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Moon Wizard
December 16th, 2016, 01:04
FG v3.2.2 will be a combination of smaller feature improvements and bug fixes. The plan is to make this a quick turnaround release to address remaining issues and new capabilities from v3.2.x.

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
December 16th, 2016, 01:04
Updates


[CoreRPG+] Added /rollon and /afk to slash command help text.
[CoreRPG+] Changed initial record category for campaign lists from (None) to (New).
[CoreRPG+] Records with description fields no longer display "Click to enter text" when record is locked.
[CoreRPG+] Updated lock control to not cause module records to be changed when record viewed.
[CoreRPG+] Default lock state for module records is locked, even if editable. It will need to be unlocked first to edit, which will cause the record to be changed even if no further edits made.
[CoreRPG+] Added encounter output option to rollable tables (only NPC/Encounter links will be added).
[CoreRPG+] Minimized window tooltips for items and images will match name based on identification state.
[CoreRPG+] Faction field added to each NPC in encounter and random encounter records. If none specified, defaults to foe when added to combat tracker.
[CoreRPG+] Added image identification option
[CoreRPG+] Image toolbar will only display when record unlocked (for both GM and players).
[CoreRPG+] If user attempts to open a link which points to module not currently loaded, a dialog will ask them if they would like to load and try again.
[CoreRPG+] If user attempts to add an encounter to the CT which contains NPC or Image links which point to module not currently loaded, a dialog will ask them if they would like to load and try again.
[5E] Background, class, feat, race and skill records can now be copied and edited, as well as exported.
[5E] Added support for human variant ability score increase text matching.
[5E] Item records which specify mounts and vehicles can be added and transferred like other item records.
[4E] Feat and power records can now be copied and edited, as well as exported.
[PFRPG/3.5E] Class, feat, race and skill records can now be copied and edited, as well as exported.
[PFRPG/3.5E] Added DMGSTYPE effect tag to apply damage types to spell damage rolls.
[PFRPG/3.5E] DMGTYPE effect tag limited to only apply to weapon damage rolls.
[PFRPG] Added CR and XP auto-calculation buttons to encounters.
[CnC] Class and race records can now be copied and edited, as well as exported.
[SW] Archetype, edge, hindrance, monstrous ability, power, race and skill records can now be copied and edited, as well as exported.
[d20Mod] Added talent record type (as button on feats list).
[d20Mod] Class, feat, race and skill records can now be copied and edited, as well as exported.
[d20Mod] Updated data modules for v3.2.x compatibility.
Rulesets built using category selection tab controls attached to campaign lists would not use the selected category when creating a new record. Fixed.
Modules on player clients would load before current GM module permission information received. Fixed.
[CoreRPG+] Very large lists (4k+ items) with scrollbars would keep client from responding at all. Fixed.
[CoreRPG+] Resize to original radial option on images would only shrink to 500x300. Fixed.
[CoreRPG+] Script error when adding parcel with currency to another parcel without currency. Fixed.
[CoreRPG+] When changing books in the library, the scroll position of the book contents pane would not reset. Fixed.
[CoreRPG+] When using the Add Table By Size button, the new table was not being added to the current group. Fixed.
[5E/PFRPG/3.5E/CnC/SW] Item identification option being ignored in some cases. Fixed.
[4E] NPC actions not grouping correctly. Fixed.
[PFRPG/3.5E] Missing CR data for some creatures in core bestiaries. Fixed.
[CnC] Spell field labels not hiding when field hidden during record locking. Fixed.
[SW] Armor and weapon records dragged to campaign item list would copy as generic items. Fixed.
[SW] Missing armor and weapon records from campaigns created prior to v3.2. Fixed.
[SW] Type field in weapons not correctly displaying in read only records for some modules. Fixed.
[SW] Dropping items in Items master list not creating a campaign copy of the record. Fixed.
[SW] Super Powers Companion missing table and missing HQ labels. Fixed.
[SW] Slow zombie ability in War of the Dead and slow hindrance in Horror Companion modified to prevent conflicts with other Slow racial abilities during initiative automation.
[DEV] Vault files with case not exactly matching requested file would not be found, even though issue does not occur when accessing pak/ext/mod files or folders.
[DEV] Added hidereadonly attribute to empty tags for stringcontrols and formattedtextcontrols.
[DEV] When exporting tokens, host/ and shared/ are now removed from exported token directory structure.
[DEV] windowinstance: Added getTooltipText and setTooltipText functions.
[DEV][CoreRPG+] Added reference.encounters to paths for story entries checked for the master list.
[DEV] Crash after in-campaign reload when viewing maps with tokens that have image/text widgets. Fixed.


JPG

damned
December 16th, 2016, 01:16
Seriously good work on the addition of this for the key rulesets:
Background, class, feat, race and skill records can now be copied and edited, as well as exported.
This will make lot of people very happy :)

dulux-oz
December 16th, 2016, 01:27
Minor Issues: the Updater reads FGv3.2.0 (when run again after updating), and FG itself says v3.2.1 (after updating)

Bidmaron
December 16th, 2016, 02:20
Seriously good work on the addition of this for the key rulesets:
Background, class, feat, race and skill records can now be copied and edited, as well as exported.
This will make lot of people very happy :)

[PFRPG] Added CR and XP auto-calculation buttons to encounters.

Thanks for that add too!

Nickademus
December 16th, 2016, 02:50
[CoreRPG+] If user attempts to open a link which points to module not currently loaded, a dialog will ask them if they would like to load and try again.
How will this interact with modules the GM has marked not to allow?

[5E] Background, class, feat, race and skill records can now be copied and edited, as well as exported.
This makes me want to cry... All that work reverse engineering these and now they can just be exported... *cries*. A good feature to have though, thanks.

Moon Wizard
December 16th, 2016, 04:21
[CoreRPG+] If user attempts to open a link which points to module not currently loaded, a dialog will ask them if they would like to load and try again.
How will this interact with modules the GM has marked not to allow?

It will query the user, but the load will be marked as a request to the GM (if no permissions set) or fail (if negative permissions set).

Cheers,
JPG

damned
December 16th, 2016, 06:42
[CoreRPG+] If user attempts to open a link which points to module not currently loaded, a dialog will ask them if they would like to load and try again.
How will this interact with modules the GM has marked not to allow?

[5E] Background, class, feat, race and skill records can now be copied and edited, as well as exported.
This makes me want to cry... All that work reverse engineering these and now they can just be exported... *cries*. A good feature to have though, thanks.

I bet. Its time to make lemonade :)

Zacchaeus
December 16th, 2016, 11:26
Accessing or creating any kind of table, magic item, item, NPC or quest gives a script error.

Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (item_header)
Ruleset Error: window: No vertical anchor defined for control (nonid_name) in windowclass (item_header)
Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (item_header)
Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (npc_header)
Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (npc_header)
Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (quest_header)
Ruleset Error: window: Control (cr_label) anchoring to uncalculated control (name) in windowclass (quest_header)
Ruleset Error: window: Control (xp) anchoring to uncalculated control (name) in windowclass (quest_header)


EDIT: Actually anything that's opened or attempts to create new gives the error apart from Story entries, so includes backgrounds, spells, feats etc.

UPDATE: Looks like it's the 5e theme that's causing the problem. No script errors without it.

I can't see an /afk slash command in help although it does work if typed in by a player. Nothing happens if the DM types it in as far as I can see.

LordEntrails
December 16th, 2016, 23:47
Nice work Moon. Lots of impressive enhancements. Thanks

Moon Wizard
December 17th, 2016, 07:52
Pushed update to 5E Wizards theme to fix script errors reported by Zacchaeus.

Cheers,
JPG

Starcrawler
December 17th, 2016, 10:54
Thanks Moon Wizard

Will be using the test version of FG for my D&D session tonight, due to the fixes in 4e. Will let you know if we run into any issues.

Zacchaeus
December 17th, 2016, 12:07
In 5e when creating a new spell I'm getting a script error (and I have tested with and without the 5e theme this time :))

Script Error: [string "power_header"]:1: attempt to index global 'group' (a nil value)

Paul Pratt
December 17th, 2016, 16:46
In CoreRPG, with new campaign started (or existing), opening story, quests, tables, notes, npc, encounter, parcels results in this error -
Script Error: [string "scripts/manager_options.lua"]:151: table index is nil

mattcolville
December 17th, 2016, 22:37
Seriously good work on the addition of this for the key rulesets:
Background, class, feat, race and skill records can now be copied and edited, as well as exported.
This will make lot of people very happy :)

I'm not sure what this means. What's a "Record" in this context?

Zacchaeus
December 17th, 2016, 23:55
I'm not sure what this means. What's a "Record" in this context?

It means you can create a new background, class, feat, race or skill or edit an existing one and they can be exported in the same way as say a Story or an NPC.

Varsuuk
December 18th, 2016, 07:16
Very impressive.

Zacchaeus
December 18th, 2016, 11:58
Images (in 5e - no extensions). When opening any image for the first time after updating the image appears as a very small square rather then the actual size of the image. Once resized to it's actual dimensions it remains so over multiple open/closes of FG. It's just the initial opening that's affected.

Ikael
December 18th, 2016, 20:49
Being able to create new edge, hindrance, skill etc. records in SavageWorlds ruleset is awesome feature! I wonder if its just me but why not set control focus to name field after new record is created? I find it kinda strange that this is not default action for any records, since name is important for all records

Nickademus
December 19th, 2016, 00:47
I wonder if its just me but why not set control focus to name field after new record is created? I find it kinda strange that this is not default action for any records, since name is important for all records

I find this frustrating for almost everything that requires typing. I guess I'm so used to it from other things. So, ditto. If I'm obviously going to need to type something for the action I just did, please move the keyboard focus to the main field (usually name) I'm going to be typing.

Ikael
December 21st, 2016, 19:32
Request for v3.2.2: Add new Reference Manual block type support to blocklayoutmanager: icon. At the moment you can add define graphical entity to your reference manual as either bitmap image (using image type) or token (using picture type). I bet it would be beneficial to be able to add ruleset icon resources as graphical entities to reference manual. I was creating ruleset/extension tutorial as reference manual when this request hit me. For instance: "To add a new item, click the Add-button" ~ and the ruleset's buton_add.png icon would be displayed in the reference manual. What other think about this?

Zacchaeus
December 21st, 2016, 19:40
I really don't know about ruleset resources but if they are .png files can't you just add them in now as picture. You'd need a copy in the tokens folder of course.

Moon Wizard
December 21st, 2016, 20:52
It won't work, because modules can't define icons. All icon assets are defined in the ruleset or extensions.

Cheers,
JPG

Ikael
December 21st, 2016, 21:41
CoreRPG's blocklayoutmanager is the one building the reference manual's view from block data defined in module. You could define ruleset icon's name in the module and in blocklayoutmanager builds genericcontrol with that icon resource attach to it. The icon resource itself would not be part of the module. I could copy the ruleset icon resource from ruleset to my module as token resource and define it as token, but that would be not-cool duplication of resources which is why I requested the feature. It might not be as common use case as picture or image but neat one if you want to display ruleset icon resources in reference manual for instance of showing what "dicetower" visually is.

Note that theme extensions might change the ruleset icon resources and without this feature you would need to create own module with those changed images which would even more uncool

Moon Wizard
December 23rd, 2016, 01:37
Updates


[CoreRPG+] When adding a new record to a campaign list, the focus will be automatically set to the name field.
[CoreRPG+] Resize to small size option added to image radial menu for images larger than 500 pixels per axis.
[5E] Quest data from official modules now visible in Quests campaign list.
[PFRPG/3.5E] In PC Action Tab effects, the [LVL] tag will now return the caster level.
When viewing campaign characters in Manage Characters mode, the campaign characters could overwrite the local characters. Fixed.
[CoreRPG+] Image windows always opening at 200x200. Fixed.
[CoreRPG+] Tokens with a 1 to 1 map ratio assigned to CT entries with a space value larger than 1 grid square would shrink to 1 square between sessions. Fixed.
[5E] Script error when creating a new spell. Fixed.
[5E] Image record name text clipped on bottom. Fixed.
[SW] Fixed broken Credits link in Smith and Robard's DLC.
[SW] Updated All for One DLC to use desktop decal options and new sidebar buttons.
[DEV] When using fastinit tag for subwindow controls, the subwindow creation will now occur just before the control's onInit function, and after sibling controls are created.


JPG

dulux-oz
December 23rd, 2016, 03:02
Moon, was this fixed in the 4E Ruleset (since the FG3.2.1 release): Script Error: [string "campaign/scripts/encounter.lua"]:23: attempt to index global 'type' (a function value) - when trying to create an encounter?

Cheers

Ikael
December 23rd, 2016, 08:50
[CoreRPG+] When adding a new record to a campaign list, the focus will be automatically set to the name field.

This doesn't seem to work in SavageWorlds ruleset, except in case of stories. All windowclasses with name in subwindow didn't autofocus on name field after I created new record, such as Item

PS: Have I misunderstood something, whst is campaign list?

Zacchaeus
December 23rd, 2016, 10:34
[CoreRPG+] When adding a new record to a campaign list, the focus will be automatically set to the name field.

This doesn't seem to work in SavageWorlds ruleset, except in case of stories. All windowclasses with name in subwindow didn't autofocus on name field after I created new record, such as Item

PS: Have I misunderstood something, whst is campaign list?

The campaign list is the list of things in the campaign, rather than in a Library module. I'm pretty sure you are understanding correctly.

Callum
December 23rd, 2016, 10:56
[PFRPG/3.5E] In PC Action Tab effects, the [LVL] tag will now return the caster level.


So, in other places, will it still return the character level?

Moon Wizard
December 24th, 2016, 00:58
Updates


[PFRPG/3.5E] The following PC effect action tags have been modified/added: [LVL] returns total character level, [CL] returns caster level.
[5E] Script error when opening spell records from links in the Library window. Fixed.
[5E] Melee weapon crit range being applied to ranged weapons, instead of ranged weapon crit range. Fixed.


JPG

Blackfoot
December 24th, 2016, 08:00
Updates

[PFRPG/3.5E] The following PC effect action tags have been modified/added: [LVL] returns total character level, [CL] returns caster level.
First off, thanks for adding this, although your first solution would have worked fine.
Question, does [HCL] work as well?

Trenloe
December 24th, 2016, 17:05
First off, thanks for adding this, although your first solution would have worked fine.
Maybe, if everyone was aware of the change - but we all know very few people actually read stuff. It could have broken existing characters that use the tags and rely on the character level, not the caster level for their effects. Sure, everyone could have gone through and changed all of their effects, but it's better not to rely on people knowing there's a change and avoid potentially breaking existing setups. With a new tag then people can use the new functionality - no issues with existing setups and new functionality for all.

Moon Wizard
December 25th, 2016, 00:51
Updates


[PFRPG/3.5E] Changes to underlying data creation for PC/NPC spells to reduce data size. (slightly improves speed of adding spellcasters to CT)
[PFRPG/3.5E] New [CL] tag for PC Actions effects not working. Fixed.


Cheers,
JPG

Nickademus
December 25th, 2016, 01:15
[PFRPG/3.5E] Changes to underlying data creation for PC/NPC spells to reduce data size. (slightly improves speed of adding spellcasters to CT)

I'm glad to see this finally happened.

dberkompas
December 25th, 2016, 23:19
Bug report: 3.2.2 Test Ultimate

New CoC 7e ruleset.

Open Occupations, Try to add an occupation:
Ruleset Error: window: Control (name) anchoring to uncalculated control (rightanchor) in windowclass (occupation_header) (Repeats 2 additional times)


Dave

Zacchaeus
December 25th, 2016, 23:35
Bug report: 3.2.2 Test Ultimate

New CoC 7e ruleset.

Open Occupations, Try to add an occupation:
Ruleset Error: window: Control (name) anchoring to uncalculated control (rightanchor) in windowclass (occupation_header) (Repeats 2 additional times)


Dave


Indeed. Don't try opening a spell :D

The problem has been identified and is on a list for fixing.

damned
December 25th, 2016, 23:37
Thanks Dave and Zac.

Ikael
December 30th, 2016, 15:46
In SavageWorlds ruleset when I have prepared encounter and changed NPC's hostileness state to something else I get this error when applying the encounter:
Script Error: [string "ct/scripts/combat_common.lua"]:509: attempt to call field 'setValue' (a nil value)

viresanimi
December 30th, 2016, 16:57
MoreCore:

No extension loaded. Opening an NPC sheet and pressing the link for "rolls" results in the following error:
Ruleset Error: window: Control (name) anchoring to uncalculated control (rightanchor) in windowclass (cas_header)

I was able to create more errors last night, but can't recall what I did to do that. Sowwy.


Vires Animi

Trenloe
December 30th, 2016, 20:24
MoreCore:

No extension loaded. Opening an NPC sheet and pressing the link for "rolls" results in the following error:
Ruleset Error: window: Control (name) anchoring to uncalculated control (rightanchor) in windowclass (cas_header)

I was able to create more errors last night, but can't recall what I did to do that. Sowwy.


Vires Animi
I'd recommend posting this in the MoreCore thread, but mention that you saw these errors using v3.2.2. MoreCore is a community developed ruleset, outside of the control of the main FG devs, so the MoreCore developer (damned) should be made aware of potential issues with the upcoming v3.2.2 release. Thanks.

Moon Wizard
January 1st, 2017, 00:28
Updates


[UPDATER] When installing, the FG data directory will be configured to allow all users to edit.
[UPDATER] When running an update, the permissions on the FG data directory will be modified to allow all users to edit.


Regards,
JPG

spite
January 1st, 2017, 02:01
"Script Error: [string "campaign/scripts/encounter_npclist.lua"]:39:attempt to call field 'addLinkToBattle' [a nil value]
4th edition ruleset when dragging any npc onto any encounter.

Talyn
January 1st, 2017, 02:21
Ruleset Error: window: Control (value) anchoring to uncalculated control (rightanchor) in windowclass (ability_header)
Ruleset Error: window: Control (value) anchoring to uncalculated control (rightanchor) in windowclass (ability_header)


Castles & Crusades -- any time I click an Ability from the PHB or from a character sheet. Yes, both lines pop into the console on a single click even though they're identical errors.

damned
January 1st, 2017, 02:27
Castles & Crusades -- any time I click an Ability from the PHB or from a character sheet. Yes, both lines pop into the console on a single click even though they're identical errors.

Thats because there are two elements anchored.... :)

Talyn
January 1st, 2017, 02:56
Thats because there are two elements anchored.... :)

I figured as much! Just said that so no one thought I had a frosty New Year's Eve beverage and got sloppy with the ctrl+v... :o

Moon Wizard
January 1st, 2017, 20:36
I'm going to roll back updater change temporarily to dial it in a little tighter.

JPG

Moon Wizard
January 1st, 2017, 23:04
Updates


[UPDATER] When app is unable to write to the data directory, the updater will be launched to attempt to fix data directory access.
[UPDATER] When installing the data directory (or fixing permissions), the Local user group will be added to the data directory permissions.
[UPDATER] Registry keys used by app and updater have been moved to local machine registry. (HKLM\Software\Wow6432Node\Fantasy Grounds)


Cheers,
JPG

Talyn
January 1st, 2017, 23:12
Well now I'm in an infinite permissions loop. :( Seems to be the utilities folder where it errors but it's so fast I can't be positive of that. I manually went in and set the entire FG folder and all its subfolders to all permissions but it's still giving the error until I kill the app from task manager.

viresanimi
January 1st, 2017, 23:43
And the default folders are reset. Nearly gave me a heart attack, seeing the campaign list being empty. You may wanna change that if possible MW. *grins*

Moon Wizard
January 1st, 2017, 23:46
OK, I updated the client to make the permissions fix optional, just click cancel on the pop-up dialog to cancel the loop.

The client is attempting to write a single file "FGAccessTest.txt" to the FG data folder directory, and pops up the dialog when it fails with option to run updater to fix. The updater then gets run with a special fix mode that adds the Local group to the data directory, and writes the registry keys to the machine path (vs. the user path).

The only reason I can think of off the top of my head that the write/fix cycle would fail is if the admin user doesn't have rights to change the data directory access (remove drive? external drive?), or if the data directory is marked as read only (which I haven't made part of automatic fix yet).

If I can't get the automatic fix to work, I'll probably leave the other changes, and tell people to uninstall/reinstall.

Talyn,
What do the permissions look like on the Security tab of the properties for the FG data folder? Is it marked read only? What OS are you using?

Thanks,
JPG

Nickademus
January 1st, 2017, 23:47
This update is starting to sound scary.

Moon Wizard
January 1st, 2017, 23:48
Viresanimi,

Hmm, it seems that the registry read fallback might be failing. I'll try to recreate here.

JPG

Moon Wizard
January 1st, 2017, 23:53
Just deleted the machine key, and the fall back worked. I'm not sure why the directories would reset for you. I'll keep an eye out.

JPG

Moon Wizard
January 1st, 2017, 23:56
Nothing should really change under than the registry key locations for most users. It's only when the data directory write fails that the fix option pops up.

This is one of those fixes that has the most system variability, which is why I put off for this long. But, it affects lots of people that use non-admin users on their machines.

Regards,
JPG

viresanimi
January 1st, 2017, 23:58
All I can say, was that I had to reenter my license key (after an update) and in the settings the username was reset, so I had to reenter that. And then I discovered that the data folder was the roaming one, which I do not use. I have a drive specifically for data. That's about as technical as I can get. I hope that is helpful.

Vires Animi

Talyn
January 2nd, 2017, 00:01
Once it finally stopped with the infinite permissions error, I discovered it had totally wiped my account info. I also clicked the data directory icon but it took me to the file directory instead. Those two directories were still correct in the Settings dialog, the button just wasn't honoring it. So I put my account info and license key back in and it proceeded to re-download everything I own... even though it was all right there. It did put everything in the data directory like it's supposed to.

Just installed the newest update from a few minutes ago and that issue seems to be resolved.

Talyn
January 2nd, 2017, 00:03
Talyn,
What do the permissions look like on the Security tab of the properties for the FG data folder? Is it marked read only? What OS are you using?

Thanks,
JPG

Seems to have fixed now, but Win10 64 and yes the permissions were marked Read Only for some reason. I unchecked that but the error kept coming back anyway.

dulux-oz
January 2nd, 2017, 00:50
Seems to have spit me into an infinite loop where it tries to update, complains about the permissions, offers to fix (with only an OK button so you've got no choice) and then repeats - bloody frustrating!

Furthermore, its gone and changed my Data Directory from the perfectly good C:\FantasyGrounds (where everything was working correctly) to a folder in my App\Roaming folder - this is unacceptable! I don't want my data folder in my profile (too much data to transfer when I log in to my DOMAIN NETWORK) - that's why I changed it to a folder I control on my C Drive. I'm not particularly happy, if you haven't noticed :)

Whatever you did Moon, I don't think it's worked - nor do I think it was necessary (IMNSHO) - all I know now is I CAN'T run FG and I can't run FG Updater to drop out of the Test Channel either - it just dumps me straight back into the damn infinite loop! :(

Moon Wizard
January 2nd, 2017, 01:21
It's all relative. For those technical souls who can deal with the minor incongruities, it's not much of an issue. However, for the many users who like extra security (i.e. run as non-admin) or non-technical users, it's something we have to deal with in support every week, and sometimes every day.

I just pushed an update to remove the pop-up and automatic fix routines.

Still trying to figure out why the settings are not being read correctly.

Regards,
JPG

dulux-oz
January 2nd, 2017, 01:29
Fair enough - and I understand the issues. My issue is that a "fix" shouldn't break something - I know we can't always do that, but it is still incredibly frustrating :)

For the record, now that I am back in I can let you know that the update also whiped my license key and my FG logon/store details - if I had to guess, I'd say that the update ignored any existing settings and simply substituted the "defaults".

I hope all this info helps in troubleshooting things

Cheers

spite
January 2nd, 2017, 01:35
I updated, and now its rejecting my license key(s). I've used the keys that appear on my steam account key list.
Can't return it to live either, as it asked for key upon opening the .exe with no chance on changing settings.

Moon Wizard
January 2nd, 2017, 01:46
Yeah, that's what looked like happened with Talyn/viresanimi also. I just can't figure out why the fallback code for registry loading is not working on your machines, when it works on my dev machine and test machine. (Both Windows 10)

JPG

Moon Wizard
January 2nd, 2017, 01:47
spite,

Make sure that you only enter your Ultimate key in the License Key field, and leave the Lite to Full Upgrade field blank.

JPG

spite
January 2nd, 2017, 01:50
I don't have that option. Clicking on the exe just straight away asks for my key "that was included in the order".
Neither of my keys work.

Running the updater.exe from the install path did nothing. Had to delete everything and hard reinstall it all for it to get out of the infinite loop "updating UpdaterEngine.exe"

Moon Wizard
January 2nd, 2017, 02:05
You can also download the installer from the web site, and select Settings before running the Install/Update to change back to live mode next time. (without having to do uninstall)

JPG

iemckinnon
January 2nd, 2017, 02:18
Yeah, I was having the serial number problem too. I got it in by running the installer and putting my data in. It is also showing an update available, but when I attempt it it get to updating updater engine, then it restarts. I stopped this about the 20th time through.

spite
January 2nd, 2017, 02:27
Managed to get it back to live via that route Moon.

Should I try going back to test again? (This is all on the machine I use to test, so no data loss or anything, happy to keep trying).

Moon Wizard
January 2nd, 2017, 02:45
Give me a few hours. I got a lead on a fix for the settings, but I had to step out.

Thanks,
JPG

dulux-oz
January 2nd, 2017, 04:53
4E Ruleset => What happened to the ref_power.xml, ref_power_header.lua and ref_power_stats.lua files? Has the functionality of these files been moved elsewhere or have they simply been dropped?

The reason I ask is that a big whole has just opened up in the 13th Age Ruleset now that these files are missing from the 4E Ruleset (and we were so close to having them ready for release, too), and I've got to work out what happened and how to compensate for them missing - thanks.

Nickademus
January 2nd, 2017, 05:30
4E Ruleset => What happened to the ref_power.xml, ref_power_header.lua and ref_power_stats.lua files? Has the functionality of these files been moved elsewhere or have they simply been dropped?

Welcome to my world...

Moon Wizard
January 2nd, 2017, 05:58
Just pushed a new set of executables for the updater and client which should address the endless update loop, as well as the missing settings.

JPG

Moon Wizard
January 2nd, 2017, 06:01
dulux-oz,

Look at these files:
* campaign/record_power.xml
* campaign/scripts/power_header.lua
* campaign/scripts/power_stats.lua

Regards,
JPG

dulux-oz
January 2nd, 2017, 08:12
Thanks Moon :)

dulux-oz
January 3rd, 2017, 01:37
Ummm, Moon - where is the new script campaign/scripts/power_stats.lua called from? I can't find a reference to it anywhere in the 4E Ruleset.

Moon Wizard
January 3rd, 2017, 01:49
It looks like I moved the code directly into the windowclass definition when I had to rewrite it, so I'll remove that file from the 4E pak. I combined all the various "power" records into the same format for long-term maintenance. I'm even considering adding an equivalence or inherit or merge copy option to window classes, since it comes up a fair bit.

Regards,
JPG

Nickademus
January 3rd, 2017, 01:52
Obvious question: Did you check the CoreRPG ruleset?

EDIT: Bah, ninja'd with a real answer.

dulux-oz
January 3rd, 2017, 02:24
Obvious question: Did you check the CoreRPG ruleset?

Yes, its an obvious question, and one where it is always good to ask - especially when we have new/amateur/not very experienced coders trying to write Extensions/Rulesets/whatever.

Let me answer with (for me, as a PROFESSIONAL ICT Consultant) an obvious answer: Yes.

And now with a snarky answer: What do you think (gezze)? :p

(Sorry, I couldn't resist that last one :) )

Nickademus
January 3rd, 2017, 02:51
And now with a snarky answer: What do you think (gezze)? :p

I thought that you might have been so frustrated by the endless permissions loop and missing files that you overlooked the simple troubleshooting steps (you know, like a professional). :P

dulux-oz
January 3rd, 2017, 02:58
I thought that you might have been so frustrated by the endless permissions loop and missing files that you overlooked the simple troubleshooting steps (you know, like a professional). :P

Touché

Nah, I've had a shower and a good night's sleep since then :)

Moon Wizard
January 3rd, 2017, 17:55
Updates


[CoreRPG+] Added read-only module export option.
[3.5E] Added ability to open PFRPG modules.
[5E/SW] Focus not being set to name field when adding records to campaign lists for every record. Fixed.
[PFRPG/3.5E] Missing scroll bar in spell detail windows. Fixed.
[4E] Script error when adding encounter to combat tracker. Fixed.
[CnC] Script error when opening PC ability detail window. Fixed.
[SW] Armor and weapon records were not being exported when item records were selected to be exported. Fixed.
[SW] In encounter records, the NPC faction and visibility fields were overlapping. Fixed.
[SW] Script error when adding encounter to combat tracker with a specific faction. Fixed.
[DEV][CoreRPG+] Icon option added to reference manual.


JPG

Nickademus
January 3rd, 2017, 18:29
[DEV][CoreRPG+] Icon option added to reference manual.

What is the code for this? It hasn't been put in the wiki yet.

Moon Wizard
January 3rd, 2017, 18:31
picture = token image
image = standard image
icon = icon ruleset asset

And I added those details to the wiki.

Regards,
JPG

Nickademus
January 3rd, 2017, 19:33
This page (https://www.fantasygrounds.com/wiki/index.php/Reference_Manuals) or another?

Trenloe
January 3rd, 2017, 19:33
This page (https://www.fantasygrounds.com/wiki/index.php/Reference_Manuals) ?
That one. "NOTE 1: For the blocktype field, the valid values are: text (default), image (standard image), picture (token image), icon (icon ruleset asset) "

Nickademus
January 3rd, 2017, 21:55
I see. But I don't see the syntax for the <icon> element in the block.

Ikael
January 3rd, 2017, 22:44
This could be added to wiki:

<icon type="string">[Only used for icon blocks. Ruleset icon resource name]</icon>

However the feature has bug atm. The control template is missing which is my fault. I emailed MW fix regarding it

Trenloe
January 3rd, 2017, 23:30
I see. But I don't see the syntax for the <icon> element in the block.

It's in the Wiki page:


<blocktype type="string">[See NOTE 1]</blocktype>
NOTE 1: For the blocktype field, the valid values are: text (default), image (standard image), picture (token image), icon (icon ruleset asset)

What this means is: Replace blocktype with one of the valid values. If it's "icon" then enter the asset name - defined in <icon> somewhere in the ruleset.

Nickademus
January 3rd, 2017, 23:49
The <blocktype> element is different than the asset element. Ikael provided the code for the <icon> reference manual element.

Trenloe
January 3rd, 2017, 23:54
The <blocktype> element is different than the asset element. Ikael provided the code for the <icon> reference manual element.
I think you're overlooking the fact that the work "blocktype" is replaced with "text", "image", "picture" or "icon" depending what you want to use.

If you take the line with the field I highlighted in red in post #87: <blocktype type="string">[See NOTE 1]</blocktype>

As I said, replace the "blocktype" text not [See NOTE 1] text. So, if you want an icon reference <blocktype> becomes <icon>: <icon type="string">[See NOTE 1]</icon>

With the value where the "[See NOTE 1]" is the name of the icon resource value.

Nickademus
January 4th, 2017, 04:25
Have you tried this in a reference manual? I'm pretty sure the <blocktype> element is necessary and has nothing to do with the <image>, <picture> or <text> elements. It's the element that tells FG the type of the block. The statement in the wiki:
NOTE 1: For the blocktype field, the valid values are: text (default), image (standard image), picture (token image), icon (icon ruleset asset)...is telling what values to put in place of the '[See NOTE 1]' in:
<blocktype type="string">[See NOTE 1]</blocktype>
I'll test tomorrow to see if the manual page will work without the type declaration, but I see nothing in the wiki that indicates you would replace the name of an element.

(Also, I think you are overlooking the fact that neither the <image>, <picture> nor <text> elements are of type "string", so no, the word 'blocktype' was not replaced by 'image', 'picture' or 'text' for those elements. Only the new <icon> is of type "string".)

Moon Wizard
January 4th, 2017, 04:38
"icon" is the name of the string field that needs to be specified to identify which icon asset to use, as well as the blocktype value to specify

<blocktype type="string">icon</blocktype>
<icon type="string>icon_ruleset_asset_name</icon>

Cheers,
JPG

Ikael
January 4th, 2017, 05:30
The
<blocktype type="string">*</blocktype>

Element is required as is (replace * with either: text, image, picture or icon)

However if you do not define this element or input any other value the block will be text typed

Trenloe
January 4th, 2017, 05:31
Have you tried this in a reference manual? I'm pretty sure the <blocktype> element is necessary and has nothing to do with the <image>, <picture> or <text> elements...
Yeah, you're right - I double checked the reference manuals I've made. Sorry.

Bidmaron
January 4th, 2017, 14:48
So is the wiki going to get fixed so that someone besides the collective experts can figure it out?

Talyn
January 4th, 2017, 14:51
According to Ikael, the wiki is correct. There is, however, a bug in the current build which will get fixed soon.

Bidmaron
January 4th, 2017, 15:41
I understand it is correct but is it reasonably understandable? Or is the reason it took three of our luminaries to figure it out because of the bug?

Talyn
January 4th, 2017, 15:51
No, the bug is just that: it generates a console error if you attempt to render the icon block.

The wiki article is, unfortunately, written in a very bare-bones and technical manner that is primarily useful only if you already know what you're doing and just need a quick refresher on something and I feel it's pretty rough to come in cold and try to learn from with no working source code to examine. In this specific case, the "icon" bits are contained only in Note 1, no further explanation of what you may need to utilize it, if anything, so that would explain why people are "having trouble figuring it out," just because it's hard to spot until you've already found it.

Bidmaron
January 4th, 2017, 15:56
Well, we cannot target the docs to the neophyte or our devs could never get anything done. However, if someone reasonably proficient goes there, it should be understandable without several posts on the forum.

Talyn
January 4th, 2017, 16:01
I'll disagree with that, but I'm opinionated and my background in English and education only make it worse LOL! :)

But consider this: everything is being encrypted now, including newer rulesets (starting with CoC7E) so when we get brand new community developers who need working and up-to-date source code to learn from, they won't have it. They get referred to the wiki which (like most wikis) is difficult to find what you want unless you already know what you're looking for. Once you're there, the articles are written as a reference for experienced users not those trying to learn. So we end up with multiple forum threads anyway. Lather, rinse, repeat.

Nickademus
January 4th, 2017, 17:15
The ability to export assets will help with that. Reference manuals will still be an issue, but that just requires the rest of the information placed in the wiki page. If all else fails, grab my UA module and look through the reference manual there. I use pretty much all the things you would want the wiki to describe. The <icon> element will be added to something (for reference; no pun intended) as soon as the bug gets fixed.

Moon Wizard
January 5th, 2017, 08:24
Updates


[PFRPG/3.5E] Add CR/Type filters to campaign NPCs list.
[5E] Improved parsing of unconscious and poisoned effects in spell descriptions and NPC abilities.
Crash could occur for modules built with category tab and decal options not available in current ruleset. Fixed.
[CoreRPG+] Missing icon template in reference manual. Fixed.
[CoreRPG+] Attack rolls between PCs where an unowned PC has previously shared a link from their sheet publicly would interfere with defense calculations. Fixed.
[SW] Unable to drag items between PC inventory tabs and party sheet. Fixed.
[DEV] Registry saved when using /reload command.


JPG

Ikael
January 5th, 2017, 10:46
Thanks for the update!

The new icon blocktype works now like a charm.

Nickademus
January 5th, 2017, 11:09
[DEV] Registry saved when using /reload command.

See, big brother is always watching... *ominous*

Ikael
January 5th, 2017, 12:57
Sorry for these, BUT another request for v3.2.2:

While doing Savage Worlds conversion I noticed that alot of times the number of encountered NPCs depends on Hero/PC count. Here is an example:

Encounter:

Desert Sethiss (4 per hero): Each sethiss rides a shock manta.
Shock Mantas (1, plus 4 per hero)


I wonder if Random Encounters could support these kind of formats. For instance it would be nice to write count (for above Shock Mantas example): 1+4! (or some other notation) where 4 would be multiplied by the number of PC s

What do you think? -- Sorry if this is supported already, but I didn't find way to do it

EDIT:
I believe this is not supported yet, but adding support would be easy task.
In CoreRPG's campaign/script/encounterrandom.lua's generate() function one might need to do following and the existing code would do the rest:


sExpr = sExpr:gsub("!", "*"..#User.getAllActiveIdentities())

Bidmaron
January 5th, 2017, 18:27
Ikael, this solves your need but the best answer is to control number based on encounter level in other rule sets.
The table mod I am working on will let table and generator builders use arbitrary database values in their computations. I am thinking using a syntax like the encounter template's substitution strings in angle braces. But I need to figure out a way to have a wild syntax where you can reference say the active character, active player, current encounter, etc.
I would welcome any ideas.

Ikael
January 5th, 2017, 19:00
Ikael, this solves your need but the best answer is to control number based on encounter level in other rule sets.
The table mod I am working on will let table and generator builders use arbitrary database values in their computations. I am thinking using a syntax like the encounter template's substitution strings in angle braces. But I need to figure out a way to have a wild syntax where you can reference say the active character, active player, current encounter, etc.
I would welcome any ideas.

I do not see this idea being only for Savage Worlds. I think it's very common way in many other RPG systems and it would be nice for CoreRPG to support different needs, especially if you're creating commercial product that has such content.

Talyn
January 5th, 2017, 19:05
I agree, having a function to generate NPCs or especially rewards by the party number would be awesome for GMs.

Bidmaron
January 5th, 2017, 20:14
Well in 3.5 and PF, it would be encounter level not purely driven by number of characters

Talyn
January 5th, 2017, 20:18
Yeah that would be another separate but related function that would be nice for 3.5 and PFRPG -- have an Encounter Budget window (I don't know how 3.5 works other than they have that Encounter Level (EL) terminology) and be able to drag/drop NPCs in/out of the budget window til you're happy with the encounter and it dynamically updates the values.

Trenloe
January 5th, 2017, 20:20
have an Encounter Budget window (I don't know how 3.5 works other than they have that Encounter Level (EL) terminology) and be able to drag/drop NPCs in/out of the budget window til you're happy with the encounter and it dynamically updates the values.
How is this different from the PF ruleset now auto-calculating the XP and CR?

Post #2: [PFRPG] Added CR and XP auto-calculation buttons to encounters.

Talyn
January 5th, 2017, 20:26
That could probably accomplish the same thing or close enough. I forgot that was recently added. I was just thinking of a different presentation where, like I said, it was dynamically updated with every drag & drop, get the CR just where you need it, then click a button to take the result and create an encounter from it. Something visual that took out the need to compare what you're doing to the encounter CR/XP table.

Talyn
January 5th, 2017, 21:48
For those looking at using the new "icon" blocktype, here are the only two required lines:


"icon" is the name of the string field that needs to be specified to identify which icon asset to use, as well as the blocktype value to specify

<blocktype type="string">icon</blocktype>
<icon type="string>icon_ruleset_asset_name</icon>


Now, where do you find "icon_ruleset_asset_name" you ask? In /graphics/graphics_icons.xml for your ruleset. Also for CoreRPG if you're using a layered ruleset.

So to use all the normal elements, something like this:



<block_00>
<blocktype type="string">icon</blocktype>
<icon type="string">poll_check</icon>
<size type="string">64,64</size>
<align type="string">right,left</align>
<text type="formattedtext">
<h>Icon Block</h>
<p>This is text in the new Icon blocktype</p>
</text>
</block_00>


Would look like:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=17261&stc=1&d=1483652871

poll_check is from CoreRPG/graphics/graphics_icons.xml defined as:



<icon name="poll_check" file="graphics/icons/poll_check.png" />


The name="poll_check" is the asset name you will call in your <icon> element.

Nickademus
January 5th, 2017, 22:48
So it puts the icon in the left side and the text in the right? I was hoping it would just indent the text the width of the icon. Looks a little silly with all that open space. :/

Ikael
January 5th, 2017, 22:56
Next step would be feature to define width ratio for two column blocks

Nickademus
January 5th, 2017, 22:59
I would LOVE that. I can deal with the set columns for text-and-image, but the <icon> screams for the need to shrink that first column.

Talyn
January 5th, 2017, 23:34
It can be left, right or center-aligned like any other image.

The intent of the icon blocktype is to display a ruleset icon (or one defined by an extension for that matter, keeping in mind it won't display if the user forgets to load the extension) -- which are already loaded into memory -- in a reference manual without any additional overhead. Using the picture block (which would be the other way to show an icon or token) loads that image into memory and keeps it there, so for showing a ruleset icon the same image would be loaded twice. For now, the icon blocktype will probably be of limited use to most of us, but a long-term goal could possibly be to have ruleset manuals in reference manual format and loadable from the library instead of a PDF hidden in the /docs/ folder that most users won't know about.

Nickademus
January 6th, 2017, 00:42
From what I'm seeing, the icon blocktype can be used to display any icon defined in the ruleset, so it can be much more useful than just displaying the ruleset logo. It's the combination of text and icon (like what you showed) that I'm talking about. The current alignment settings don't handle what I'm wanting to do.

Most of the time I see an icon mixed with text, the icon takes up only a small section of the line with the rest being text (like the image below). This would be greatly helpful for reference manuals that wish to use icons for visual in the text.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=17262&stc=1&d=1483663098

Talyn
January 6th, 2017, 00:46
From what I'm seeing, the icon blocktype can be used to display any icon defined in the ruleset, so it can be much more useful than just displaying the ruleset logo.

Right. Which is why we keep saying ruleset icon, not ruleset logo. :) It will display any icon which has been defined as a named asset in the ruleset (or in CoreRPG as well for layered rulesets) or in extensions. We agree wholeheartedly about the current 50/50 column ratio, which is why the talented Ikael is diligently working on that feature right now!

Ikael
January 6th, 2017, 13:42
Here my take on the reference manual column widths...

I uploaded screenshots about the current version, improved version and extension that contains all code, and sample module to test the results.

Code changes were done to single file (ref_blocklayoutmanager.lua)

Changes only apply to case where you have two columns, one containing graphical asset and another text (two columns with text is always 50-50 split). There is no new elements that you have to define because all graphical assets had to have size defined already, which is used to calculate the anchored offset for the text entry.

If SmiteWorks sees this as good improvement, you're welcome to include this to CoreRPG

dulux-oz
January 6th, 2017, 14:27
If SmiteWorks sees this as good improvement, you're welcome to include this to CoreRPG

FWIW this has my vote.

Bidmaron
January 6th, 2017, 15:07
Yep

Nickademus
January 6th, 2017, 21:24
If SmiteWorks sees this as good improvement, you're welcome to include this to CoreRPG

This is exactly what I was talking about, looking for (and honestly expecting of the ref manual all along). I hope SW decides to splice the code into the official rulesets.

Alright Ikael, your next mission, should you choose to accept it, is to edit the formattedtext to allow an image in-line with text like this (similar to the icon of the <link>), created by Ctrl+7 and a radial menu option.

Moon Wizard
January 6th, 2017, 21:40
The formatted text fields are built into the client, and do not support embedded links. It's not something that can be handled through ruleset/extension coding.

Regards,
JPG

Moon Wizard
January 6th, 2017, 21:41
Updates


[LAUNCHER] Call of Cthulhu link in launcher now points to 7E version.
[5E] Improved parsing of frightened condition in spells and NPC abilities.
[5E] Added support for skill selection on the Haunted One background in Curse of Strahd.
[DEV] Relative links allowed in formatted text field data, just like window reference fields.


JPG

Nickademus
January 6th, 2017, 22:00
The formatted text fields are built into the client, and do not support embedded links. It's not something that can be handled through ruleset/extension coding.
I was under the impression that Ikael was a developer and had access to a bit more than just the ruleset API.

[DEV] Relative links allowed in formatted text field data, just like window reference fields.

What is this?

Moon Wizard
January 6th, 2017, 22:28
The term "developer" is used very loosely around here. ;)
We use the term "developer" for anyone that makes DLC for Fantasy Grounds, whether it is modules, extensions or rulesets.
We also use the term "developer" for the very few of us who work on the back-end software client. As of right now, only I work on the current FG client; and Carl, Zeph and I work on the FGU client.

For the relative links, in modules, you can specify that a link is relative to the parent node of the control containing the link by starting the link path with the '.' characters. (i.e. ".." is a link to parent node, "..hp" means go up to parent node and then access the hp field, etc.) This is useful for creating self contained records within modules when developing directly in XML.

Regards,
JPG

Moon Wizard
January 6th, 2017, 22:48
Updates


[CoreRPG+] Reference manual text adjacent to graphics will adjust width when graphics smaller than half page width.


JPG

Ikael
January 6th, 2017, 22:49
Yey!

Trenloe
January 6th, 2017, 22:52
[CoreRPG+] Reference manual text adjacent to graphics will adjust width when graphics smaller than half page width.

Awesome!

What about when the graphic is greater than half page width? (I've come across a few of these that don't fit within the default library width). Sorry, I always hate when someone counters a very cool announcement with "Yes, but..." ;)

Moon Wizard
January 6th, 2017, 22:59
I believe that if the graphic is left/right aligned, than it is limited to 300 pixels width.
If it is center aligned, then the anchors are set at the edges of the page.

If you have an example where it doesn't appear to be working, send it over to my email.

Cheers,
JPG

damned
January 6th, 2017, 23:12
yeah - i think if the graphic is bigger than half the page it should be on its own.

Moon Wizard
January 7th, 2017, 00:56
So, it's actually working as I mentioned. It's just that the default size of the reference manual window only has 215 pixels per column, so that makes it so that 300 pixels overlaps.

Hmm, the challenge is that the image size needs to be fixed to prevent images from auto-zooming, so you can't use ratios relative to window size easily. Also, if you use anchors relative to window size, then you need to retain image ratio information, and resize every image each time the manual window is resized.

The new code actually solves most of the issue by automatically moving the text over to a narrower column. If you need to use a graphic wider than ~250, you should probably single column it anyways, otherwise the text column will be fairly narrow at the default window size.

Cheers,
JPG

damned
January 7th, 2017, 04:34
Awesome!

What about when the graphic is greater than half page width? (I've come across a few of these that don't fit within the default library width). Sorry, I always hate when someone counters a very cool announcement with "Yes, but..." ;)


yeah - i think if the graphic is bigger than half the page it should be on its own.


So, it's actually working as I mentioned. It's just that the default size of the reference manual window only has 215 pixels per column, so that makes it so that 300 pixels overlaps.

Hmm, the challenge is that the image size needs to be fixed to prevent images from auto-zooming, so you can't use ratios relative to window size easily. Also, if you use anchors relative to window size, then you need to retain image ratio information, and resize every image each time the manual window is resized.

The new code actually solves most of the issue by automatically moving the text over to a narrower column. If you need to use a graphic wider than ~250, you should probably single column it anyways, otherwise the text column will be fairly narrow at the default window size.

Cheers,
JPG

yeah sorry - my reply was in agreement with you and more in response to that other guy :)

Trenloe
January 7th, 2017, 04:37
yeah sorry - my reply was in agreement with you and more in response to that other guy :)
Whatever. :p Sometimes it's not feasible to do what you suggest when you're trying to replicate the original document layout.

rob2e
January 7th, 2017, 05:09
Updates

[5E] Background, class, feat, race and skill records can now be copied and edited, as well as exported.


Moon, can I just say...

Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaah SH*T YEAH!

dulux-oz
January 7th, 2017, 09:41
Hi Moon,

Got a funny one - I did not update to the latest Test version 3.2.2 today (Saturday the 7th of January - the last update was the one from Post #101 on January 5th) because we were gaming so instead I downgraded to Live v3.2.1. The game went well and there were no issues.

Upon ending the game I went back into Settings and re-selected Test, than ran the FG Updater. The Updater appeared to run to update to v.3.2.2 and then run again back to v3.2.0, and then none of the Rulesets, etc, were downloaded. The strange bit is that the Settings were set back to Live and so I'm on Live 3.2.1 and cannot get onto the Test Channel and Test v3.2.2. I have tried several times with the same result.

I have attached the Enhance Updater Logs and the Installation Logs.

Cheers

Moon Wizard
January 7th, 2017, 10:12
For now, can you try to use the installer (same file as updater) separately to get back to v3.2.2?
https://www.fantasygrounds.com/filelibrary/FGWebInstall.322.exe

It will act just like the updater, since you are already installed; but it won't need to restart, since it's running separately and not updating itself.

Regards,
JPG

spite
January 7th, 2017, 20:33
That worked for me, to get back into Test channel Moon. I was having the same issue as dulux-oz. Will have a list of errors and things from 4e ruleset today, some may be already reported, but I am wanting to be as comprehensive as possible.

dulux-oz
January 8th, 2017, 01:47
Yeap, that's fixed it - thanks Moon :)

spite
January 8th, 2017, 07:46
I've actually just noticed my steam content is not showing, and upon reattempting updates, it does not successfully access steam (even if steam is open and logged in).
This happens on both of my devices.

damned
January 8th, 2017, 12:04
CoreRPG (exists in current version of CoreRPG too).
Create an NPC and adjust Size to 2.
Add NPC to Combat Tracker and click the Size/Reach toggle and it only shows 1 for Size.
Drag NPC to map from CT with Grid and Token Scaling and it has size 1.
Add to CT again, click the Size toggle and adjust to 2.
Drag NPC to map from CT and it sizes to 2 correctly.

Should the CT pick up the Size from the NPC sheet?

Zacchaeus
January 8th, 2017, 12:53
I've actually just noticed my steam content is not showing, and upon reattempting updates, it does not successfully access steam (even if steam is open and logged in).
This happens on both of my devices.

The WebInstaller halted for me too at this point saying that it couldn't find the steam client, it advised that I should uncheck the Steam DLC checkbox and update again, then re-enable the checkbox and update. However it refused to accept that Steam was open and so I went around in a circle a couple of times. Eventually I just opened FG, checked that indeed none of my Steam content was there; exited FG checked the Steam DLC and ran another update. This time it checked for, and updated all Steam content. If any of that makes sense you could try that :)

spite
January 8th, 2017, 19:26
Following that, with a few more back and forths seems to have made it decide to work. *shrug*

Moon Wizard
January 8th, 2017, 20:15
Ah, that's because the installer file doesn't have the the Steam API DLL to access, so it needs to be run from the installed location to finalize. Sigh, trying to keep the installer as a single file, instead of a custom installer, that then has to run the updater.

Maybe I need a check to see if the installer is being run from a location different than the installed location for the updater, and then run another update to pick up Steam content...

JPG

Mortar
January 9th, 2017, 01:07
I just keep going in circles doesn't matter how I try to update. Watching the updater, it does update itself to 3.2.2, then rolls itself back to 3.2.0 then carries on checking to ensure everything is up to date (3.2.1)

dulux-oz
January 9th, 2017, 01:30
@Mortar

That's what was happening to me.

Try the fix Moon mentioned in Post #137

Cheers

Mortar
January 9th, 2017, 02:55
Thanks Oz,

That fixed the issue although I had to go back in and change my data path...didn't notice it was using the APPDATA path and got quite a shock when my campaign list came up empty.

dulux-oz
January 9th, 2017, 03:35
Something that has been puzzling me - and something I hope Moon or someone else intimately familiar with the 4E Ruleset can enlightening me on:

With the "new?" Power Descriptions (for reference powers in particular) we now have a "Description" filed and an "Extra Info" field - but they seem to contain the same info (abit one is a text filed and the other is a simple string). Is this by design, or is this because the 4E Players Module hasn't been updated yet, or am I missing something, or what?

Nickademus
January 9th, 2017, 04:08
I know nothing about the 4e ruleset, but it sounds like something similar in the PF ruleset where a spell will have a short description (string variable) that is shown in the summary line when the character sheet is set to Summary mode, and a longer description (formattedtext) for display in the reference window.

dulux-oz
January 9th, 2017, 04:15
Hi Nick,

Yeah, I suspect that's what's supposed to happen, but ATM the actual text in both is the same (abit one is formatted and the other is not). I think I still need some clarification around this.

Thanks

Nickademus
January 9th, 2017, 04:37
Wasn't PAR5E originally made for 4e? I know that parse duplicates the main description in the keyword field for reference manuals. It's possible that it duplicates the main description in the summary field as well.

Moon Wizard
January 9th, 2017, 04:40
You don't need to use the extra info field unless you want to, but it is left in place to avoid missing data for those that built modules with old parsers. These are leftovers from the original parsers, including Zeph's from a long time ago. Basically, I didn't want to break anybody's data access.

Cheers,
JPG

dulux-oz
January 9th, 2017, 04:55
You don't need to use the extra info field unless you want to, but it is left in place to avoid missing data for those that built modules with old parsers. These are leftovers from the original parsers, including Zeph's from a long time ago. Basically, I didn't want to break anybody's data access.

Cheers,
JPG

Right, OK, that makes sense.

So, which one should we be using - the Extra Info field of the other one?

Moon Wizard
January 9th, 2017, 11:59
The original concept was that the shortdescription field (i.e. DESCRIPTION header) is used for all the automation, and the description field (i.e. EXTRA INFO header) was used for a pretty version of the text. However, this was not consistently applied across all the power data, especially with the fact that feats use the same record window.

With the advent of the ability to edit the powers directly (and copy existing ones to edit), it gets a little wonky. Also, it would have been nice if feats had their own record type, but given the large number of modules built, that ship has sailed.

So, I would suggest just using the shortdescription text field (i.e. DESCRIPTION header) for the power and/or feat text to enable all the automation, and ignore the other fields.

Regards,
JPG

damned
January 11th, 2017, 01:02
Hi Moon Wizard these two issues are in 3.2.1 - are you aware of them -

Castles & Crusades Monsters are not displaying their tokens. If the monster has no token it correctly places a letter token but the ones that do have tokens appear to have blank ones.

and in CoreRPG

Create an NPC and adjust Size to 2.
Add NPC to Combat Tracker and click the Size/Reach toggle and it only shows 1 for Size.
Drag NPC to map from CT with Grid and Token Scaling and it has size 1.
Add to CT again, click the Size toggle and adjust to 2.
Drag NPC to map from CT and it sizes to 2 correctly.

Should the CT pick up the Size from the NPC sheet?

Moon Wizard
January 11th, 2017, 01:38
Updates


[CoreRPG+] Added quick navigation buttons to the bottom of story records. All navigation buttons are relative to module of the story record. Use "(Index)" or "(Content)" to denote the name of the top-level story entry.
[CoreRPG+] Added $PC variable to random encounter number of creatures calculation, which is replaced with the number of players in the party sheet.
[CoreRPG+] Removed manual roll text indicator from manual GM rolls, but the text indicator still appears for player manual rolls.
[CoreRPG+] Modified random encounter generation button to be a text button, instead of a down arrow graphic.
[CoreRPG+] When links using wildcard module reference are unable to find an activated module containing the link, the module loading dialog will not appear, and a system message will be generated instead.
[5E] Disabled OK button on PC selection dialogs unless the right number of options selected. (sub-race, class specialization, skills, ability score increases)
[PFRPG/3.5E] When dropping spells from main campaign list onto a spell class header, a dialog will appear asking which spell level to assign the new spell to.
[d20Mod] Updated and coordinated sidebar button graphics.
Image records would be marked as changed just by opening them. Fixed.
[CoreRPG+] Party members unable to be removed from party sheet Order tab via right click menu. Fixed.
[CoreRPG+] Missing tooltips on campaign list page navigation buttons. Fixed.
[5E/PFRPG/3.5E] When adding weapons to PC inventory after viewing Actions tab, the carried/equipped toggle button on weapon entries was not linked to inventory item. Fixed.
[5E/PFRPG/3.5E] When adding weapons to PC inventory after viewing Actions tab while editing the Actions tab, then the edit buttons did not display correctly on new record. Fixed.
[SW] Restored PC to NPC conversion when PC dropped onto NPC list.
[SW] Script error when advancing combat tracker in certain scenarios while auto-center token option on. Fixed.
[RMC/BRP] Error about missing window class when attempting to click library links in map packs. Fixed.


JPG

Nickademus
January 11th, 2017, 01:51
Updates

[5E] Disabled OK button on PC selection dialogs unless the right number of options selected. (sub-race, class specialization, skills, ability score increases)

Thank you! My CDO is pleased.

Does this still allow zero to be chosen to avoid adding unwanted entries to the character sheet?

Mortar
January 11th, 2017, 02:47
Right after that update started getting this error on exiting the client completely, vanilla SW ruleset.

Talyn
January 11th, 2017, 03:04
Getting the same error:


Script Error: [string "scripts/manager_desktop.lua"]:24: bad argument #1 to 'concat' (table expected, got nil)
Runtime Notice: Returning to launcher
Script Error: [string "ps/scripts/manager_ps.lua"]:21: attempt to index global 'User' (a userdata value)


Regardless of ruleset, regardless if I actually do anything or not. I exited the client then reloaded it and just switched between rulesets, back to launcher, different ruleset.

spite
January 11th, 2017, 04:01
Thank you! My CDO is pleased.

Does this still allow zero to be chosen to avoid adding unwanted entries to the character sheet?

Can simply close the window for that to work as you describe

Nickademus
January 11th, 2017, 04:27
Duh. I don't know what I was thinking. Obviously too distracted to be surfing the forum...

Moon Wizard
January 11th, 2017, 05:38
Quick update to fix those 2 errors that happen when initializing/closing a CoreRPG-based ruleset.

Regards,
JPG

dulux-oz
January 11th, 2017, 05:42
Hey Moon,

I don't think I ever got an answer to the question/error I highlighted in post #26 (https://www.fantasygrounds.com/forums/showthread.php?35553-Test-Release-v3-2-2&p=308900&viewfull=1#post308900) - did I miss it or is it still in the works?

Cheers

damned
January 11th, 2017, 10:07
Hi Moon Wizard these two issues are in 3.2.1 - are you aware of them -

Castles & Crusades Monsters are not displaying their tokens. If the monster has no token it correctly places a letter token but the ones that do have tokens appear to have blank ones.

and in CoreRPG

Create an NPC and adjust Size to 2.
Add NPC to Combat Tracker and click the Size/Reach toggle and it only shows 1 for Size.
Drag NPC to map from CT with Grid and Token Scaling and it has size 1.
Add to CT again, click the Size toggle and adjust to 2.
Drag NPC to map from CT and it sizes to 2 correctly.

Should the CT pick up the Size from the NPC sheet?

Hi Moon Wizard the Castles&Crusades Monsters & Treasure needs the @Monsters and Treasure appended to each token.png to fix the visibility.

damned
January 11th, 2017, 10:15
Hi Moon Wizard these two issues are in 3.2.1 - are you aware of them -

Castles & Crusades Monsters are not displaying their tokens. If the monster has no token it correctly places a letter token but the ones that do have tokens appear to have blank ones.

and in CoreRPG

Create an NPC and adjust Size to 2.
Add NPC to Combat Tracker and click the Size/Reach toggle and it only shows 1 for Size.
Drag NPC to map from CT with Grid and Token Scaling and it has size 1.
Add to CT again, click the Size toggle and adjust to 2.
Drag NPC to map from CT and it sizes to 2 correctly.

Should the CT pick up the Size from the NPC sheet?

The CT in CoreRPG is actually a little different to how I described.
There are two issues.
One is the Size is not carrying over from the NPC when it is dragged to the CT.
The second is the Token and the Threat Colour square are not always in sync.
You can see some of the mismatches below.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=17362&d=1484129703

Zacchaeus
January 11th, 2017, 13:18
Hey Moon,

Latest build: If I click an anonymous link and the module containing the information isn't already open I'm getting these errors

Script Error: [string "module_dialog_open"]:1: 'do' expected near 'then'
Script Error: [string "scripts/manager_chat.lua"]:48: attempt to call field 'initialize' (a nil value)

And if I try to close the Module Load dialog I get this one

Script Error: [string ""]:1: attempt to call field 'processCancel' (a nil value)

If the containing module is open - no problems.

Ikael
January 11th, 2017, 19:40
SavageWorlds ruleset: sw_referencerace windowclass' Racial Abilities section doesn't accept dropping sw_referencefeat records. In SavageWorlds racial abilities are usually set of edges and hindrances which are defined using sw_referencefeat record

Ikael
January 11th, 2017, 19:43
SavageWorlds ruleset: Missing minimized icon for character sheet. Originally reported here (https://www.fantasygrounds.com/forums/showthread.php?36062-no-icon-for-minimized-character-sheet&p=313561&viewfull=1#post313561).

Moon Wizard
January 11th, 2017, 23:06
damned,

How did you get the underlay and the size to not be synched? How can I recreate?

Thanks,
JPG

damned
January 11th, 2017, 23:33
damned,

How did you get the underlay and the size to not be synched? How can I recreate?

Thanks,
JPG

CoreRPG
Drag an NPC to CT and the size and reach do not sync - all NPCs in CT have size 1 reach 1 when they hit the CT.
Create a new image and apply 50px grid.
Drag Moon (s1r1) onto map = ok
In CT adjust Moon to Size 2 and the threat qquare thing expands to 2 but token does not.
Drag Wizard (s2r1) to map = ok
in CT adjust Wizard to size 1 and the threat square adjusts to 1 but the Token remains at 2.

Does that help?
There are other permutations of this but just different states of the above.

EDIT: I did try and work on the code for grabbing the NPC size on importing to CT and now my head hurts.... :)

Trenloe
January 12th, 2017, 01:07
CoreRPG
Drag an NPC to CT and the size and reach do not sync - all NPCs in CT have size 1 reach 1 when they hit the CT.
Create a new image and apply 50px grid.
Drag Moon (s1r1) onto map = ok
In CT adjust Moon to Size 2 and the threat qquare thing expands to 2 but token does not.
Drag Wizard (s2r1) to map = ok
in CT adjust Wizard to size 1 and the threat square adjusts to 1 but the Token remains at 2.

The token resizing only operates on the drag to the map. It doesn't operate any time after. So make sure the size is correct before adding to the map.

It's all in scripts\manager_token.lua - the onAdd event calls the autoTokenScale function.

damned
January 12th, 2017, 01:13
The token resizing only operates on the drag to the map. It doesn't operate any time after. So make sure the size is correct before adding to the map.

It's all in scripts\manager_token.lua - the onAdd event calls the autoTokenScale function.

That makes sense - the threat squares and the reach squares are updating but the token is not when adjusting Size is changed in the CT - so that mirrors what I am seeing.
My main thing Im hoping to resolve is for NPC size stored in the NPC record to record in the CT when the NPC is added to the CT.
The other thing is not so important and it appears that Im doing it the wrong way anyway.
I only end up doing this because my NPCs are not getting their scale correctly.

dulux-oz
January 12th, 2017, 03:08
Hi Moon,

I notice that the FG Updater/Settings is NOT holding on to the FG Store Login details and so these deatials (the password, inparticular) needs to be re-entered and the Store-Update button clicked every time we want to do an FG-Update. Is this by design or is it a bug?

Cheers

Moon Wizard
January 12th, 2017, 03:47
It's holding the login details just fine for me on v3.2.2. Did you swap versions again in between by chance?

The product listing is not filling, but that's just a case of too much code clean up that I need to look at.

Regards,
JPG

dulux-oz
January 12th, 2017, 04:10
No, I haven't downgraded since last time.

The username is being held (sorry for the confusion) but the product list isn't - as you've just found out :)

Cheers

Moon Wizard
January 12th, 2017, 07:57
Updates


[UPDATER] Restored product list appearing after updating FG store login in Settings.
[SW] Edges, Hindrances and Monstrous Abilities can be dropped onto Race sheet to add to the Racial Abilities list.
[CoreRPG+] Script error on missing module link. Fixed.
[CoreRPG+] Space and reach not being copied to CT by CoreRPG default handling, when not overriden by ruleset. Fixed.
[SW] Missing minimize icon for character sheet. Fixed.
[CnC] Missing tokens for NPCs in a couple DLC modules. Fixed.
[SW] Missing tokens for NPCs in several DLC modules. Fixed.


JPG

spite
January 12th, 2017, 08:19
should we report CoC 7e issues with 3.2.2 here or somewhere else?

Moon Wizard
January 12th, 2017, 10:00
Here is fine. I can pass on to the developers, or help patch.

Thanks,
JPG

damned
January 12th, 2017, 13:36
Updates


[UPDATER] Restored product list appearing after updating FG store login in Settings.
[SW] Edges, Hindrances and Monstrous Abilities can be dropped onto Race sheet to add to the Racial Abilities list.
[CoreRPG+] Script error on missing module link. Fixed.
[CoreRPG+] Space and reach not being copied to CT by CoreRPG default handling, when not overriden by ruleset. Fixed.
[SW] Missing minimize icon for character sheet. Fixed.
[CnC] Missing tokens for NPCs in a couple DLC modules. Fixed.
[SW] Missing tokens for NPCs in several DLC modules. Fixed.


JPG

Thanks Moon Wizard!

Moon Wizard
January 12th, 2017, 18:05
Just pushed update to Reference Manual wiki to define the frame option for block text.
https://www.fantasygrounds.com/wiki/index.php/Reference_Manuals#Reference_Manual_Pages

Cheers,
JPG

spite
January 12th, 2017, 20:16
CoC 7e Ruleset. Upon opening it I get
Script Error: [string "scripts/data_library_coc.lua"]:77: attempt to index global 'LibraryManager' (a nil value)

Upon clicking the "create new spell" option, then clicking on the little link button to open it I get a constantly repeating
Ruleset Error: window: Control (name) anchoring to uncalculated control (rightanchor) in windowclass (spell_header)

Opening any of the firearms in the firearms table found Library > CoC 7e Reference > Firearms Table results in
Ruleset Error: window: Control (name) anchoring to uncalculated control (rightanchor) in windowclass (weapon_header)
This repeats in the hand weapons table also.

Opening any occupations from the Library > CoC 7e Reference > Occupations results in
Ruleset Error: window: Control (name) anchoring to uncalculated control (rightanchor) in windowclass (occupation_header)

Opening spells in the spell list found Library > Call of Cthulhu 7e > Spells results in either that constantly reproducing error of
Ruleset Error: window: Control (name) anchoring to uncalculated control (rightanchor) in windowclass (spell_header)
or some only come up once and sit fine, but the error still occurs.

Worth noting all these errors result in the window content appearing halfway down the window as pictured here
https://puu.sh/tk63N/ce2c52c72d.jpg

Now I am unsure if they're MEANT to, but no weapons can be dragged into the inventory of the character sheet. It's not just 3.2.2 though, so I am not sure if its intended behaviour or not.

spite
January 12th, 2017, 21:52
DnD 5e Ruleset

Encounter generation When opening new Encounter (Random), clicking on the title bar to rename it results in "Runtime Error: Exception: invalid string position" if clicking on section that doesn't have text under it. Picture shows cursor where this issues arises. Clicking on the text works fine. https://puu.sh/tkccQ/32ccadd391.jpg

Clicking generate with any number of any creature results in "Script Error: [string "generate"]:1: attempt to call field 'generate' (a userdata value)"
https://puu.sh/tkcgZ/8df33d0b24.jpg
and
https://puu.sh/tkchK/a62cf889f1.jpg

Locke4VII
January 12th, 2017, 22:26
DnD 4E Ruleset

So I was having an issue with the Handbook libraries a few weeks ago, where if we opened a larger library (say, feats or monsters) the client would crash in 3.2.1. I know this was a known bug and seemed to be fixed on the 3.2.2 test server. However, ever since I've been experiencing the issue where the updated forces us back into 3.2.1 (which is fixed by running the .exe you posted a few pages back), I'm now experiencing the same crashing when opening the libraries, even in 3.2.2. Any ideas on how to work around this?

Moon Wizard
January 13th, 2017, 00:26
Due to changes in the updater, you can not easily switch back and forth. In order to switch to v3.2.2 the second time, you'll need to run this installer separately, re-enter your Settings to go to Test mode, and then Update.
https://www.fantasygrounds.com/filelibrary/FGWebInstall.322.exe

Regards,
JPG

spite
January 13th, 2017, 01:30
He did use that installer, his above post said. I think he's saying he's getting the issues again in 3.2.2.
I've opened all my modules, but I cannot recreate the memory issues. Can you confirm for me the version number on the launcher again?

damned
January 13th, 2017, 01:37
Now I am unsure if they're MEANT to, but no weapons can be dragged into the inventory of the character sheet. It's not just 3.2.2 though, so I am not sure if its intended behaviour or not.

Drag and Drop weapons to Inventory works for me in 3.2.1...
We are still working thru 3.2.2 bugs.

spite
January 13th, 2017, 01:45
Drag and Drop weapons to Inventory works for me in 3.2.1...
We are still working thru 3.2.2 bugs.

I must have misremembered in 3.2.1 then, my mistake. Testing back and forth late at night when I should be sleeping is not good™

spite
January 13th, 2017, 04:41
Database Error: A XML parse error occurred processing file DD Volos Guide to Monsters:db.xml - Error on line 3207: Error reading end tag.

When loading a campaign that has Volo's loaded beforehand. And when opening Volo's from the library modules. Only happens with the DM book, doesnt happen with the players.


Also, weird chat output when putting items into a char sheet from the PHB

https://puu.sh/tkzqG/7b78519f02.jpg

spite
January 13th, 2017, 08:14
Using the Manual Roll Window and pressing "enter" instead of clicking the tick causes the error
"Script Error: [string "value"]:1: attempt to call field 'resolve' (a nil value)"

Zacchaeus
January 13th, 2017, 09:21
Database Error: A XML parse error occurred processing file DD Volos Guide to Monsters:db.xml - Error on line 3207: Error reading end tag.

When loading a campaign that has Volo's loaded beforehand. And when opening Volo's from the library modules. Only happens with the DM book, doesnt happen with the players.


Also, weird chat output when putting items into a char sheet from the PHB

https://puu.sh/tkzqG/7b78519f02.jpg

First one has been fixed, just not rolled out yet.

Second one; could it be because the host and players aren't on the same version? - I can't reproduce.

spite
January 13th, 2017, 19:25
First one has been fixed, just not rolled out yet.

Second one; could it be because the host and players aren't on the same version? - I can't reproduce.

I've just tested it with no one connected, and it still happens https://puu.sh/tlc67/058d359a94.jpg
Looks to be only weapons perhaps?

Zacchaeus
January 13th, 2017, 19:39
I've just tested it with no one connected, and it still happens https://puu.sh/tlc67/058d359a94.jpg
Looks to be only weapons perhaps?

Correct. I can reproduce but it is just weapons as you say I'd was just testing on equipment before - didn't look closely enough at your screenshots :))

Moon Wizard
January 13th, 2017, 22:52
It's only when you enter the manual result and then press Enter; the button still works. I'll get it fixed for next beta push.

Thanks,
JPG

spite
January 13th, 2017, 23:26
I seem to be unable to change the color of my dice using the palette tool (4e ruleset, if matters), from the player connected. The DM side works fine.

Moon Wizard
January 13th, 2017, 23:48
I can't recreate this issue locally. Are you running any extensions?

Regards,
JPG

Moon Wizard
January 13th, 2017, 23:55
dulux-oz,

I checked out the one you mentioned here:
https://www.fantasygrounds.com/forums/showthread.php?35553-Test-Release-v3-2-2&p=308900&viewfull=1#post308900

I'm not seeing that in my version. Also, the line 23 reference seems incorrect. Do you happen to run any extensions that are removing the "type" named control or modifying the script for the window class "battle"?

Regards,
JPG

spite
January 13th, 2017, 23:57
No extension loaded. Connecting locally on same computer running 3.2.2.

dulux-oz
January 14th, 2017, 01:33
dulux-oz,

I checked out the one you mentioned here:
https://www.fantasygrounds.com/forums/showthread.php?35553-Test-Release-v3-2-2&p=308900&viewfull=1#post308900

I'm not seeing that in my version. Also, the line 23 reference seems incorrect. Do you happen to run any extensions that are removing the "type" named control or modifying the script for the window class "battle"?

Regards,
JPG

I don't play around (with the code) in that part of the Ruleset at all, so no.

Its actual an error reported to me by Patriarch in out 13th Age testing. As its not one of mine (as far as I can determine - see previous sentence) it must be in the 4E Ruleset, hence me "passing it along". I'll get Patriarch in on this thread and see what the three of us can work out.

(And if it does turn out to be one of mine then I apologise :) )

Moon Wizard
January 14th, 2017, 03:30
It's just that the "type" control is defined in the 4E battle window class (which is what the error is reporting as missing), and the line numbers don't match up to the current release version of the encounter.lua file in 4E.

Regards,
JPG

dulux-oz
January 14th, 2017, 03:54
It's just that the "type" control is defined in the 4E battle window class (which is what the error is reporting as missing), and the line numbers don't match up to the current release version of the encounter.lua file in 4E.

Regards,
JPG

Sorry, is that the v3.2.1 or the (test) v3.2.2 encouter.lua file?

dulux-oz
January 14th, 2017, 04:20
Not quite sure if this is the correct thread for this, but...

Now that the Image system puts the name of the Image/Map at the top of the image, when we have a link to the image (say in a manual) how do we include the image's name. IE the code below is included in a module, but it needs "fixing" to get the name to dispaly.


<figures static="true">
<Sound_Figure_01>
<image type="image">
<bitmap>Figures\Sound_Figure_01.png</bitmap>
</image>
</Sound_Figure_01>
</figures>

<link class="imagewindow" recordname="figures.Sound_Figure_01@DOE: Sound Manual">Figure 1</link>


Cheers

Bidmaron
January 14th, 2017, 04:52
MW (or anyone who is playing in 3.2.2), I know from earlier you can output table results now to encounters as well as parcels. Does that mean the dropdown in the table output now includes encounters also as an option? Are there any others? Sorry, I know I could load 3.2.2 and find out, but given the rollback problems, I am hesitant to do so, and also I am trying to get maximum work on my generator extension because my work hours are so bad right now.

dulux-oz
January 14th, 2017, 06:37
Anyone remember a few weeks ago (it might have even been a few months - and I'm not even sure if it was this Thread) when we discussing the technique of substituting a custom lua script-file for one of the "CoreRPG-standard" ones and retaining a reference (actually creating a reference) back to the old file so that we could still use the functions in the old file without having to duplicate them in the new one?

I can't seem to find it and I can't remember the technique

Thanks in advance for the help

spite
January 14th, 2017, 08:30
4e Ruleset

When a player targets a creature with a spell that causes a HSV to be spent, and uses a manual roll, it does not apply to the target.
https://puu.sh/tlQh1/52af47b014.jpg Morul had Shara targeted, the result he posted was what happened, he had her targeted and it only applied when she dragged it onto herself instead.

Ikael
January 14th, 2017, 08:31
Anyone remember a few weeks ago (it might have even been a few months - and I'm not even sure if it was this Thread) when we discussing the technique of substituting a custom lua script-file for one of the "CoreRPG-standard" ones and retaining a reference (actually creating a reference) back to the old file so that we could still use the functions in the old file without having to duplicate them in the new one?

I can't seem to find it and I can't remember the technique

Thanks in advance for the help

If you have SavageWorlds ruleset you could check scripts/manager_string_sw.lua file. It extends CoreRPG's StrimgManager that way

dulux-oz
January 14th, 2017, 08:49
If you have SavageWorlds ruleset you could check scripts/manager_string_sw.lua file. It extends CoreRPG's StrimgManager that way

Thanks Ikael - that looks v. similar to what was discussed. I'll be using that (technique).

I would still like to find the original forum discussion, if anybody remembers - thanks

Zacchaeus
January 14th, 2017, 09:28
MW (or anyone who is playing in 3.2.2), I know from earlier you can output table results now to encounters as well as parcels. Does that mean the dropdown in the table output now includes encounters also as an option? Are there any others? Sorry, I know I could load 3.2.2 and find out, but given the rollback problems, I am hesitant to do so, and also I am trying to get maximum work on my generator extension because my work hours are so bad right now.

Yes, it cycles through Chat, Story, Parcel, Enc.

Bidmaron
January 14th, 2017, 11:11
Dulux, here is the OnInit of my Generators extension:


function onInit()
--Debug.chat("Super Table onInit");
OptionsManager.registerOption2("Table_Behavior",false,"option_header_game","option_label_TABLEBEHAVIOR","option_entry_cycler",
{ labels = "option_val_improved", values = "improved", baselabel = "option_val_legacy", baseval = "legacy", default = "legacy" });
OptionsManager.registerCallback("Table_Behavior", onOptionBehaviorUpdate);
--Debug.chat("Registering");
OptionsManager.registerOption2("Table_Roll_Display",false,"option_header_game","option_label_TABLEBEHAVIOR","option_entry_cycler",
{ labels = "option_val_3d|option_val_totals|option_val_all", values = "3d|totals|both", baselabel = "option_val_none", baseval = "none", default = "none" });
OptionsManager.registerCallback("Table_Roll_Display", onOptionRollDisplayUpdate);
legacyCompleteRoll=TableManager.onTableRoll;
TableManager.onTableRoll=superOnTableRoll;
legacyPerformRoll=TableManager.performRoll;
TableManager.performRoll=superPerformRoll;
legacyPrepareTableDice=TableManager.prepareTableDi ce;
TableManager.prepareTableDice=superPrepareTableDic e;
--Comm.registerSlashHandler("rollon", superProcessTableRoll);
ActionsManager.unregisterResultHandler("table");
ActionsManager.registerResultHandler("table", superOnTableRoll);
end

As for the original thread you were referring to, it's here (https://www.fantasygrounds.com/forums/showthread.php?35261-Extension-Question&p=303941&highlight=#post303941).

dulux-oz
January 14th, 2017, 12:13
@Bidmaron; thanks :)

MikeParham
January 14th, 2017, 17:12
Hello to everyone! just after posting this matter on the Workshop 13th Age thread, I received a posting from Primarch indicating that this is the thread that wanted me to post to, thus I apologize for the double posting. I am one of those in Primarch's group that are testing the new ruleset and during our gaming session Pri mentioned that I should bring to this forum a problem that I have been recently experiencing in attempting to develop one of my campaign modules.

I have been building a 13th Age conversion of Pathlore's Wrath War Campaign for several months now, successfully converting all of the first two books. The conversion includes images, maps and npcs, and has been built using the Story ->Encounter -> NPC ->Parcels format. Things ran well until one of the most recent updates to FG, whereas when I open any of my existing Encounters records, the records are now blank (except for title) and I receive the following console error window:

Script Error: [string "campaign/scripts/encounter.lua"]:23: attempt to index global 'type' (a function value)

This error also comes up when I try to create a new item on the Encounters Page, even when making an entirely new campaign. I get a new form, and can input the title (which does save as a record on the encounters tab), but nothing else can be added to the record (only right click options visible on the sheet are to minimize or close the new encounter form.

Any help in resolving this error would be greatly appreciated, and I am sure others would like to use these tools to build campaigns and properly leverage the tools the FG provides.

Thank You in advance,

Mike (Kajisi)

dulux-oz
January 15th, 2017, 00:19
@Kajisi: Does the same thing happen when you are only using the 4E Ruleset? And I'm going to assume you are using the latest versions of FG, the CoreRPG and the 4E Rulesets, yes?

dulux-oz
January 15th, 2017, 01:04
Are we aware of the following error in the CoC7E Ruleset under FGv3.2.2?

Script Error: [string "scripts/data_library_coc.lua"]:77: attempt to index global 'LibraryManager' (a nil value)

Moon Wizard
January 15th, 2017, 04:38
I am putting a couple compatibility hacks in the next beta push for LibraryManager.setDefaultSidebarState deprecation, as well as "name" field anchoring errors.

dulux-oz,

For images, you only need to add a "<name type="string">[NAME]</name>" field to your image records to get the name to display.

Cheers,
JPG

dulux-oz
January 15th, 2017, 04:57
For images, you only need to add a "<name type="string">[NAME]</name>" field to your image records to get the name to display.

Cheers,
JPG

Thankyou

Moon Wizard
January 15th, 2017, 04:59
Updates


[CoreRPG+] Script error when using Generate button in random encounter records. Fixed.
[5E] Pregens from LMoP would report errors when added. Fixed.
[CoC7E] Script error and missing sidebar buttons. Fixed.
[CoC7E] Script errors when opening chase, occupation, spell, weapon and skill records. Fixed.
[SW] Resize/close/help button placement in multiple DLC products was incorrect. Fixed.


Regards,
JPG

damned
January 15th, 2017, 05:09
Hi Moon Wizard we will need to swap share C0C7e versions as Ian and I are also updating :)
I just change ln 77 to: DesktopManager.appendDefaultSidebarState(kDefSideb ar, vDefSidebar);
and I think that fixed the error posted by Dulux.
but wouldnt mind getting your next fix :)

MikeParham
January 15th, 2017, 05:21
@Kajisi: Does the same thing happen when you are only using the 4E Ruleset? And I'm going to assume you are using the latest versions of FG, the CoreRPG and the 4E Rulesets, yes?

Thank you Dulux-oz for your response.

I jusy checked and validated that I do not have this problem when building under the 4E ruleset, only under the latest 13th_Age.pak disseminated to our team.

Mike

dulux-oz
January 15th, 2017, 05:48
Thank you Dulux-oz for your response.

I jusy checked and validated that I do not have this problem when building under the 4E ruleset, only under the latest 13th_Age.pak disseminated to our team.

Mike

Nuts!!!

OK, so it is one of mine Moon (I'll go and eat humble pie now)

dulux-oz
January 15th, 2017, 06:06
Hi Moon,

I just started getting these errors:

Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (ref_text_header)
Ruleset Error: window: No vertical anchor defined for control (nonid_name) in windowclass (imagewindow_header)
Ruleset Error: window: Control (isidentified) anchoring to uncalculated control (nonid_name) in windowclass (imagewindow_header)
Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (imagewindow_header)

damned
January 15th, 2017, 06:17
You can either add a parent="" attribute to the right anchor of the name field to leave as is without errors in either version, OR you can borrow the anchored tag from the new string_record_name template:
<anchored>
<top offset="5" />
<left offset="40" />
<right parent="rightanchor" anchor="left" relation="relative" offset="-15" />
</anchored>
If you do the latter, you'll also need to move the anchor and locked definitions above the name field, and add name="rightanchor" to the anchor control.

dulux-oz
January 15th, 2017, 06:23
Yeah, but it was working 3 days ago - so something has changed in the last three days (and I haven't touched my code during that time)

damned
January 15th, 2017, 07:51
Yeah, but it was working 3 days ago - so something has changed in the last three days (and I haven't touched my code during that time)

This was one of the first things that changed in 3.2.2

chiefarchon
January 15th, 2017, 08:09
When Creating my own items, I woul like to be able to set my own Group and Category.

For instance I would like to create magical melee weapons, but the only adjustable area is "Type" which only has: Bomb, Melee, Ranged, or Thrown.

I note the fantasy companion uses such things as "Magic Melee Weapon" under Catagory so I would like to set set my items with categories too.

Ikael
January 15th, 2017, 10:03
SavageWorlds ruleset: Cannot make attack/power roll from the static module's NPC sheet if NPC doesn't have required skill (fighting, shooting, throwing etc). In SavageWorlds if you don't have required skill to make the attack you can make Unskilled attempt (usually d4-2 but can differ if you have edges). Few versions ago a new skill was auto-added to NPC sheet named << Unskilled >> and this skill would be used if you do not have required skill. However existing older commercial modules DOES NOT have this skill for NPC and the attack/power roll will simply do nothing in this case.

For instance in "SW Deluxe GM Guide" module there is NPC "Cat, small" which does not have Fighting but has Bite/Claw attack. Normally you should be able to double-click or drag from the attack's icon to make the attack, but because Fighting and << Unskilled >> entry is missing from skill list, nothing happens. IF you make copy of that NPC to your campaign, the unskilled entry is added to the sheet and it would work. However this is not a good solution, especially if existing module contains NPCs and encounters.

In previous version there was feature (which I contributed) that added the unskilled entry to even module version to avoid this issue but it was removed and no replacement fix was introduced. This issue, on my opinion is major one and should be fixed.

This issue is probably the most annoying one in FG's "World of the Dead" product where zombies DOES NOT have Fighter or Unskilled entries and thus the experience of easy-use is botched at least for me.

PS: Developer, you should be looking at ruleset's scripts/manager_trait.lua and scripts/manager_skill.lua files.

Zacchaeus
January 15th, 2017, 10:55
When Creating my own items, I woul like to be able to set my own Group and Category.

For instance I would like to create magical melee weapons, but the only adjustable area is "Type" which only has: Bomb, Melee, Ranged, or Thrown.

I note the fantasy companion uses such things as "Magic Melee Weapon" under Catagory so I would like to set set my items with categories too.

For what ruleset are you talking about?

Ikael
January 15th, 2017, 11:42
CoreRPG: referenceinlineindex windowclass (in ref/ref_basicclasses.xml) has not named its windowtitlebar controller. Other similar windowclasses (referenceindex and reference_colindex etc.) have name="reftitle". Would it be possible to use named windowtitlebar in referenceinlineindex to allow merge developer tricks on that controller?

Ikael
January 15th, 2017, 12:05
SavageWorlds Horror Companion: Races introduces in this module are not listed in Races sidebar section (because they don't use sw_referencerace windowclass)

SavageWorlds Superpowers Companion 2nd Edition: The module defined categoryname "SW Companions" (ie. when activated it lists below that category in Library window); however all other SavageWorlds Companion module use categoryname "Companion". Due to consistency it would be nice to include Superpowers module into the same category so when all companion modules are activated they can be found under the same category in the list.

SavageWorlds Superpowers Companion 1nd Edition: The same issue as above but the categoryname is "Savage Worlds Companions"

SavageWorlds War of the Dead: Living Dead NPCs (Sprinter, Shambler, General) attacks does not display damage dices

Ikael
January 15th, 2017, 12:07
Savage Worlds Interface Zero: Races introduces in this module are not listed in Races sidebar section (because they don't use sw_referencerace windowclass)

chiefarchon
January 15th, 2017, 14:24
Is there a document anywhere that might help a newby like me to know when to use SWEX or standard Fantasy grounds to create parts of a module.

If my question is a bit fuzzy just let me know.

chiefarchon
January 15th, 2017, 14:50
For what ruleset are you talking about?

Thanks Zacchaeus,

I was speaking of the Savage Worlds Ruleset along with its companions.

I think the question might have been answered for me elsewhere though.

leozelig
January 15th, 2017, 15:52
You can either add a parent="" attribute to the right anchor of the name field to leave as is without errors in either version, OR you can borrow the anchored tag from the new string_record_name template:
<anchored>
<top offset="5" />
<left offset="40" />
<right parent="rightanchor" anchor="left" relation="relative" offset="-15" />
</anchored>
If you do the latter, you'll also need to move the anchor and locked definitions above the name field, and add name="rightanchor" to the anchor control.

I added this code to the string_record_name templtae in the common/template_records file, and all of the errors went away. The records need to have a "rightanchor" control, but I think most of them do.

damned
January 15th, 2017, 21:30
JPG in CoC6 Spells are all 3/4 of the way down the page.
In CoC 7 something similar is happening for Spells, Chases and Occupations.
Im not sure what to change - Im sure its an anchoring issue. None of the CoreRPG elements have this issue.
Any pointers?

dulux-oz
January 16th, 2017, 02:59
This was one of the first things that changed in 3.2.2

No, they are different.

The version of the CoreRPG dated 11-Jan-17 is different from the one dated 15-Jan-17 (the current one) - this covers my "3 days ago" statement that something has changed.

What has changed is that in the template_records.xml file on line 172 the line:


<anchored>

has become


<anchored mergerule="replace">

hence "breaking" the CoreRPG in these areas.

So, I now need to know is this going to be fixed or not (and I mean the issue, not the actual code on that line) - because if its not then it means that I'll have to fix it in my code - which is not a major issue but I was under the impression that SW would rather us report errors (and possible solutions) so that consistency was maintained rather than unilaterally "fix" them ourselves.

Moon Wizard
January 16th, 2017, 04:39
I unpacked the latest version of CoC7E in the Live channel, and with the change to string_record_name, I'm not getting any errors.

Basically, the anchored mergerule="replace" means that if an anchored tag is used when using the template, it will completely replace the anchored tag in the template (instead of merging the values). Since all the examples I have seen that have the problem when moving to v3.2.2 use their own anchored tags, this change should fix the issue without any changes. So I'm not sure what you mean by breaking, dulux.

Can you post the *_header file(s) that has the issue? And the original header(s) before you guys made changes?

JPG

P.S. The CoC6E spell header issue is just one that I missed when fixing these up.

dulux-oz
January 16th, 2017, 04:59
Sorry Moon, I'm talking about CoreRPG - its in the CoreRPGv3.2.2 that I'm getting these errors (without any Extensions loaded):

Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (ref_text_header)
Ruleset Error: window: No vertical anchor defined for control (nonid_name) in windowclass (imagewindow_header)
Ruleset Error: window: Control (isidentified) anchoring to uncalculated control (nonid_name) in windowclass (imagewindow_header)
Ruleset Error: window: No vertical anchor defined for control (name) in windowclass (imagewindow_header)

Its a plain vanilla CoreRPG:referencetextwide call - nothing special (and an imagewindow call, obviously):


<ai_details>
<librarylink type="windowreference">
<class>referencetextwide</class>
<recordname>reference.ag_details@DOE: Alignment Graph Manual</recordname>
</librarylink>
<name type="string">Details</name>
</ai_details>

<link class="imagewindow" recordname="figures.AG_Figure_02@DOE: Alignment Graph Manual">Figure 2</link>


Its from my DOE: AG Manual - the one's that posted on the forums and so hasn't changed in... months?

Sorry for the confusion

damned
January 16th, 2017, 05:16
I unpacked the latest version of CoC7E in the Live channel, and with the change to string_record_name, I'm not getting any errors.

Basically, the anchored mergerule="replace" means that if an anchored tag is used when using the template, it will completely replace the anchored tag in the template (instead of merging the values). Since all the examples I have seen that have the problem when moving to v3.2.2 use their own anchored tags, this change should fix the issue without any changes. So I'm not sure what you mean by breaking, dulux.

Can you post the *_header file(s) that has the issue? And the original header(s) before you guys made changes?

JPG

P.S. The CoC6E spell header issue is just one that I missed when fixing these up.

:) we were going to use the CoC6e spells to work out what we needed to change...

Moon Wizard
January 16th, 2017, 05:22
Excellent. Thanks for the details. Just need to make some adjustments to the image header name and reference text header name templates, which inherit from the changed one.

Thanks,
JPG

dulux-oz
January 16th, 2017, 05:51
Thanks,
JPG

Thank you :)

Moon Wizard
January 16th, 2017, 05:53
Updates


[CoreRPG+] Script error when opening image record or reference text record. Fixed.
[CoC] Script error when opening spell records. Fixed.


JPG

damned
January 16th, 2017, 06:08
Updates


[CoreRPG+] Script error when opening image record or reference text record. Fixed.
[CoC] Script error when opening spell records. Fixed.


JPG

Thanks JPG all working!

dulux-oz
January 16th, 2017, 06:40
Updates


[CoreRPG+] Script error when opening image record or reference text record. Fixed.
[CoC] Script error when opening spell records. Fixed.


JPG

Yeap - all good :)

Thankyou

lostsanityreturned
January 17th, 2017, 14:24
not sure if this has been brought up or not. But all 5e exports regardless of what is being exported results in

"Script Error: [string "utility/scripts/export.lua"]:141: attempt to index global 'node' (a nil value)"

It worked a few versions back (I made a couple of the unearthed arcana articles into modules)

Zacchaeus
January 17th, 2017, 18:10
And it's still working now as far as I can see. Are you using any extensions?

Moon Wizard
January 17th, 2017, 18:31
I found the issue. It only happens when you export specific records vs. exporting all records of a type.

Regards,
JPG

Nickademus
January 17th, 2017, 21:00
I do hope this version isn't still going live today. The bugs reports are still coming in and, from what I'm seeing, the code is still being updated.)

Moon Wizard
January 17th, 2017, 21:36
Actually, the bugs are quite minor for the last few days, and I put the compatibility hacks in place to prevent other rulesets from needing to be updated a few days ago. I've been pushing much smaller updates faster, in order to deal with these smaller items. Also, many of the "bugs" I'm fixing (especially SW) are data module issues.

My plan is to push this version tomorrow.

Regards,
JPG

Moon Wizard
January 17th, 2017, 21:49
Updates


[CoreRPG+] Script error when exporting specific records. Fixed.
[SW] Horror Companion races now available on races list.
[SW] Super Powers Companion modules moved to "Companion" category in Library.
[SW] War of the Dead - Living Dead NPCs did not have damage dice. Fixed.
[SW] Attack rolls could not be made from NPCs without the Fighting or Unskilled skill already configured. Fixed.


JPG

Ikael
January 17th, 2017, 22:05
Thanks MoonWizard!

damned
January 17th, 2017, 22:49
Updates


[UPDATER] Restored product list appearing after updating FG store login in Settings.
[SW] Edges, Hindrances and Monstrous Abilities can be dropped onto Race sheet to add to the Racial Abilities list.
[CoreRPG+] Script error on missing module link. Fixed.
[CoreRPG+] Space and reach not being copied to CT by CoreRPG default handling, when not overriden by ruleset. Fixed.
[SW] Missing minimize icon for character sheet. Fixed.
[CnC] Missing tokens for NPCs in a couple DLC modules. Fixed.
[SW] Missing tokens for NPCs in several DLC modules. Fixed.


JPG

Hi Moon Wizard - what did you change to fix the CoreRPG NPC size being imported correctly into the Combat Tracker when not over-ridden by the ruleset?
It does work in CoreRPG but its not working in my MoreCore.
Im not seeing ct files that were changed in/around the 12th.

Moon Wizard
January 17th, 2017, 23:01
I change this files and - function: scripts/manager_combat.lua (CombatManager) - getNPCSpaceReach

I think that fixed both the copy over from NPC to CT issue, as well as the drop issue.

Let me know if you need any more detail.

Cheers,
JPG