, 2016, 13:02
In ver. 3.2.1 module - D&D Out of the Abyss create NPC group named: Monster Manual - Creatures
not D&D Out of the Abyss. Can be hard identify which extension enable or disable this NPC creatures or from which one they originate ;o)

Indeed, the author of OotA did a fine job of separating out the various creatures into different tabs in versions prior to 3.2. I can see, however that the category for the Monsters in this module which original in the Monster Manual. However all is not lost; just rename the Monster Manual - Creatures group to OoTA MM Creatures or whatever else will help you distinguish the group.

MarianDz
November 12th, 2016, 13:30
NPC monster can be Drag and Droped to any new created Group in my example I created group "aTEST"
but when monster is first time "moved" then move and change complete its position. What results in missing from group which originate
(in my tests and example this NPC will be missing from DD MM Monster Manual or any other modules.)

Example:
I moved NPC Goblin through Drag n Drop directly to my new crated "aTEST" group.
Original group DD MM Monster Manual stays completly without this monster. And in aTEST appears NPC Goblin without link
on source module as obvious DD MM Monster Manual (from which I draw it).

Then after reverting changes for module (in my case it was meaned DD MM Monster Manual) it moved Goblin NPC back to original module and his positon in created group "aTEST" stays clean without this kind of monster (no Goblin NPC there).

But now when I do same thing, drag and drop same creature (NPC Goblin) to aTEST group it created again NPC Goblin but this time I can find same monster in DD MM Monster Manual group - original monster. No reverting changes needed. I have one goblin in DD MM Monster manual and new created NPC Goblin copy of this monster in my aTEST folder. Ready for my adventure ;o)

Now I do same thing with NPC Goblin Boss and it happened again. He miss me from DD MM Monster manual group and appear in my
aTEST folder.

So remember first time when Drag and drop concrete creature from any module directly to new created group/folder it moved NPC and need reverting changes but second time it correctly create only copy of this monster on new place, and this monster stays in his folder from which originate too. I understand logic how it works because when user want create new copy of monster for his adventure group must drag and drop NPC creature in same module and only then this new created NPC move to new "aTEST" folder.
But now dont know is it bug (which need protect first moving NPC out of current module position) or only simple new way how to manage NPCs.

REMEMBER - till we get answer from developers
When monster is first time "moved" then move and change complete its position, so do it over same module (in window where you have all Monsters from same module - NOT ALL NPCs from all your active modules!!!) only then move copy to location you choose (new group).

Zacchaeus
November 12th, 2016, 16:36
I'm not seeing this or perhaps not understanding what the exact nature of the problem is.

New Campaign - open MM
Create a New Group and drag a monster from Campaign list of NPCs (which only lists MM since it's all I have open) and the NPC is moved out of the MM group and into the new group
Revert changes on the MM and the NPC moves back out of the new group and back into MM
Repeat Drag/Drop into new group and NPC again leaves MM and goes into new Group

Result no copy NPC - it always moves.

You shouldn't actually be dragging and dropping from the MM anyway. If you want a Monster out of the MM for your campaign you should create a copy in the NPC list and use that one to drag into your new group. That way it will stay there, otherwise if you close the MM then all MM NPCs will go away no matter what group the are in.

MarianDz
November 12th, 2016, 19:39
You understand it well and you confirms my words.
When in ver. 3.1.7 was possible drag NPC monster from module (DD MM Monster Manual, Storm King's Thunder, Abyss, Lost Mine of ...) and drop it to NPC window without removing them from base module database. Then in this new ver. 3.2.0 and 3.2.1 it possible is. In meaned ver. 3.1.7 it always preserve draged monsters in module without taking them out.
And now this version allows move out and removing from module database what is different way how to handle with NPCs.

I described all conditions when it happends. As well as I mean when it prevent moving out from modules database.
What I only don't know is answer on question "Is it bug or new way how to handle with NPCs?"

a) Was it intented let monsters from database can be taken out when users use old method drag n drop and only because exist some bug, users can remove them from original database?
Use it same way as in ver. 3.1.7 NPCs are prevented from removing from current module database and always create copy of NPC.
b) Or new version brings new way how to create new copy of NPCs for your adventures, first create copy of them in same directory and only then moved new created COPY to new users created module folder or to NONE dir. Anyways protection of moving them starts prevent action only after first "Revert changes" of apply. So preventing of moving from basic database is build there but has special conditions when apply (after first Reverting changes). As I wrote in my previous post, after first "Revert changes" it protect base file and another moving NPC isn't allowed and always it create copy of NPCs what is same way as in ver. 3.1.7. And you can drag and drop from module to any place (new folder/NONE, new created folder for your adventure new NPC module, etc...) now without removing NPC from original module

Hope now Im clear.

MarianDz
November 12th, 2016, 20:14
important addition to my b) Preventing action after "reverting changes" starts only for same NPC or NPCs which we moved this way before reverting changes. Because when we try move another NPC or NPCs same way through directly drag from MM and drop to aTEST folder (or NONE, or any new created NPCs module database) then it again first MOVE and REMOVE from database and needs again repeat action of "reverting changes" to apply restriction on moving NPCs from basic module database.

Example:
1) Create "aTEST" folder in NPC
2) Open All NPCs and find Goblin
3) Drag and Drop Goblin from MM directly to our "aTEST" module
4) Now in All NPC monsters is missing Goblin from MM you have only another Goblins from another modules if exist and new one in aTEST folder.
when you opened this aTEST you can see there NPC Goblin but without location MM!! (But as you can see later it is our MM Goblin)

5) I recommend you open now only MM module of NPCs and you try find Goblin there. But you couldnt find him there because was MOVED away from
database!

6) Now we continue with "Reverting changes" of MM module. This will brings our Goblin back to MM module BUT, now our aTEST folder is empty!
No Goblin which we draged there at step 3) anymore! This is proof of my MOVING OUT from module is possible.

7) When now we do same steps 2),3) and 4) we can have one Goblin in aTEST and another stays in our MM!! what is now different from first. Prevention from moving is working and create only copy of NPC as it was in ver 3.1.7 and hope intented. No moving only copy.

8) But now I found another thing when I try add another NPC which wosn't moved before previous "Reverting changes" for example Hobgoblin boss, moving then it again MOVE this monster when drag and drop to aTEST!
And again after reverting changes is can create copy without moving NPCs!!

*7) another point of interest
After reverting changes and drag and drop Goblin (or any creatures from previous moving action 1-5), when drag and drop again from MM to aTEST it create copy of selected NPC to aTEST folder but don't allows "Revert changes" of MM Module. What is something interesting too. Reverting only allows when different creature which wosnt touched by moving in steps 1-4 is draged and droped what finally MOVED them when first time happened.

Something strange is there with prevention of moving from original NPC module, "Reverting changes", new created NPCs and this new versions of FG. :)

Zacchaeus
November 12th, 2016, 20:15
I think you may be misunderstanding what is going on here.

When you click on the NPC list (and the same for items, stories etc) you get a window with a list of the NPCs which are in the current campaign from all the sources that you have open. So if you have the MM and (say) Lost Mines of Phandelver open then every NPC in both of those modules are listed. At the top of the list you can choose to view the NPCs in any one of those modules or all of them or none of them. What you are seeing is exactly the same as what you were seeing in pre V3.2 except that instead of coloured tabs along the bottom of the window you now have a drop down list. If you dragged an NPC from one list pre v3.2 and dropped it onto one of the other tabs at the bottom of the window it would have moved the NPC into the list to which that tab was attached to. So nothing has changed in this respect.

It is important to realise that these are lists of what's in the campaign. Moving something from one list to another is only moving it between lists in the actual campaign - it isn't moving the NPC from the actual module that you have open. So, for example if you move a Goblin from the NPC campaign list that is currently listed in the MM then it will move from that list to whatever list you drop it into. If you look at the list of NPCs in the MM in the Library view you'll see that the Goblin is still in the MM - but since you moved it out of the MM listing in the campaign it's no longer shown there.

Prior to 3.2 it was always the case that you could drag things directly from the MM and drop it into an encounter BUT it was always recommended that you not do that but rather create a copy of the NPC in the campaign and use that NPC in the encounter.

So, nothing has changed in 3.2. If you want an NPC for your campaign then drag and drop it back down in the MM list then drag the copy into your campaign list.

Zacchaeus
November 12th, 2016, 20:22
*7) another point of interest
After reverting changes and drag and drop Goblin (or any creatures from previous moving action 1-5), when drag and drop again from MM to aTEST it create copy of selected NPC to aTEST folder but don't allows "Revert changes" of MM Module. What is something interesting too. Reverting only allows when different creature which wosnt touched by moving in steps 1-4 is draged and droped what MOVED them when first time happened.

Something strange is there with prevention of moving from original NPC module, "Reverting changes", new created NPCs and this new versions of FG. :)

Are you using any extensions? Because as I said earlier I cannot reproduce this. No matter how many times I drag/drop and revert changes the NPC always moves from one list to the other, and is only visible in the list it was moved to.

Zacchaeus
November 12th, 2016, 20:29
Here's a screenshot to illustrate what I'm saying.

The right hand window shows I have created Group 1 and moved the Aboleth from the MM list into Group 1. So the Aboleth is now in Group 1 and is not in the MM Group. However as you can see in the left hand window the Aboleth hasn't moved out of the MM - it's still listed there. All that has happened is that it has moved from one list to the other.

MarianDz
November 12th, 2016, 20:35
Hi Zacchaeus,
no extensions only all modules activated which I have bought. All of them are WotC only.
No themes, no extensions only clean installation

MarianDz
November 12th, 2016, 21:04
:( I was testing it now and can't get same result again as you :(

maybe I does mistake when looking for DD MM Monster Manual and seen Monster Manual - creatures (what is OotAbyss). What are two different NPCs modules not same Monster Manual and this obfuscated me. Sorry for your time Zacchaeus.

Zacchaeus
November 12th, 2016, 21:10
:( I was testing it now and can't get same result again as you :(

maybe I does mistake when looking for DD MM Monster Manual and seen Monster Manual - creatures (what is OotAbyss). What are two different NPCs modules not same Monster Manual and this obfuscated me. Sorry for your time Zacchaeus.

Hey, no problem. As long as you are getting things to work out that's fine.

Moon Wizard
November 13th, 2016, 07:19
Updates


[CoreRPG+] No longer able to view users that a record is shared with when hovering over shared icon. Fixed.
[5E] Script error when dragging heal rolls from chat window to CT. Fixed.


JPG

Moon Wizard
November 13th, 2016, 07:20
Also, we're planning to push this patch early next week, unless anything comes up to delay it. So, please give it a run-through.

If it slips, it will slip for a week, since I will be out of town next weekend.

Thanks,
JPG

adonndel
November 13th, 2016, 15:23
Ok, last night I ran my campaign with the 3.2.1 test version. I used the 5e rule set with no extensions.
The setup, I have a laptop that hosts the ultimate license, and I have a 42" monitor hooked up to my second computer that has the free version of FG installed.
Things seemed to work beautifully except for when would draw an arrow pointer.
It would show up on my screen, but not always show up on the players system. All the other pointers seem to be working fine.
The weird thing is they can always see the arrow tip, but inconsistently see the line. If I added more arrow pointers some of them would be visible some not. Resizing the line some times made the line visible to the players.

MarianDz
November 13th, 2016, 17:04
#8 this thread mentioning about new default languages for 5E in ver. 3.2.1

Updates

[5E] Parsing of skills proficiencies on class feature and race trait drops.
[5E] Parsing of special movement modes on race trait drops.
[5E] Added elemental languages to the default languages list. (Aquan, Auran, Ignan, Terran)
...

but I can't find them :(

I was try it with or without 5E Wizards Theme, with Forgoten realms (FR), with Wizards fonts or simply without them, but still without changes on previous version 3.2.0.
Only Tenians Language Chat extension offers different pack of languages. I have no extensions enabled by all tests.

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Moon Wizard
November 14th, 2016, 07:17
adonndel,
I doubt if this is specific to v3.2.1, but it would still be good to investigate for future patches.
* If you exit and reload the campaign, do you still see the same missing arrows, or do they all appear, or are they different?
* Do you see the same behavior if you run a second instance on your GM machine connected to "localhost"?

MarianDz
The languages are only loaded the first time that a new campaign is loaded, in order to prevent the code from re-adding languages you might have deliberately removed. So, these will only appear in new campaigns.

You can add them to your current campaign:
* Aquan uses Elven font
* Auran uses Draconic font
* Ignan uses Draconic font
* Terran uses Dwarven font

Regards,
JPG

MarianDz
November 14th, 2016, 08:37
Thank you Moon Wizard for answer on my question.

Moon Wizard
November 15th, 2016, 23:27
Updates


[CoreRPG+] When dragging a PC from the Character Selection window who doesn't have a portrait, the PC name will be used instead.
[CoreRPG+] Effect application error when attempting to drag effect from campaign effect window or combat tracker after typing in effect, but not changing text focus. Fixed.
[5E] Script error if party skill roll made when no PCs in party sheet. Fixed.
[5E] Elemental languages not getting added to new campaigns. Fixed.
[SW] Incorrect link to Fright table in SW Player's Guide Fear section. Fixed.


JPG

Moon Wizard
November 15th, 2016, 23:27
Going to move this one to live shortly.

JPG

Trenloe
November 15th, 2016, 23:35
New one for you: https://www.fantasygrounds.com/forums/showthread.php?35045-Poblem-with-3-2-image-unidentified-when-minimize ;)