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Moon Wizard
September 25th, 2017, 23:19
FG v3.3.3 is now in beta testing. This will be a very quick turn-around update to resolve some issues in the last release. The plan is to push the new version in 1-1.5 weeks.

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.

Key Things
1) Always backup your campaign data before running the test version.
2) If the GM is running on test then all of the players will also be running on test.
3) If you encounter an issues log them in the relevant testing thread - don't use the generic House of Healing, but use this thread.

Thanks,
JPG

Moon Wizard
September 25th, 2017, 23:19
Updates


[PFRPG/3.5E] Encumbrance detail window added for carrying strength adjustment and carrying multiplier.
Modules owned by players but not GM were not available to manage on the GM screen. Fixed.
Modules previously loaded by players are not being loaded in the next session. Fixed.
The access setting of modules owned by players but not GM did not persist between sessions. Fixed.
Small resolution displays with Windows display scaling would not be able to show full window. Fixed.
Private shortcuts moved by GM on shared map would appear on player map instance. Fixed.
[5E] Sub-frames in combat tracker were overlapping field labels. Fixed.
[5E] NPC spells that trigger saving throws not appearing in CT quick cast entries. Fixed.
[5E] Script error when spell record dropped on locked NPC record. Fixed.
[5E] Bane spell saving throw not being parsed. Fixed.
[5E] NPC innate spellcasting trait not automatically adding spells to unlocked NPC records. Fixed.
[5E] Unnecessary warnings posted to chat window when adding the first spell to a PC sheet when PC is not a spellcater. Fixed.
[5E] Built-in effects missing conditional creature type checks for Prot. from Evil, Dispel Evil and Magic Circle. Fixed.
[5E] Certain NPC powers that used the phrase "against this magic" were not being treated as magical for Magic Resistance effect. Fixed.
[5E] Concentration effects applied to self would sometimes not be considered as concentration effects when taking damage. Fixed.
[5E] Standard equipment from modules not displaying in Item sub-lists. Fixed.
[5E] Extra fields added to Item sub-list and NPC sub-list windows when button pressed again before closing window. Fixed.
[5E] Script error when opening Item sub-lists when no item records available. Fixed.
[5E] Item templates showing incorrect fields based on Type field. Fixed.


JPG

Moon Wizard
September 25th, 2017, 23:23
This release should have minimal impact on extensions, if any. I've already checked nickademus's new effect removal extensions, and they don't overlap with my changes. ;)

Regards,
JPG

Moon Wizard
September 25th, 2017, 23:43
Scripts/Classes Changed

CoreRPG

Window classes: reference_groupedlist (+script) (fixes)


3.5E

Window classes: charsheet_inventory (button+script) (encumbrance)


PFRPG

Scripts: DesktopPFRPG (add to default module sets)


5E

Window classes: charsheet_inventory_contents (add name attribute), itemtemplate (script only), npc_main (script only), combattracker_host (positioning), ct_entry (script only), forgeitemtemplate (changed link type)
Templates: button_item_armor, button_item_weapon, button_npc_letter, button_npc_cr, button_npc_type, frame_ctsub, icon_ctsection
Scripts: Desktop5E (add to default module sets), DataSpell (fix automatic spell actions), ActionSave (fix self concentration effects), CombatManager2 (fix missing save value for spells in CT), ItemManager2 (new function for item list visibility), PowerManager (remove unneeded warnings on PC spell add, fix for NPC innate spellcasting trait parse, and identification of NPC magic abilities ("against this magic"))


Cheers,
JPG

Nickademus
September 25th, 2017, 23:54
This release should have minimal impact on extensions, if any. I've already checked nickademus's new effect removal extensions, and they don't overlap with my changes. ;)

Regards,
JPG

Kudos. I'm hoping with the new technique that this will always be the case.

Nickademus
September 25th, 2017, 23:57
Nevermind. You're on it.

celestian
September 26th, 2017, 00:00
Scripts/Classes Changed

CoreRPG

Window classes: reference_groupedlist (+script) (fixes)


3.5E

Window classes: charsheet_inventory (button+script) (encumbrance)


PFRPG

Scripts: DesktopPFRPG (add to default module sets)


5E

Window classes: charsheet_inventory_contents (add name attribute), itemtemplate (script only), npc_main (script only), combattracker_host (positioning), ct_entry (script only), forgeitemtemplate (changed link type)
Templates: button_item_armor, button_item_weapon, button_npc_letter, button_npc_cr, button_npc_type, frame_ctsub, icon_ctsection
Scripts: Desktop5E (add to default module sets), DataSpell (fix automatic spell actions), ActionSave (fix self concentration effects), CombatManager2 (fix missing save value for spells in CT), ItemManager2 (new function for item list visibility), PowerManager (remove unneeded warnings on PC spell add, fix for NPC innate spellcasting trait parse, and identification of NPC magic abilities ("against this magic"))


Cheers,
JPG

Thanks for these kind of change logs. They are tremendously helpful!

Wookiee420
September 26th, 2017, 02:26
i LOVE how quickly you guys update things!

Ikael
September 26th, 2017, 04:58
SavageWorlds v4.5 maintenance related updates


SavageWorlds ruleset
[Improvement] If encounter combatant doesn't have token, letter token will be used
[Improvement] Effect expiration messages updated
Encounters does not populate combatant names correctly. Fixed
[Bug] Vehicles should be able to sustain three wounds. Fixed
[Bug] Tokens are not considered adjacent if they have size greater than one. Fixed
[Dev] CombatManager and TargetingManager overrides refactored


[B]The Sixth Gun
Auto-apply fatigue was broken. Fixed
[Bug] Arcane skill registration was missing linked attribute. Fixed
[Bug] Arcane background registration override the whole arcane script. Fixed


[B]Millenium Knights
[Dev] Announcement text added


Shaintar: Legends Unleashed
[Dev] Factions button registration updated

opyrus
September 27th, 2017, 01:04
i use a 50inch 4k TV as my monitor i also used a 40inch 720p tv as my monitor before the current version has major scaling problems but this new test version works right with highdpi enabled with 100% scaling but if any other scaling % is used its all messed up and cut off. it looks like something was fixed but still not complete yet. the only listing i saw on the forum was problems with duel monitors and ive never used more then one but i do use large smart tv's as my monitor.

Moon Wizard
September 27th, 2017, 02:07
I haven’t seen anything like that. In fact, I reverted some of the code back to the old way it worked, so it should work the same as v3.3.1 with this test release.

What resolution and display scaling are you using on the Windows desktop, and what FG UI scale are you using?

Thanks,
JPG

opyrus
September 27th, 2017, 02:38
v3.3.1 did not have a issue for me at all currently running a full 4k resolution of 4096x2160 with 300% scaling the older tv ran at standard 1080p resolution with 150% scaling both had the scaling issue. its weird the only way its ever worked right is with it set 100% in settings anything else is broken but the use of /scaleui works properly until the program is restarted. i also tried disabling highdpi on 3.3.2 but only 100% in settings worked right then i would have to /scaleui from the chat box to make it readable.

95% settings scaled 3.3.2
https://cdn.discordapp.com/attachments/354625012998602773/359833513324838913/95_scale.png
105% settings scaled 3.3.2
https://cdn.discordapp.com/attachments/354625012998602773/359833512775516160/105_scale.png
100% settings scaled 3.3.2
https://cdn.discordapp.com/attachments/354625012998602773/359833487278080010/100_scale.png
3.3.2 cutting off the bottom
https://cdn.discordapp.com/attachments/354625012998602773/359822355586875392/O.o.png

i would also make note that it seems upnp stop working in 3.3.2 but it worked in 3.3.1 simple fix forward the port manually.

3.3.3 seems usable as long as i do not change the settings from 100% scaling if i do it starts cutting off the bottom and scaling weird.

Caelen
September 27th, 2017, 08:17
How does one go about using the test version? I can't find any documentation on the wiki or through google searches. Is it possible to have the test version completely isolated from the normal version, such as by installing to a different location?

edit: I found the sticky thread for the first question. I like how easy that is.

LordEntrails
September 27th, 2017, 17:49
How does one go about using the test version? I can't find any documentation on the wiki or through google searches. Is it possible to have the test version completely isolated from the normal version, such as by installing to a different location?

edit: I found the sticky thread for the first question. I like how easy that is.
For #2, not on the same computer that I am aware of because FG writes to the registry and defaults to using the same port. You can get free virtual machine software like VirtualBox or Windows VM but that requires some technical knowledge.

Trenloe
September 27th, 2017, 17:52
Ports don't matter, as long as you don't run two campaigns at once on the same computer (not advised) - this is the same if you just have one installation of FG on the computer.

You can do two installations - but they need to be separate (installation directory *and* data directory) and you need to change the Windows registry each time you want to switch, as FG stores config data there. It can be done, but you need to be very aware of what is being changed in the Window registry, which version (live or test) you're using, which executable you're using, etc., etc.. It's easy to screw up a campaign if you don't do it all properly.

Moon Wizard
September 27th, 2017, 21:07
@opyrus,

I run my monitor at home at 3840x2160 with 175% Windows scaling and 100% FG scaling; and I'm not seeing any issues. I just bumped mine to 300% Windows scaling, and it was working for me. (I could see all the interface elements, including the hot keys.) Though, the automatic high DPI application scaling kicked in, so the FG window was very large and pixelated. So, I'm just trying to recreate the scenario you are seeing.

One of the reasons I think I may be having challenges is because it's unclear from your posts when you are posting scaling numbers as to whether you are referring to Windows scaling or FG scaling in each case.

Can you try leaving your FG scaling to 100%, and let me know which Windows resolution and Windows display scaling scenarios are cutting off the bars? Also, are you maximizing in those scenarios? Can you try the window without it being maximized?

Thanks,
JPG

Valekk
September 28th, 2017, 15:53
For a bit (week, give or take) I have been having the issue where the FG program is full screen, covering the windows task bar. Tried changing it in the program properties (normal window) but it was already in that setting.

I checked with my wife's PC and she has the same issue. I spoke with Damned on here and he confirmed that his was the same way.

Andraax
September 28th, 2017, 16:24
Try turning on auto-hide on the task bar, then turn it off again.

Valekk
September 28th, 2017, 16:29
Tried messing around with auto-hide last night to fix it, and just now after I seen your post. Same result sadly.

Moon Wizard
September 28th, 2017, 17:06
@Valekk,

Can you give me the details for these questions?

* Which version of FG are you running? (v3.3.2 (Live) or v3.3.3 (Test))
* Does this only happen when you maximize, or does it also happen when FG is not maximized?
* How many monitors are you running?
* What are the resolutions for each monitor from the Windows display settings?
* What are the display scaling settings for each monitor from the Windows display settings?
* What is the Scale UI setting from the FG Settings?

Thanks,
JPG

Moon Wizard
September 28th, 2017, 17:09
And just to clarify, I'm not trying to downplay or dispute whether people are having display issues. I'm truly trying to figure out how to recreate the issues on my local machine, so that I can keep the code to allow maximizing to any monitor (instead of always to primary monitor) and to remember the last window position, but fix the maximizing issues for those that are seeing it.

Thanks,
JPG

Moon Wizard
September 28th, 2017, 17:11
Also, just added updates to Tomb of Annihilation (fixes) and Volo's Guide (added token module for player races) thanks to Zacchaeus.

Cheers,
JPG

Valekk
September 28th, 2017, 17:16
* Which version of FG are you running? (v3.3.2 (Live) or v3.3.3 (Test))? 3.3.2 Live (realize now i posted in the wrong place sorry)
* How many monitors are you running? 1
* What are the resolutions for each monitor from the Windows display settings? 1366 x 768 (laptop)
* What are the display scaling settings for each monitor from the Windows display settings? --
* What is the Scale UI setting from the FG Settings? Tried both 80% and 100%.

Valekk
September 28th, 2017, 17:24
Posted double by mistake

Moon Wizard
September 28th, 2017, 17:59
@Valekk,

No worries, just trying to address as many scenarios as I can for v3.3.3 that I'm planning to release next week. You can test the v3.3.3 version by switching to Test mode in your FG Settings, and running a new update. I believe that it will address your issue already.

@opyrus,

I just pushed another version of the client that attempts to mimic the old way that the sizing calculations were made while retaining the new features. Can you update v3.3.3 again, and let me know?

Thanks,
JPG

Zacchaeus
September 28th, 2017, 18:01
* What are the display scaling settings for each monitor from the Windows display settings? --
* What is the Scale UI setting from the FG Settings? Tried both 80% and 100%.

For the first one Moon Wizard is talking about the scale that has been set for your operating sytem windows. Right click anywhere on your desktop and select 'Display Settings' and around the middle of the window that opens will be a section titles Scale and Layout. One of these is the scale that your winsows is set to.
For the second one it is the setting in options which is needed - not the scale of the tokens from the options menu. Start FG and click on settings and you'll find the UI scale (which can range from 50-200).

Moon Wizard
September 28th, 2017, 18:19
Updates


Adjustment to the way minimum size calculations are performed for the main FG window to be closer to v3.3.1 implementation.
[5E] Concentration modifier incorrectly being applied to Prone effects for some spells. Fixed. (PowerManager script)


Cheers,
JPG

Valekk
September 28th, 2017, 18:20
For the first one Moon Wizard is talking about the scale that has been set for your operating sytem windows. Right click anywhere on your desktop and select 'Display Settings' and around the middle of the window that opens will be a section titles Scale and Layout. One of these is the scale that your winsows is set to.
For the second one it is the setting in options which is needed - not the scale of the tokens from the options menu. Start FG and click on settings and you'll find the UI scale (which can range from 50-200).

* What are the display scaling settings for each monitor from the Windows display settings? 100%

I havent tried much to do with the Test yet. In settings, i picked test and got an update. The front of FG still says 3.3.2. Is there a way to switch it after that?

Moon Wizard
September 28th, 2017, 19:44
Once you change the Mode option to "Test" in the FG Settings, and run a new Update; then you should be on v3.3.3, which is the beta version we're currently testing.

Regards,
JPG

Moon Wizard
September 29th, 2017, 17:16
Added updates to Dungeon Master's Guide (added player module for classes, races, equipment) thanks to Zacchaeus.

Cheers,
JPG

opyrus
September 30th, 2017, 23:04
3.3.3 seems to be having connection issues post the last update made the other day clients having to try to connect 20-50 times to get in.

Moon Wizard
October 2nd, 2017, 19:23
opyrus,

I didn't change anything related to networking for v3.3.3; so I'm assuming that something is blocking network access for the new version of the main FG executable.

For new versions of software executables, Windows will often ask if you want to allow an application to access the network. You may need to check in the Windows firewall settings to make sure that FantasyGrounds.exe in your FG app directory is allowed access to the network.

Also, you should double check any other security software you are running as well to see if the executable is being blocked.

Regards,
JPG

Moon Wizard
October 2nd, 2017, 19:28
Updates


[5E] Spell slots calculations for Arcane Trickster rogue incorrect after L10. Fixed. (CharManager script)
[DEV][5E] Vehicle reference window class added. (ItemManager2 script, LibraryData5E script)


JPG

opyrus
October 2nd, 2017, 21:59
port test registers success port is forwarded checked for windows blocking its not each of my players has to make 20+ attempts to get in but they do get in the problem started post the last update to 3.3.3. its weird i will keep fiddling checking stuff.

Bidmaron
October 2nd, 2017, 22:00
What is [Dev] about vehicle class window MW?

Moon Wizard
October 2nd, 2017, 22:08
The only vehicle specific reference window in 5E currently is for waterborne vehicles. I added a generic vehicle window class, since one of the community developers was working on a project with airborne vehicles. In practice, it won't affect anyone not specifically building data modules.

Cheers,
JPG

Moon Wizard
October 2nd, 2017, 22:11
@opyrus,

That's odd. So, you are saying that the port is testing as open? (i.e. successful test connection on launch screen and/or check with online tool (such as canyouseeme.org))

If so, then perhaps the network access is blocked on the player side (check their windows firewall and make sure their network is set to private).

Regards,
JPG

Moon Wizard
October 2nd, 2017, 22:12
Updates


[DEV] Added "square" as a valid pointer type (equivalent to "rectangle").
[DEV] Crash when opening images when defining overriding cone pointer type without a specific angle. Fixed.


JPG

Bidmaron
October 2nd, 2017, 22:55
The only vehicle specific reference window in 5E currently is for waterborne vehicles. I added a generic vehicle window class, since one of the community developers was working on a project with airborne vehicles. In practice, it won't affect anyone not specifically building data modules.

Cheers,
JPG

I intend to be one of those. I take it that will be in the packages/controls/objects/assets and settings documentation then since it is a [DEV] item? Come to think of it, none of the reference classes are there (https://www.fantasygrounds.com/refdoc/User.xcp) though?

Nickademus
October 2nd, 2017, 23:25
There is an airborne vehicle in the 5e DMG.

Bidmaron
October 2nd, 2017, 23:27
I don't own 5e and never will. Usually, [DEV] stuff receives excellent documentation on the wiki somewhere. That was the nature of my question.

opyrus
October 2nd, 2017, 23:29
connection issue resolved by defaulting firewall config and inputting the rule again weird it suddenly had a issue.

Moon Wizard
October 3rd, 2017, 00:41
@opyrus,
Great to hear. Thanks for letting us know.

Cheers,
JPG

Talyn
October 3rd, 2017, 02:05
The only vehicle in 5E is the longship and for some odd reason the original 5E dev made a reference_waterbornevehicle class which excludes anything else. For my project, we used the new reference_groupedlist to show the equipment table and had everything working fine up until you try to pick the airship from the Items campaign window, then the ruleset would use the generic reference_item class because it was parsing specifically for "waterborne vehicle" thus the new reference_vehicle was born earlier today.

Thanks again, Moon!

Myrdin Potter
October 3rd, 2017, 06:54
connection issue resolved by defaulting firewall config and inputting the rule again weird it suddenly had a issue.

I see these types of issues pop up every once and a while. My personal belief is that something flags the .exe file as being a new program, and then it gets blocked. Removing and reading the firewall permissions always seems to fix the issue.

Moon Wizard
October 3rd, 2017, 18:45
v3.3.3 has been released. I'm going to go ahead and close this thread. Please post any issues in the House of Healing, or any other discussions in a new thread.

Thanks,
JPG

Moon Wizard
October 3rd, 2017, 23:02
Pushed hot fix to v3.3.3 just now. Only affects 5E DataSpell and PowerManager scripts, to update spell parsing exception data to support new features released in v3.3.2. (and address bugs related to the exception data not matching those changes)

Regards,
JPG