PDA

View Full Version : Test Release v3.3.6



Moon Wizard
June 7th, 2018, 16:52
FG v3.3.6 is now in beta testing. The plan is to push the new version in about 3-4 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
June 7th, 2018, 16:52
Updates List (Updated 6/29)


All embedded links updated to use HTTPS.
Default group assigned to module records updated to use module display name, instead of internal name.
[CoreRPG+] NPC identification support
[CoreRPG+] Rebuilt all identification features (Feature is always enabled, and defalt is identified.)
[CoreRPG+] All links updated to use HTTPS.
[CoreRPG+] Increase default token display size in token bag by 50%.
[CoreRPG+] Faux roll button added to GM manual roll window. Shadow dice will be visible to players, but results will be overriden.
[CoreRPG+] All help links updated to use HTTPS.
[CoreRPG+] Revised Character Selection windows for all client modes to include more information, increase size and adjust button visibility.
[CoreRPG+] Added Import Character window on GM view (from button on Character Selection) to view and import pregenerated characters from modules.
[CoreRPG+] Added Pregenerated Characters option to module export window.
[CoreRPG+] Removed mouse wheel edit option for numbers. Control key is always used to wheel edit numbers.
[CoreRPG+] Prevent character tokens (PC session list, PC selection, PC sheet) from being dragged to maps, since they won't be linked correctly unless dragged from combat tracker. Hold Shift to override.
[CoreRPG+] Add support for Traveller - Third Imperium calendar
[5E] Added "Gnome Cunning" as PC feat check and as special effect tag (to apply limited magic resistance)
[5E] Updated Simple themes to differentiate between collapsed and uncollapsed weapon and power headers on PC actions tab.
[5E] Updated spell lookup code to look in non-read-only spell module data, as well as read-only module data, when matching spell names.
[PFRPG/3.5E] Add automatic success and failure of saving throws on a roll of 20 or 1, respectively.
[CnC] Add option for critical hit / fumbles.
[CnC] Automatic NPC init effect creation on CT add.
[CnC] Add Aihrde calendar.
[CnC] Add Defenseless effect (AC: -10).
[CnC] Add Notes field to Encounter records.
[CoreRPG+] Sub-record links being accepted by export window, and creating invalid entries on export. Fixed.
[CoreRPG+] Records added to export window would be deleted when removed from export list via radial menu. Fixed.
[CoreRPG+] Exporting modifiers and effects incorrectly created library list links, which also didn't work. Fixed.
[CoreRPG+] Combat tracker menu button text missing in non-5E rulesets when using Simple themes. Fixed.
[CoreRPG+] Removed token scale widget on combat tracker token field.
[CoreRPG+] Identification options deprecated.
[5E/4E/CnC] Image window layout for locked records not correct on initial load. Fixed.
[PFRPG/3.5E] Intelligence ability damage reduced skill points when leveling up. Fixed.
[PFRPG/3.5E] Slowed effect applying flat-footed adjustments. Fixed.
[PFRPG/3.5E] Magic double weapons did not calculate weapon entry damage types correctly when added to PC. Fixed.
[PFRPG/3.5E] When deleting double weapon from inventory, some auto-created weapon entries not being removed. Fixed.
[PFRPG] Health status shown on token for unowned PCs would always show Dead even when Dying. Fixed.
[3.5E] Bonus skill points added for Intelligence not added correctly at first level. Fixed.
[5E] Maximum damage modifier button not calculating damage types correctly. Fixed.
[5E] Skill proficiencies in Tabaxi Cat's Talent trait not being parsed correctly. Fixed.
[4E] NPC saving throw and action point fields not always visible. Fixed.
[CnC] Initiative effect not working. Fixed.
[CoC] Artifact list edit button incorrectly adjusted main inventory list headers. Fixed.
[Fate] Debug statement output removed from console messages.
[DEV] By default, number controls will only support wheel edit when Control key pressed.
[DEV] Window list controls with column width defined will no longer stretch a single column to fill control width.
[DEV] Add onWindowOpened event and visibility check for shared windows.
[DEV] DB.getText on image value node will return image file name.
[DEV] DB.setValue on image value node will accept an image file name, and reset all other associated image data.
[DEV] DB.copyNode on image value node will copy base image file name, and reset all other associated image data.
[DEV][CoreRPG/5E/4E] Adjusted tabs frame graphic definition to scale beyond 7 tabs, if needed.

Moon Wizard
June 7th, 2018, 16:52
Developer File Modification Notes (Updated 7/30)

CoreRPG
Global Scripts: ActionsManager, ActorManager, CalendarManager, CampaignDataManager, CharacterListManager, ChatManager, CombatManager, Desktop, DiceTowerManager, ImageManager, ItemManager, LibraryData, NPCManager, OptionsCore, OptionsManager, PartyManager, PartyLootManager, TokenManager, VersionManager
Specific Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/charselect_client_entry.lua, campaign/scripts/item.lua, campaign/scripts/item_main.lua, campaign/scripts/image.lua, campaign/scripts/imagewindow.lua, campaign/scripts/masterindex_window.lua, campaign/scripts/npc.lua, campaign/scripts/npc_header.lua, campaign/scripts/npc_main.lua, campaign/scripts/parcel.lua, common/scripts/buttongroup_counter.lua, common/scripts/buttongroup_tabs.lua, common/scripts/number.lua, common/scripts/number_modifier.lua, ct/scripts/clientct.lua, ct/scripts/clientct_entry.lua, ct/scripts/ct.lua, ct/scripts/ct_entry.lua, ct/scripts/ct_name.lua, ct/scripts/ct_token.lua, ps/scripts/ps_inv.lua, ps/scripts/ps_token.lua, utility/scripts/calendar_log.lua, utility/scripts/calendar_log_entry.lua, utility/scripts/calendar_period_list.lua, utility/scripts/export.lua, utility/scripts/export_list.lua, utility/scripts/manualroll_entry.lua, utility/scripts/module_selectionentry.lua
Window Classes: battle_npc, battle_npcmaplink, battlerandom_npc, calendar, calendar_main, calendar_month, calendar_select, char_invitem, charselect_client, charselect_client_entry, charselect_host, charselect_host_entry, charsheet_notes, client_ct_entry, combattracker_host, ct_entry, export_entry, export_categoryentry, imagewindow, imagewindow_header, item_header, logentry_header, manualroll_entry, masterindexitem_id, npc, npc_header, npc_main, parcel_coin, parcel_item, portraitselection, portraitselection_entry, ps_parcelitem, ps_watchitem, setup_step1, setup_step2, setup_step3, setup_step4, tokenbag
Templates: button_activateid, button_import, button_record_isidentified, button_store, button_store_sm, portrait_char, portrait_charlocal, linkcontrol_id, number_parcel, scrollbar_tokens, string_parcel, string_record_name_image, scrollbar_tokens, stringc_manualroll, tokenbag_tokens

3.5E
Global Scripts: ActionAttack, ActionDamage, ActionSave, ActionSpell, ActorManager2, CharManager, TokenManager2
Specific Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/charmini_invlist.lua, campaign/scripts/counter_spell.lua, campaign/scripts/npc.lua, campaign/scripts/item_main.lua, campaign/scripts/npc.lua, campaign/scripts/npc_main.lua, ct/scripts/clientct_entry.lua, ct/scripts/ct.lua, ct/scripts/ct_entry.lua
Window Classes: charmini_inventoryitem, combattracker_host, ct_entry, npc_combat_creature, npc_combat_trap, npc_combat_vehicle
Templates: number_charskillranks

4E
Global Scripts: ActionAttack, ActionDamage, ItemManager2
Specific Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/counter_power.lua, campaign/scripts/item.lua, campaign/scripts/item_main.lua, campaign/scripts/npc.lua, campaign/scripts/npc_header.lua, campaign/scripts/npc_main.lua, campaign/scripts/npc_trap.lua, campaign/scripts/parcel.lua, ct/scripts/clientct_entry.lua, ct/scripts/ct.lua, ct/scripts/ct_entry.lua
Window Classes: charmini_inventoryitem, combattracker_host, ct_entry, item_header, npc_combat_creature, npc_combat_template, npc_combat_trap, npc_combat_vehicle, npc_header
Templates: image_record, list_charminiinv

5E
Global Scripts: ActionAttack, ActionDamage, ActionPower, ActionSave, CampaignDataManager2, CharManager, CombatManager2, ItemManager2, LibraryData5E
Specific Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/imagewindow.lua, campaign/scripts/item_main.lua, campaign/scripts/npc.lua, campaign/scripts/npc_main.lua, campaign/scripts/power_counter.lua, ct/scripts/clientct_entry.lua, ct/scripts/ct.lua, ct/scripts/ct_entry.lua
Window Classes: charsheet_main, combattracker_host, ct_entry, npc_combat
Templates: image_record

Castles and Crusades
Global Scripts: ActionAttack, ActionDamage, CharManager
Specific Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/item_main.lua, campaign/scripts/npc.lua, campaign/scripts/npc_character.lua, campaign/scripts/npc_monster.lua, campaign/scripts/npc_monster2.lua, campaign/scripts/spell_counter.lua, ct/scripts/clientct_entry.lua, ct/scripts/ct.lua, ct/scripts/ct_entry.lua
Global Scripts: CombatManager2
Window Classes: battle_header, charmini_inventoryitem, combattracker_host, ct_entry, monster_header, npc_combat_character, npc_combat_monster, npc_combat_monster2
Templates: image_record

D20 Modern
Global Scripts: ActionAttack, ActionDamage, ActionSave, ActionSpell, CharManager
Specific Scripts: campaign/scripts/charmini_invlist.lua, campaign/scripts/counter_spell.lua, campaign/scripts/item_main.lua, campaign/scripts/npc.lua, campaign/scripts/npc_main.lua, common/scripts/buttongroup_counter_actionpoints.lua, ct/scripts/clientct_entry.lua, ct/scripts/ct.lua, ct/scripts/ct_entry.lua
Global Scripts: ActorManager2, CharManager
Window Classes: combattracker_host, ct_entry, npc, npc_combat_creature, npc_combat_trap
Templates: number_charskillranks

Call of Cthulhu (6E)
Global Scripts: ActionAttack, ActionDamage
Specific Scripts: campaign/scripts/char_artifactlist.lua, campaign/scripts/charmini_invlist.lua, campaign/scripts/item_main.lua, campaign/scripts/npc.lua, campaign/scripts/npc_main.lua, ct/scripts/clientct_entry.lua, ct/scripts/ct.lua, ct/scripts/ct_entry.lua
Window Classes: char_artifact, charmini_invitem, charselect_client, charselect_host, combattracker_host, ct_entry, npc, npc_main

Fate Core
Specific Scripts: campaign/scripts/npc_main.lua, ct/scripts/ct.lua, ct/scripts/ct_entry.lua, desktop/chit.lua, desktop/darksidechit.lua, desktop/lightsidechit.lua
Window classes: combattracker_host, ct_entry, npc, npc_header, npc_main

Numenera
Specific Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/item_main.lua, campaign/scripts/npc.lua, campaign/scripts/npc_main.lua, ct/scripts/clientct_entry.lua, ct/scripts/ct.lua, ct/scripts/ct_entry.lua
Window classes: combattracker_host, ct_entry, npc, npc_main

Andraax
June 7th, 2018, 17:32
Also, the following changes to the CnC ruleset:


Add Defenseless effect (AC: -10).
Make critical hit / fumbles optional.
Automatically create init effect from NPC record.
Make 0 the minimum initiative.
Add Aihrde calendar function.
Initiative effect fix.
Add Notes field to Encounter records (allows links to parcels / etc).

Moon Wizard
June 7th, 2018, 18:16
That's right, we were in testing with those changes. I'll add to release notes.

JPG

Moon Wizard
June 8th, 2018, 17:37
As some sharp-eyed folks have already noticed, there is a 64-bit build of Fantasy Grounds included in the v3.3.6 download package.

However, I want to be clear on our position for this build. Since the third party software libraries used by Fantasy Grounds were never designed or tested to be built as 64-bit libraries, it is unknown to us whether these rough library ports will work fully. Also, since the libraries were not written by us, we have minimal expertise or knowledge of how to fix these libraries to work as 64-bit libraries if they don't work fully.

Therefore, this build will be considered a hidden "experimental build" of the program. This means that if the program doesn't work for you, then our answer will be to use the "release build" (i.e. 32-bit) version of the the program. While, we are hopeful that the naive 64-bit port of the program will be good enough (or easy to fix), there is also a good chance that it won't ever fully work, will never be a viable option, and/or we will discontinue access to it.

You're welcome to use the experimental build while it is available, and provide us with feedback. However, we will not be officially supporting the build until we determine it is viable (which could be quite a while). Also, you will need to set up your own shortcut to access the executable at "C:\Program Files (x86)\Fantasy Grounds\FantasyGrounds_x64.exe".

At this point, we have only done some preliminary testing with the build internally and it has not been used in any sessions. The plan was to put it in the patch system, so that we could have our internal team run a few sessions, and then ask some of our community members to give it a try. We have noticed some minor graphical anomalies in preliminary testing already.

Regards,
JPG

Wolfheart
June 8th, 2018, 19:14
HTTPS!! Yes and yummy :)

Trenloe
June 9th, 2018, 17:33
At this point, we have only done some preliminary testing with the build internally and it has not been used in any sessions. The plan was to put it in the patch system, so that we could have our internal team run a few sessions, and then ask some of our community members to give it a try. We have noticed some minor graphical anomalies in preliminary testing already.
I've been doing some testing - not in session yet.

The main thing I've seen is that the mouse cursor doesn't change, it stays as the pointer for some operations:

- for resizing maps you don't get the cursor change to the resize graphic.
- for drag/drop fields you sometimes don't get the hand graphic... Although, doing a test just now with PFRPG default theme the hand does appear for drag/drop operations... I can't seem to recreate this now - I'll post if I get a 100% recreation process.

Egheal
June 9th, 2018, 20:07
It seems that, with the 64 version, i can use more tokens before the program start freezing, perhaps 1 hundred more (above that it start freezing again). I note a mouse bug from time to time (randomly the pointer get a black square behind it).

Moon Wizard
June 9th, 2018, 22:41
The number of tokens you can load will be directly impacted by the resolution of those tokens. I have thousands of tokens loaded on my machine, but they are all 50x50 or 64x64. The standard token modules now come as 100x100.

Regards,
JPG

Egheal
June 10th, 2018, 09:17
Thanks, i will use the low versions of my tokens (if available).

Moon Wizard
June 11th, 2018, 16:54
Updates


[CoreRPG+] Increase default token display size in token bag by 50%.
[5E] Added "Gnome Cunning" as PC feat check and as special effect tag (to apply limited magic resistance)
[5E] Maximum damage modifier button not calculating damage types correctly. Fixed.

Moon Wizard
June 11th, 2018, 22:59
Updates


[CoreRPG+] Export button missing in Manage Characters mode. Fixed.
[DEV][CoreRPG+] Removed deprecated code older than a year.

g0ntzal
June 12th, 2018, 07:30
I'm worried about Fantasy Grounds. As a MacOS user, I know 32 bits apps wont be running on 10.14 Mojave so I wont be able to enjoy my Ultimate FG anymore. With Unity version pretty far to release and x64 FG version in very early stage it is not reasonable to ask you for details about a FG version ready for Mac, but I'm deeply worried about it. Black September for Mac users? :cry:

Valyar
June 12th, 2018, 08:50
In order to obtain and test the x64 bit, in what mode i have to put the Update mode in?

What is the difference between Test and Dev?

damned
June 12th, 2018, 10:29
I'm worried about Fantasy Grounds. As a MacOS user, I know 32 bits apps wont be running on 10.14 Mojave so I wont be able to enjoy my Ultimate FG anymore. With Unity version pretty far to release and x64 FG version in very early stage it is not reasonable to ask you for details about a FG version ready for Mac, but I'm deeply worried about it. Black September for Mac users? :cry:

Other way around - Mojave is the last version to support 32bit apps.

Zacchaeus
June 12th, 2018, 10:52
In order to obtain and test the x64 bit, in what mode i have to put the Update mode in?

What is the difference between Test and Dev?

You need to be on Test version to see the 64.exe file. Dev channel is for developers so you shouldn't be on that one.

g0ntzal
June 12th, 2018, 11:25
Other way around - Mojave is the last version to support 32bit apps.

Great news!!! We can wait for Unity then...

Moon Wizard
June 12th, 2018, 17:12
g0ntzal,

I'm not familiar with Macs at all, but since FG runs in a virtual machine on the Mac, I would guess that it would continue to work as long as the virtual machine still runs. I'll ping our guy that generates the Mac VM installer to give them a heads up.

Thanks,
JPG

Moon Wizard
June 12th, 2018, 18:33
Updates


[DEV] DB.setValue on image value node not working. Fixed.

Moon Wizard
June 13th, 2018, 16:47
Updates


[DEV][CoreRPG+] Added getTabCount, getTab, and addTab functions to buttongroup_tabs template.

mlbrown
June 17th, 2018, 04:32
I would also suggest (if you access to a Windows license), that you install Virtualbox (free VM tool), and try running in Windows. While Fantasy Grounds itself runs well on the Mac, so many of the wrapper tools you may want to use don't behave the same. I use the "native" version for some things on my Mac, but I have found I am running it in a full Windows 10 VM more and more.

Moon Wizard
June 18th, 2018, 18:01
Updates


[DEV] DB.copyNode on image value node will copy base image file name, and reset all other associated image data.

Moon Wizard
June 19th, 2018, 00:19
Updates


[PFRPG/3.5E] Magic double weapons did not calculate weapon entry damage types correctly when added to PC. Fixed.
[PFRPG/3.5E] When deleting double weapon from inventory, some auto-created weapon entries not being removed. Fixed.
[3.5E] Bonus skill points added for Intelligence not added correctly at first level. Fixed.

Moon Wizard
June 20th, 2018, 08:09
Updates


[CoreRPG+] NPC identification support
[PFRPG/3.5E] Add automatic success and failure of saving throws on a roll of 20 or 1, respectively.
[CoreRPG+] Combat tracker menu button text missing in non-5E rulesets when using Simple themes. Fixed.
[CoreRPG+] Removed token scale widget on combat tracker token field.

Mazzar
June 21st, 2018, 21:37
How does one get ahold of the beta? I have steam and there is a beta tab in the properties for FG.

Mazzar
June 21st, 2018, 21:39
Nevermind.. Found test mode

LordEntrails
June 21st, 2018, 23:26
Nevermind.. Found test mode
Make sure you read this post and are aware of the issues before you attempt to run a game in TEst mode.
https://www.fantasygrounds.com/forums/showthread.php?9966-Welcome-to-public-testing!

Andraax
June 23rd, 2018, 18:35
A few more changes for CnC:


[CnC] Fix -Dex entry on CT for NPCs
[CnC] Add LVL, HLVL, LVL2 as effect modifier values

Mazzar
June 23rd, 2018, 19:27
How does the NPC Identification work?

Andraax
June 23rd, 2018, 19:37
How does the NPC Identification work?

Similar to Item Identification. When an NPC is added to the CT, it displays the "non-ID" name. The GM can click on the "ID" button to display the "real" name of the NPC.

Mazzar
June 23rd, 2018, 19:41
Strange.. I am using 3.3.6 (5e) and not seeing anything like this. I assume the Non-ID name would be in the record sheet of the NPC.

I am seeing the ID button for the items but not NPC's.

Zacchaeus
June 23rd, 2018, 19:53
Strange.. I am using 3.3.6 (5e) and not seeing anything like this. I assume the Non-ID name would be in the record sheet of the NPC.

I am seeing the ID button for the items but not NPC's.

Have you switched on the option NPC: Identification in options?

Azaran
June 23rd, 2018, 20:03
Started Fantasygrouds_x64.exe

Clicking on settings from the main screen opens settings but returns you to the 32bit version when you're done.

Moon Wizard
June 23rd, 2018, 21:29
The Options that Zacchaeus is referring to are available for each campaign via the Options button in the top right of the tabletop once your campaign is loaded. (Not the Settings on the launch screen)

Regards,
JPG

Moon Wizard
June 23rd, 2018, 21:31
A quick note to those checking out the NPC identification feature. The feature will be going through another revision next week (along with other identification options as well), once I return from being out of town.

Regards,
JPG

Mazzar
June 24th, 2018, 16:30
Have you switched on the option NPC: Identification in options?

@Zacchaeus, thank you. That enabled it.

However @Moon Wizard, @Ken L and @Zacchaeus, I noticed that when I set the NPC in the encounter to be Not Identified, the CT has the Unidentified name, but the Token still shows the real name of the NPC. Is that happening for you?

More info: When adding the encounter and adding an NPC to it, the Non-ID name does not default to Unidentified Creature. Also, it seems that the Token name is taken from the main name of the NPC (the top field of the NPC record sheet). That field does not appear to be overwritten when the NPC is not identified.

Andraax
June 24th, 2018, 16:37
However @Moon Wizard, @Ken L and @Zacchaeus, I noticed that when I set the NPC in the encounter to be Not Identified, the CT has the Unidentified name, but the Token still shows the real name of the NPC. Is that happening for you?

Yeah, but MW has already said he's going to re-visit the NPC identification feature. So, hopefully that will get fixed at that time.

Ken L
June 24th, 2018, 17:32
- nvm -

Mazzar
June 24th, 2018, 17:41
That's great! Thank you. Looking forward to going live with this in my campaigns. Lots of nice features. The ID feature is a great addition! All the others in advanced kombat are excellent too.

BTW, did you intend to hide the tokens when placing them on the map from the Encounter window? That appears to work great now. They are hidden when placing so my players have no idea that they are coming. I have been caught a couple of times in the past. Now we can use the Encounters feature as well as your NPC placement feature (which is also a great feature for a quick encounter) and all tokens are hidden. I believe this only happens with the Advanced Kombat extension. I would suggest bringing that piece into the main FG codebase too.

Andraax
June 24th, 2018, 20:22
I would suggest bringing that piece into the main FG codebase too.

The default in the "main FG codebase" is to add tokens from the combat tracker in their state on the tracker - which is, by default, hidden unless they are marked as friendly in the encounter.

Moon Wizard
June 27th, 2018, 03:34
Updates


[PFRPG/3.5E] Script error on targeted saving throws. Fixed.

Azaran
June 29th, 2018, 20:29
3.3.6 x64 client, one player with the x86

Shared a map, tried to remove a bit of the mask and client goes completely unresponsive.

Moon Wizard
June 29th, 2018, 20:35
Azaran,

Was this the player client that was unresponsive, or the GM client? Also, was the person using the client switching between apps, or using Windows Show Desktop feature? I'm trying to track down what triggers the libraries to stop updating the screen. It appears to be able to exit/save correctly after the screen updates stop, and it doesn't seem to happen to everyone. So, I assume there's a trigger we may need to catch.

Thanks,
JPG

Moon Wizard
June 29th, 2018, 21:04
Updates


[CoreRPG+] Rebuilt all identification features (Feature is always enabled, and defalt is identified.)
[CoreRPG+] Add support for Traveller - Third Imperium calendar
[CoreRPG+] When reporting results of targeted actions, the wrong name (based on identified state) was used. Fixed.
[CoreRPG+] Tokens used the incorrect name (based on identification state) for tooltips and title bar widgets. Fixed.
[CoreRPG+] Identification options deprecated.
[CoC] Artifact list edit button incorrectly adjusted main inventory list headers. Fixed.
[Fate] Debug statement output removed from console messages.
[DEV] Window list controls with column width defined will no longer stretch a single column to fill control width.

Moon Wizard
June 29th, 2018, 21:12
Note: With this change, if you have the identification feature disabled in v3.3.5, it cleans up all identification information when migrating the data to v3.3.6. Please keep this in mind if you are swapping between versions. (This only applies to GMs.)

Regards,
JPG

Azaran
June 30th, 2018, 12:22
Hi Moon Wizard,

Circumstances were as follows:
two players using x64,
One player using the demo so don't think he had the x64, he couldn't see it in the folder after patching to test.

100% reproducability, playing starfinder AP1, on the acreon map. I set a mask in live, and we were carring on from there.

Everything functioning normally until i flip into mask mode and drag a box to reveal an area. Client freezes for all players, but crashing and re-entering did not force a message to state that the data could be corrputed from a crash.

Az.

Moon Wizard
June 30th, 2018, 19:17
Updates


Simple theme updates for future Savage Worlds support.


JPG

Ikael
June 30th, 2018, 22:11
You might have forgotten to add SavageWorlds into supported rulesets list in extension.xml. I am able to see the graphical additions in the extension but extensions are not available for the ruleset


Updates


Simple theme updates for future Savage Worlds support.


JPG

Moon Wizard
July 1st, 2018, 01:12
I wasn't sure if you were ready yet. ;)

Just enabled Simple theme extensions for Savage Worlds ruleset usage.

Regards,
JPG

Moon Wizard
July 2nd, 2018, 08:15
Updates


Simple theme support for Savage Worlds. (Thanks to Aki.)

skj310
July 2nd, 2018, 14:05
As some sharp-eyed folks have already noticed, there is a 64-bit build of Fantasy Grounds included in the v3.3.6 download package.

However, I want to be clear on our position for this build. Since the third party software libraries used by Fantasy Grounds were never designed or tested to be built as 64-bit libraries, it is unknown to us whether these rough library ports will work fully. Also, since the libraries were not written by us, we have minimal expertise or knowledge of how to fix these libraries to work as 64-bit libraries if they don't work fully.

Therefore, this build will be considered a hidden "experimental build" of the program. This means that if the program doesn't work for you, then our answer will be to use the "release build" (i.e. 32-bit) version of the the program. While, we are hopeful that the naive 64-bit port of the program will be good enough (or easy to fix), there is also a good chance that it won't ever fully work, will never be a viable option, and/or we will discontinue access to it.

You're welcome to use the experimental build while it is available, and provide us with feedback. However, we will not be officially supporting the build until we determine it is viable (which could be quite a while). Also, you will need to set up your own shortcut to access the executable at "C:\Program Files (x86)\Fantasy Grounds\FantasyGrounds_x64.exe".

At this point, we have only done some preliminary testing with the build internally and it has not been used in any sessions. The plan was to put it in the patch system, so that we could have our internal team run a few sessions, and then ask some of our community members to give it a try. We have noticed some minor graphical anomalies in preliminary testing already.

Regards,
JPG

Can't tell you how happy I am to see the 64b version near ready to be released. Sure hope to see that x64 DOES see official light of day. It's so frustrating not being able to have all WotC modules open at the same time as well as my own battlemap modules. As per the 3rd party libs, -sigh- I hear that pain and can only hope that it isn't a factor. As per "hidden experimental" build ... -sigh- to that as well. But I can understand, if many people complain about broken fxnality and it's related to the 3rd party bits ... then there's really nothing you can do. Hence I'll see how things go and report what i can.



I've been doing some testing - not in session yet.

The main thing I've seen is that the mouse cursor doesn't change, it stays as the pointer for some operations:

- for resizing maps you don't get the cursor change to the resize graphic.
- for drag/drop fields you sometimes don't get the hand graphic... Although, doing a test just now with PFRPG default theme the hand does appear for drag/drop operations... I can't seem to recreate this now - I'll post if I get a 100% recreation process.

Reporting that with x64 on Linux I am seeing an identical issue with the cursor as stated here. I'll try some themes as mentioned by Trenloe and see if I have better success.

skj310
July 2nd, 2018, 15:06
Hi Moon Wizard,

Circumstances were as follows:
two players using x64,
One player using the demo so don't think he had the x64, he couldn't see it in the folder after patching to test.

100% reproducability, playing starfinder AP1, on the acreon map. I set a mask in live, and we were carring on from there.

Everything functioning normally until i flip into mask mode and drag a box to reveal an area. Client freezes for all players, but crashing and re-entering did not force a message to state that the data could be corrputed from a crash.

Az.

Not quite same experience as mentioned above. In my case both host and client are x64 (am running host on Linuxmint 18.3, client is using win10).

Host revealed area of battlemap that was masked. Host's battlemap did not unmask/reveal red-box area as expected, in fact didn't even see redbox when trying to unmask. Whereas client side was able to watch as are was unmasked (as normal).

CTRL left click to blue-box re-mask the area. Again on host side it didn't re-mask as expected. No blue-box outline. On client side the mask was successfully re-applied as expected.

Hence to mask / un-mask from host side is a guessing game. I think this might be related to the cursor not changing as expected and as reported earlier.

skj310
July 2nd, 2018, 15:18
Using Simple Grey / Brown themes and I don't notice the cursor or masking issue noted in my other 2 posts in this thread.

celestian
July 3rd, 2018, 06:56
Updates List (Updated 6/29)


[CoreRPG+] NPC identification support



I'm curious... why does this actually show "Unidentified" to the DM/Host? When testing using the 5E ruleset I actually had to toggle the creature ID so I could see it. When would the DM ever want to not know the creatures real name?

Have you considered having a name field for the DM?

I've been using PCVisiblename (Real Name) style and when the creature is dropped into the CT it only shows the PCVisiblename to the clients and shows me both. Such as "Goblin (Archer)" or "Guard (Fighter 3)" and that sorta thing.

The tokens only ever show the PCVisible name as well. I tried to actually have it set the name for the DM and another name for client but it seems to only allow a single name (or I'm just missing a handler that changes it for client/host side). I have been able to get it to show just the DM the health bars of NPCs and not to PCs so it's probably something I'm missing... but that's another story.

Ikael
July 3rd, 2018, 23:07
When using Hellfrost Calendar:

Script Error: [string "utility/scripts/calendar_period_list.lua"]:39: attempt to call field 'getStartDayOfMonth' (a nil value)

Andraax
July 3rd, 2018, 23:46
When using Hellfrost Calendar:

Script Error: [string "utility/scripts/calendar_period_list.lua"]:39: attempt to call field 'getStartDayOfMonth' (a nil value)

You're using an extension?

Ikael
July 4th, 2018, 19:57
You're using an extension?

I was not aware of it, as I was player but yes indeed "Moon Tracker" extension was used and it caused the issue. I reported it to the original extension thread.

celestian
July 6th, 2018, 04:58
I had similar mask issues. DM was using x64 version, players were using x64. Various users would lock up. We ended up just not using maps for the evening during play because I couldn't find a method that would work around it (trying 32 bit DM and players 64).

edit: ignore the below bit, I shoulda known better, the below was because of a extension ;(
I also had an issue with the languages drop down on the chat box. When I would click it the drop DOWN would extend the chat window down below the FG desktop view. I think that drop down needs to be a drop up?

Moon Wizard
July 10th, 2018, 18:50
@celestian,



I'm curious... why does this actually show "Unidentified" to the DM/Host? When testing using the 5E ruleset I actually had to toggle the creature ID so I could see it. When would the DM ever want to not know the creatures real name?


I actually thought about this quite a bit. I decided to optimize the interface for communication between the GM and users. If you have an NPC as unidentified, then all the PCs will be communicating with the GM using the unidentified creature names. ("I run up and attack 'Green Guy 3'.")

The GM can always click the link button to get the full NPC record with the identified name and other details.



Have you considered having a name field for the DM?


See above. Plus, the combat tracker is already overloaded with some would say is too much information, so adding yet another field with no obvious place to put it would only exacerbate the issue.



I've been using PCVisiblename (Real Name) style and when the creature is dropped into the CT it only shows the PCVisiblename to the clients and shows me both. Such as "Goblin (Archer)" or "Guard (Fighter 3)" and that sorta thing.


As above. Plus, if you run games like me, you tend to narrow the combat tracker to maximize screen real estate, which means that the extra name information would always be clipped. Also, you would lose the ability to edit the name in the combat tracker for NPCs, because you are now displaying as an aggregated field.



The tokens only ever show the PCVisible name as well. I tried to actually have it set the name for the DM and another name for client but it seems to only allow a single name (or I'm just missing a handler that changes it for client/host side). I have been able to get it to show just the DM the health bars of NPCs and not to PCs so it's probably something I'm missing... but that's another story.


It sounds like you have some other code (ruleset layer or extension) overriding the CoreRPG code that handles this.

Regards,
JPG

Moon Wizard
July 10th, 2018, 18:53
For the x64 version, we are aware that there are situations that the graphics stop updating that we haven't investigated yet. Luckily, all the other input and file subsystems are still working. I have just returned from vacation, and someone was able to report a reproduceable scenario just before I left. Also, I was able to resolve a x64 debug build issue just before I left, so I have tools to investigate. However, the x64 version is lower priority than both FGU and primary FG updates, so we'll take a look at it when we get some free time.

Regards,
JPG

Moon Wizard
July 11th, 2018, 19:03
Updates


[DEV][CoreRPG] Adjustments to CT to image faction drop code to better support alternate combat tracker implementations (such as SavageWorlds).

Moon Wizard
July 12th, 2018, 22:20
Updates


[DEV] Ruleset and extension global script onClose functions called before built-in packages are unloaded.

celestian
July 12th, 2018, 22:49
@celestian,
It sounds like you have some other code (ruleset layer or extension) overriding the CoreRPG code that handles this.
Regards,
JPG

Yes, just minor tweaks to the logic to make the view show for PC or DM(Host). I liked having the ability to see the health bars as DM but I don't let my players see them.

I've attached the adjusted manager_token.lua code (3.3.6 with my tweaks) if you'd like to review it for use. I also added a few new options to the campaign settings to toggle these settings.

Options:


-- show npc effects to PC
OptionsManager.registerOption2("TNPCE", false, "option_header_token", "option_label_TNPCE", "option_entry_cycler",
{ labels = "option_val_tooltip|option_val_icons|option_val_ico nshover|option_val_mark|option_val_markhover", values = "tooltip|on|hover|mark|markhover", baselabel = "option_val_off", baseval = "off", default = "on" });
-- show npc health bars to PC
OptionsManager.registerOption2("TNPCH", false, "option_header_token", "option_label_TNPCH", "option_entry_cycler",
{ labels = "option_val_tooltip|option_val_bar|option_val_barho ver|option_val_dot|option_val_dothover", values = "tooltip|bar|barhover|dot|dothover", baselabel = "option_val_off", baseval = "off", default = "dot" });

-- show npc effects to DM
OptionsManager.registerOption2("DM_SHOW_NPC_EFFECTS", false, "option_header_token", "option_label_DM_SHOW_NPC_EFFECTS", "option_entry_cycler",
{ labels = "option_val_tooltip|option_val_icons|option_val_ico nshover|option_val_mark|option_val_markhover", values = "tooltip|on|hover|mark|markhover", baselabel = "option_val_off", baseval = "off", default = "on" });
-- show npc health bars to DM
OptionsManager.registerOption2("DM_SHOW_NPC_HEALTHBAR", false, "option_header_token", "option_label_DM_SHOW_NPC_HEALTHBAR", "option_entry_cycler",
{ labels = "option_val_tooltip|option_val_bar|option_val_barho ver|option_val_dot|option_val_dothover", values = "tooltip|bar|barhover|dot|dothover", baselabel = "option_val_off", baseval = "off", default = "dot" });

-- show pc effects to PC
OptionsManager.registerOption2("TPCE", false, "option_header_token", "option_label_TPCE", "option_entry_cycler",
{ labels = "option_val_tooltip|option_val_icons|option_val_ico nshover|option_val_mark|option_val_markhover", values = "tooltip|on|hover|mark|markhover", baselabel = "option_val_off", baseval = "off", default = "on" });
-- show pc health bars to PC
OptionsManager.registerOption2("TPCH", false, "option_header_token", "option_label_TPCH", "option_entry_cycler",
{ labels = "option_val_tooltip|option_val_bar|option_val_barho ver|option_val_dot|option_val_dothover", values = "tooltip|bar|barhover|dot|dothover", baselabel = "option_val_off", baseval = "off", default = "dot" });


XML for strings


<string name="option_label_DM_SHOW_NPC_EFFECTS">Token: DM:Show NPC effects</string>
<string name="option_label_DM_SHOW_NPC_HEALTHBAR">Token: DM:Show NPC health</string>
<string name="option_label_TNPCE">Token: PC:Show Enemy effects</string>
<string name="option_label_TNPCH">Token: PC:Show Enemy health</string>
<string name="option_label_TPCE">Token: PC:Show Ally effects</string>
<string name="option_label_TPCH">Token: PC:Show Ally health</string>
<string name="option_val_title">Title+Tooltip</string>


I think that's all of it.

https://i.imgur.com/jPK5Wq7.png

You might have a reason to not want to do this but it's been pretty nice to have.

ZeFerby
July 12th, 2018, 23:21
Hi all !
I just had an new update (with FG Ultimate in 3.3.6 test mode) and now 3.3.6 dies on me when loading or creating campaigns
Going back to "live 3.3.5" is okay.

So there must be an issue in the latest incremental upd for 3.3.6 ?

Zacchaeus
July 12th, 2018, 23:29
I would check your Anti virus software. Depending in what you use it might have quarantined the update. There should not be any issues as severe as you are seeing, i’ve been running on test version for several weeks without any problems.

ZeFerby
July 12th, 2018, 23:39
Hi Zaccheus, I have used it without problems as well, and the updater seemed to be happy.
I went back to to Live mode which got me back to 3.3.5, working ok
Then I re-switched to Test mode which reinstalled 3.3.6.

FG dies at campaign load time and i was able to print screen the console :23960
I have saved the re-update full log from 3.3.5 to 3.3.6 (edited key/pwd) but it's about 900 lines and I don't see a way to attach anything other than an image...

Zacchaeus
July 13th, 2018, 00:05
Are you using any extensions? You should disable any extensions since some might break with the update.

ZeFerby
July 13th, 2018, 00:09
Yes, currently able to reload a 5E campaign without any extension, re-adding them one by one...
BUT: Creating a blank campaign without any extension selected still crashes (tried with 3.5E, 5E, SavageWorlds)

Moon Wizard
July 13th, 2018, 00:20
Yeah, the new global script code I just wrote appears to be causing some problems that didn't show up initially. I just backed those changes out. Please re-update.

Regards,
JPG

Zacchaeus
July 13th, 2018, 00:20
Try deleting the CoreRPG.dat file from your rulesets folder and update (make sure you don’t have any unpacked rulesets either).

ZeFerby
July 13th, 2018, 00:32
Yes I confirm after re-update : everything ok again (blank new campaign as well a loading existing ones)
Thank you Moon Wizard

ZeFerby
July 13th, 2018, 00:38
Thank you both.
I was suspicious about a decal extension I had modified and which worked ok before the update, but...I would like to confirm something :
if you have a extension in the extensions directory, which you do NOT select when creating a new campaign, could it give any problem if it becomes incompatibe with an update (even if not selected, just by being present in the directory) ?

damned
July 13th, 2018, 00:42
Thank you both.
I was suspicious about a decal extension I had modified and which worked ok before the update, but...I would like to confirm something :
if you have a extension in the extensions directory, which you do NOT select when creating a new campaign, could it give any problem if it becomes incompatibe with an update (even if not selected, just by being present in the directory) ?

No.
Unload extensions have no impact.

ZeFerby
July 13th, 2018, 00:45
Thanks damned.

By the way there is a judicious advice about not updating just before a game session.

You can also add one about not updating just before going to bed :D

damned
July 13th, 2018, 00:54
Thanks damned.

By the way there is a judicious advice about not updating just before a game session.

You can also add one about not updating just before going to bed :D

Ahhh.... but if you are running Test you probably like staying up to 3am troubleshooting annoying errors!

ZeFerby
July 13th, 2018, 01:21
He he, not so much when I'm on the end-user side...well it's a new experience.

At the moment I use Test mainly for the Author extension by celestian, which requires 3.3.6

Ok, now I've finished cleaning all my mess of backup and temp. campaigns, mods, exts...so I'm really going to bed !

YAKO SOMEDAKY
July 14th, 2018, 01:46
Just to warn, the combat tracker in the player's view is not working in version 3.3.6
Yes I know it is not official yet the problem exists ....
Ruleset GURPS

Moon Wizard
July 15th, 2018, 00:10
Updates


[DEV] Token bag and desktop script refactoring for future version support.


Regards,
JPG

Bidmaron
July 18th, 2018, 05:49
Updates List (Updated 6/29)


[DEV] Add onWindowOpened event and visibility check for shared windows.

Does this add mean that the onWindowOpened now works on both host and client side? (well, the latter I would assume only for windows that actually open for the client)


Updates List (Updated 6/29)


[DEV] DB.setValue on image value node will accept an image file name, and reset all other associated image data.

Does this mean that we can actually open an image that isn't in the image list now, or must the file passed in setValue be one that is in the image list?

Moon Wizard
July 18th, 2018, 08:45
* The onWindowOpened event only ever worked for windows opened by local user actions. I added the onWindowOpened event to the specific case of a window being shared by the GM using the radial menu.

* The DB.setValue call can be set to any string that you want. However, if it is not a file name of a valid image file (either campaign or module), then it won't be able to load. The primary use for this feature is to allow easier node copying for the people writing reference manual building extensions. Note, this does not actually copy the physical image; it just allows an image record to be pointed to a file at run time.

Regards,
JPG

Moon Wizard
July 18th, 2018, 18:17
Updates


Updated client to perform some between version file maintenance on load. Doesn't affect switching between versions.


Regards,
JPG

Ken L
July 19th, 2018, 11:34
* The DB.setValue call can be set to any string that you want. However, if it is not a file name of a valid image file (either campaign or module), then it won't be able to load. The primary use for this feature is to allow easier node copying for the people writing reference manual building extensions. Note, this does not actually copy the physical image; it just allows an image record to be pointed to a file at run time.

Will it be possible to set the database node of an image control at some point as opposed to changing the image bitmap value? This is for preserving features tied to the node itself as opposed to the bitmap value. It would allow for things like background maps (image control in a panel) as the only blocking agent was the ability to change the database node of the image control.

Bidmaron
July 19th, 2018, 12:39
Ken unless I misunderstand, this is essentially what the new setValue does. The element of the node that you care about for an image is the filename , and you can now obtain and set that at will. The only restriction (and I still don’t understand why FG has to have every file in the image windowlist) is that the file must be in the image window list, which basically means the file has to be in the windows directory where all the images are (for a module the file has to be in the module’s image folder). Maybe I am not getting what you are saying though?

Ken L
July 19th, 2018, 20:37
The bitmap is different from the id_##### node. Each node is unique in that they have tokens on them, or even pins. Changing only the base bitmap would keep all the pins or tokens and flip in a new backing image. I'm curious how it handles masks and drawings as well as FG uses bitmap masks/drawings as opposed to the more efficient vector approach.

The ability to change the database node for an image control would let one change everything; lock, stock, and barrel, but preserve the window or panel. IIRC, the issue I had with desktop panels was that you couldn't initialize an image control in a panel as you couldn't attach a database node. Not to mention that if you did, it was immutable so you'd be stuck with that image for that panel.

celestian
July 20th, 2018, 06:55
Not sure if this has been reported yet but I had some problems tonight running 3.3.6.

These screenshots are from 5E from clean campaign with no addons using 3.3.6 32 bit client.

I wanted as clean a setup as possible (this isn't the campaign I was running).

The left FG is the client side. You can see his targeting of players shows as <Target>;<Target>.
You'll also notice how the names above characters look when "Token Show Name" is set to "title".
The right side is DM, the only piece that looks strange is the characters names on the token. NPCs don't seem to have this problem with the "Name" on either PC or DM side.

https://i.imgur.com/Yi9dUlR.png

rob2e
July 20th, 2018, 14:21
Not sure if this has been reported yet but I had some problems tonight running 3.3.6.

These screenshots are from 5E from clean campaign with no addons using 3.3.6 32 bit client.

I wanted as clean a setup as possible (this isn't the campaign I was running).

The left FG is the client side. You can see his targeting of players shows as <Target>;<Target>.
You'll also notice how the names above characters look when "Token Show Name" is set to "title".
The right side is DM, the only piece that looks strange is the characters names on the token. NPCs don't seem to have this problem with the "Name" on either PC or DM side.

https://i.imgur.com/Yi9dUlR.png

Love that map tho!

Zacchaeus
July 20th, 2018, 22:06
I can't reproduce this. The usual question are you using any extensions?

celestian
July 20th, 2018, 22:41
I can't reproduce this. The usual question are you using any extensions?

As I mentioned in my previous post, it was a no-addon/extensions clean campaign.

Here is another one. This one I just made and only added PHB and MM modules for the test.

The only settings set are names to "Title" and everything else was defaulted.

The right CT/map is the Player view.

https://i.imgur.com/8wq9Xxj.jpg

(I don't have 5E.pak extracted into 5E/ or CoreRPG.pak to CoreRPG/ either btw)

If it matters for anything else I'm running Windows 10 with current updates?

rob2e
July 22nd, 2018, 00:54
Does 3.3.6 remove item identification on/off from the options? I also see NPCs have that option too (cool), but I think it's a mistake to remove the on/off functionality from the options menu.

An example is I was dragging NPCs into a story entry and they were showing up as " [link] Unidentified Creature ", the only way I couldseem to fix that was to uncheck EACH ONE INDIVIDUALLY.

That didn't make me feel good. lol

Am I just crazy (perhaps illiterate) or is this the new intended way?

24037

Zacchaeus
July 22nd, 2018, 10:21
Does 3.3.6 remove item identification on/off from the options? I also see NPCs have that option too (cool), but I think it's a mistake to remove the on/off functionality from the options menu.

An example is I was dragging NPCs into a story entry and they were showing up as " [link] Unidentified Creature ", the only way I couldseem to fix that was to uncheck EACH ONE INDIVIDUALLY.

That didn't make me feel good. lol

Am I just crazy (perhaps illiterate) or is this the new intended way?

There is an NPC Identification on/off option. Are you using that extension which interferes with the Identification options whose name I've forgotten?

Ikael
July 22nd, 2018, 10:43
Identification options have been removed from v3.3.6 and it is always available for Items, Images and now for NPCs.

By default everything is identified, unless explicitly isidentified=0 is set. You might have modules which are not yet updated to reflect this, because previously everything was unidentified unless explicitly isidentified=1 was set. This means hat after the change, existing modules most likely have the isidentified=0 value and thus everything is unidentified. You could check modules and determine which item should be unidentified and remove identification from other records.


There is an NPC Identification on/off option. Are you using that extension which interferes with the Identification options whose name I've forgotten?

Zacchaeus
July 22nd, 2018, 12:43
You are correct Ikael. Although I'm on the test server my 'Updates Available' button wasn't lit up so I hadn't updated since that change was made - and so I totally missed that change.

rob2e
July 22nd, 2018, 13:20
You are correct Ikael. Although I'm on the test server my 'Updates Available' button wasn't lit up so I hadn't updated since that change was made - and so I totally missed that change.

I think I want to say “boo” to this change. What if someone wants the default to be identified rather than unidentified. Can’t that be left in the options?

Zacchaeus
July 22nd, 2018, 13:39
I think I want to say “boo” to this change. What if someone wants the default to be identified rather than unidentified. Can’t that be left in the options?

You mean the other way around? The default is identified as Ikael says. So unless specifically noted everything will be identified.

rob2e
July 22nd, 2018, 14:11
You mean the other way around? The default is identified as Ikael says. So unless specifically noted everything will be identified.

I found it to be the other way. I didn't change any settings and when I dragged NPCs to a story entry, they were all "Unidentified Creature" which is what caused me to post this.

Zacchaeus
July 22nd, 2018, 14:18
I found it to be the other way. I didn't change any settings and when I dragged NPCs to a story entry, they were all "Unidentified Creature" which is what caused me to post this.

Well, if you are like me and haven't hit the update button in a week or two, do that. I just tested and all NPC's that I drag to a story entry from whatever module is showing as identified.

rob2e
July 22nd, 2018, 14:23
I usually only update when I see the red indicator, but I will definitely do it now.

celestian
July 22nd, 2018, 15:36
So, more on that <Target> and name issue with 3.3.6. There is definitely a issue with the different version tho I can't nail down what it is. Here is the same view with the same campaign using 3.3.5A and then 3.3.6.

32 bit 3.3.5A : https://i.imgur.com/Ue8igTH.jpg
https://i.imgur.com/Ue8igTH.jpg

32 bit 3.3.6 : https://i.imgur.com/9UWq0rm.jpg (64 bit looks the same)
https://i.imgur.com/9UWq0rm.jpg

If you're not seeing the same behavior try removing one from CT and re-adding them and then dropping them on the map. I've had some intermittent behavior but I can't figure out why. All 3 characters have a race/class from PHB (no gear).

Zacchaeus
July 22nd, 2018, 21:53
So, more on that <Target> and name issue with 3.3.6. There is definitely a issue with the different version tho I can't nail down what it is. Here is the same view with the same campaign using 3.3.5A and then 3.3.6.

If you're not seeing the same behavior try removing one from CT and re-adding them and then dropping them on the map. I've had some intermittent behavior but I can't figure out why. All 3 characters have a race/class from PHB (no gear).

Ok, I cannot reproduce this still using localhost to join my own game but my players were complaining that what you were seeing is indeed the case. Character names were just showing as a small white blob just as in your screenshot. NPC names were fine otherwise.

EDIT: also the owning player could see their own token's title but the problem existed for tokens for characters that they weren't controlling.

Moon Wizard
July 24th, 2018, 18:44
Updates


[CnC] Extension included with more decal color options. (Thanks to Talyn.)


Regards,
JPG

damned
July 24th, 2018, 23:46
Hi Moon Wizard

How close are you to a final test release?
I think most rulesets will need to at a minimum update the Combat Trackers for 3.3.6 but Im leery of doing it too many times :)

thanks!

Moon Wizard
July 24th, 2018, 23:59
@damned,

My plan is to release at end of month; so about 1 week or so.

Cheers,
JPG

damned
July 25th, 2018, 00:01
@damned,

My plan is to release at end of month; so about 1 week or so.

Cheers,
JPG

So the current build is likely to be the final build?

Moon Wizard
July 25th, 2018, 00:18
Updates


[UPDATER] License keys are obscured.

Moon Wizard
July 25th, 2018, 00:19
@damned,

Yes, if I make anything besides very localized bug fixes; I will be planning to push the release date.

JPG

Moon Wizard
July 25th, 2018, 01:00
Updates


[PFRPG/3.5E] When default stat changed for attack type, weapons using base stat would always use system default stat for effects. Fixed.

Moon Wizard
July 25th, 2018, 01:11
@rob2e,



Does 3.3.6 remove item identification on/off from the options? I also see NPCs have that option too (cool), but I think it's a mistake to remove the on/off functionality from the options menu.

An example is I was dragging NPCs into a story entry and they were showing up as " [link] Unidentified Creature ", the only way I couldseem to fix that was to uncheck EACH ONE INDIVIDUALLY.

That didn't make me feel good. lol

Am I just crazy (perhaps illiterate) or is this the new intended way?


The identification system was changed around in v3.3.6.

In v3.3.5, identification was an option that needed to be turned on; and the default identification state for items was "unidentified".
In v3.3.6, the identification feature is always available; and the default identification state for items is "identified".

Also, I added migration code in v3.3.6 so that campaigns opened from previous versions that would remove any item identification state for any records in the "item" path, "treasureparcel" path, or "partysheet.treasureparcelitemlist" path, but only if the item identification feature was off. This resets all these item records to the default state. Otherwise, if the option was on already, all the identification states are preserved as is. Any modules exported as read-only will also have their identification state preserved (because they are read-only database nodes).

If the GM never uses the identification feature, then things are exactly the same as they were before. But, if they use the feature, the new default will make it easier to only obscure content that they want to be obscured, which is usually a smaller subset than the content they don't want to obscure. Plus, it removes several options by building in better default behavior. (Many people didn't even know about identification feature because it was hidden in options.)

Regards,
JPG

skj310
July 25th, 2018, 01:15
Can I ask if x64 is still gonna be part of this release, as hidden experimental?

rob2e
July 25th, 2018, 01:28
@rob2e,



The identification system was changed around in v3.3.6.

In v3.3.5, identification was an option that needed to be turned on; and the default identification state for items was "unidentified".
In v3.3.6, the identification feature is always available; and the default identification state for items is "identified".

Also, I added migration code in v3.3.6 so that campaigns opened from previous versions that would remove any item identification state for any records in the "item" path, "treasureparcel" path, or "partysheet.treasureparcelitemlist" path, but only if the item identification feature was off. This resets all these item records to the default state. Otherwise, if the option was on already, all the identification states are preserved as is. Any modules exported as read-only will also have their identification state preserved (because they are read-only database nodes).

If the GM never uses the identification feature, then things are exactly the same as they were before. But, if they use the feature, the new default will make it easier to only obscure content that they want to be obscured, which is usually a smaller subset than the content they don't want to obscure. Plus, it removes several options by building in better default behavior. (Many people didn't even know about identification feature because it was hidden in options.)

Regards,
JPG

Very good. ThanX JPG.

Moon Wizard
July 25th, 2018, 01:31
@skj310,

Yes, it will remain a hidden build in the release. (i.e. no direct shortcut) With summer travel, FGU and some other internal stuff happening (including this release); I haven't been able to spend any time on it.

Regards,
JPG

Moon Wizard
July 25th, 2018, 05:58
@celestian/@Zaccaheus,

I was able to figure out a reproduceable scenario for the naming issue. I'll be working on a fix tomorrow.

Regards,
JPG

Moon Wizard
July 25th, 2018, 18:28
Updates


[CoreRPG+] When adding NPC to combat tracker by dragging a creature link from within combat tracker, the token attributes of the dragged creature were getting overriden. Fixed.
[CoreRPG+] When adding PC token to map from combat tracker for unowned PC, the token name would be missing. Fixed.


Regards,
JPG

celestian
July 25th, 2018, 18:48
Updates


[CoreRPG+] When adding PC token to map from combat tracker for unowned PC, the token name would be missing. Fixed.




Looks good! I did have to remove the PC's from the CT and re-add for the name issue to be resolve but all is good now.

https://i.imgur.com/wt0vYpY.jpg
https://i.imgur.com/wt0vYpY.jpg

Moon Wizard
July 25th, 2018, 23:47
Updates


[DEV][CoreRPG+] Added helper functions in CombatManager script to support enhanced images extension.

Moon Wizard
July 30th, 2018, 22:41
Updates


When file maintenance needed on player cache files, a dialog will offer option to clear cache, instead of waiting for migration of player cache files.


Regards,
JPG

Moon Wizard
July 30th, 2018, 23:08
Updates


[CoreRPG+] Decreased minimum calendar window size.
[5E] Weapons with long properties fields would be cut off in weapon list view. Fixed.

LordEntrails
July 30th, 2018, 23:39
Updates


When file maintenance needed on player cache files, a dialog will offer option to clear cache, instead of waiting for migration of player cache files.


Regards,
JPG
Is there a recommendation on when to clear and when to migrate? And the possible pros and cons of each?

Moon Wizard
July 31st, 2018, 02:28
There’s a dialog that pops up that gives brief summary of any maintenance needed (if any).

I have a dozen campaigns in my player cache; and it took about 25 seconds to perform maintenace. Clearing the cache takes about 1 second. I have a fast machine, and times may vary.

If you clear the cache, you won’t have to wait for file maintenance to complete; but your cache will be cleared which means you’ll need to refine load characters and books from each campaign you connect to.

Doug is planning to add a note to our newsletter as well.

Regards,
JPG

damned
July 31st, 2018, 03:52
There have been a few instances of the maintenance not finishing even after an hour.
Ive had it pop up several times but only few less than a minute each time.

Ikael
July 31st, 2018, 06:01
There have been a few instances of the maintenance not finishing even after an hour.
Ive had it pop up several times but only few less than a minute each time.

We encountered the same issue in our game last session. The FG launcher view was totally white and console popped up expressing file maintenance.

The only way to get over it was to manually navigate to FG AppData folder and remove cache folder

Blackfoot
August 1st, 2018, 07:19
Two things re: the Patch/Update:
1: Why was this done? [CoreRPG+] Removed token scale widget on combat tracker token field.
I used that widget all the time to match token scale on tokens that needed their scale tweaked. It was very informative.

2: I don't see a change to the Combat Tracker for CoreRPG listed in the Patch Notes.. but it seems to have been tweaked as both in my PF game tonight and in my Champions Ruleset the Effects Lines are no longer sitting in the proper position in the Character Windows. I assume that some variable had a name change or something?

EDIT: Oh heck.. it's not just the effects.. it's everything. Nothing is positioning right anymore.. I assume the anchor was tweaked somehow.
MORE EDITS: Oh.. this graphical problem only seems to be on the ct_host.. for both the PF and my ruleset...

damned
August 1st, 2018, 07:39
Two things re: the Patch/Update:
1: Why was this done? [CoreRPG+] Removed token scale widget on combat tracker token field.
I used that widget all the time to match token scale on tokens that needed their scale tweaked. It was very informative.

2: I don't see a change to the Combat Tracker for CoreRPG listed in the Patch Notes.. but it seems to have been tweaked as both in my PF game tonight and in my Champions Ruleset the Effects Lines are no longer sitting in the proper position in the Character Windows. I assume that some variable had a name change or something?

EDIT: Oh heck.. it's not just the effects.. it's everything. Nothing is positioning right anymore.. I assume the anchor was tweaked somehow.
MORE EDITS: Oh.. this graphical problem only seems to be on the ct_host.. for both the PF and my ruleset...

I found that ct_client.xml has had many windowclass name changes.
For MoreCore i had little to do in ct_host but lots to do in ct_client

Blackfoot
August 1st, 2018, 07:57
Gah.. this is a nightmare. I'm too tired to deal with it tonight. Sigh.

damned
August 1st, 2018, 08:07
in your ct_file under the windowclass/sheetdata find all your
name="whatever"
entries and match them to the CoreRPG versions
you will find that many have had new windowclasses assigned and some of the layout moved to the windowclass.
once you update those you will have solved a good chunk of your issues quite quickly (I hope)

Moon Wizard
August 1st, 2018, 08:23
The host version of CT was generalized to make it easier for theming and layering several versions ago; but the client version was not. With this release the client version of the CT was also generalized (templates, scripts, classes). If editing/updating your own ruleset, you should look at 5E/3.5E to see how they are layered.

Regards,
JPG

Blackfoot
August 1st, 2018, 09:49
I'm not sure I follow that... all my new problems are on the Host Tracker.. the Client Tracker is fine.

Here's a shot of what's happening.. all the various things are layering on the 1st line.. most of it is working fine.. I tried copying in various things that had changed from the 3.5 ct_host... most of those made no change to anything.. which is mostly good I guess... since those were simpler than what I had and pushed a lot of the detail off to Core. But it definitely looks like I'm missing some sort of anchor... or whatever it is that makes the stuff move as the tracker opens... or even when it's not open... the effects are writing on top.

damned
August 1st, 2018, 12:44
are you getting errors or warnings in the console? It will generally tell you if an anchor is missing.

Blackfoot
August 1st, 2018, 15:20
Nope.. no errors at all.. we had the same issues in our PF game in which the GM was running the Strain/Injury extension.. no doubt it is stumbling over the same change to Core. I just can't figure out what that change is yet.

Blacklamb
August 1st, 2018, 18:31
I was very excited to see Pre-generated characters added to the module exports, but I found a couple of shortcomings, weirdness. First is just a little design nitpick in the export window all the other data types are written in all uppercase and pre-generated characters is not so it looks out of place. The second is I can not figure out how to export/get their portraits to go into the module, when I load them they are blank and i have to re-associate them with the ones in my portraits directory.

LordEntrails
August 1st, 2018, 18:52
I was very excited to see Pre-generated characters added to the module exports, but I found a couple of shortcomings, weirdness. First is just a little design nitpick in the export window all the other data types are written in all uppercase and pre-generated characters is not so it looks out of place. The second is I can not figure out how to export/get their portraits to go into the module, when I load them they are blank and i have to re-associate them with the ones in my portraits directory.
Portraits have never been supported in import/export and have always had to be re-associated. I suspect that will have to be another enhancement. I think it's already on the wishlist... https://fg2app.idea.informer.com/

Moon Wizard
August 1st, 2018, 19:13
@Blackfoot,

Do you have the code you're working with posted somewhere?

@Blacklamb,

1. The export window list data type labels are not all uppercase in CoreRPG, and thus the Pregenerated Characters string shares the same casing. My guess is that the ruleset you are using overrides the data type strings to upper case them, and will also need to override the "library_recordtype_export_charsheet" string to uppercase that one to match.

2. The portraits are as LordEntrails responded. They've never been importable/exportable.

Regards,
JPG

Blacklamb
August 1st, 2018, 21:16
@LordEntrails thanks for letting me know, I was thinking I was missing something, I'll look and see if it's on the enhancement list and if not add it.

@Moon Wizard I'll bug the rule set developer.

This is my first time trying to make a module seeing Pregenerated characters was enough to for me to try to modurize the Starfinder Society adventures that I have been just resetting between sessions and that will make it a lot easier to start a new one or move them between my computers.

Thanks, for the quick answers

Willot
August 1st, 2018, 23:44
I just updated to v3.3.6 however when I try to load my campaign I get this
24146

LordEntrails
August 2nd, 2018, 00:36
I just updated to v3.3.6 however when I try to load my campaign I get this
24146
And did you try yes or no? Also, try running the update again. Sound like it might not have completed.

Moon Wizard
August 2nd, 2018, 01:49
Can you try deleting the CoreRPG.pak file in the FG data directory under the rulesets subfolder, and running a new update? Let me know if you need more detailed instructions.

Regards,
JPG

Willot
August 2nd, 2018, 06:00
Can you try deleting the CoreRPG.pak file in the FG data directory under the rulesets subfolder, and running a new update? Let me know if you need more detailed instructions.

Regards,
JPG

Sorry no effect. Same error
If I hit Yes it just keeps up with the same error message, if I hit No It tells me Its missing all this stuff and sends me back to the laucher

I may try redownload of whole thing

Willot
August 2nd, 2018, 06:56
Ok fresh install now Im getting this when I try to load the sample campaigns
24156

damned
August 2nd, 2018, 07:01
Ok fresh install now Im getting this when I try to load the sample campaigns
24156

Can you check that your windows login user has Read Write Modify permissions on the whole Fantasy Grounds data folder and subfolders.

Willot
August 2nd, 2018, 07:16
Local Group has Full control and the user is Admin

Moon Wizard
August 2nd, 2018, 07:21
Can you make sure that you don't have any folders in your rulesets directory?

JPG

Willot
August 2nd, 2018, 08:09
Can you make sure that you don't have any folders in your rulesets directory?

JPG

Nope fresh install

24157

Willot
August 2nd, 2018, 08:15
I do have a linux machinbe I can try putting it on there...Later when I set it back up

Moon Wizard
August 2nd, 2018, 10:03
The message is saying that the FG client can’t find the base.xml file in either rulesets/CoreRPG.pak file or rulesets/CoreRPG/ directory.

You can try unpacking the CoreRPG.pak file into a CoreRPG folder to make sure all the files are there. FG should be able to run using the unpacked files, though you should remove afterwards so you get future updates.

Maybe you have two different installs? Make sure the data directory in your FG Settings matches the directory you’re viewing.

Regards,
JPG

Willot
August 2nd, 2018, 13:53
Ok fixed. When I used the installer from Steam Everything Installed fine and worked. I also noticed this time around it asked me to agree to licences when as I recall it never asked me in the original non-working install

Blackfoot
August 7th, 2018, 15:17
The scaling icon for tokens was removed and replaced with the NPC id thing... is there a reason this was removed and not just moved or the ID thing put on the other side of the token or SOMETHING? This feature is DEFINITELY something that is needed/useful.

Plus it was 'removed' from CORE rather than suppressed.. I mean.. ok.. a feature is deemed no longer desired for whatever reason.. but it is part of core so other rulesets make use of it. Why not just leave it there but no longer display it? That way other rulesets which are based on Core wouldn't lose access to that feature if the so choose. I don't understand the logic. Is not backward compatibility desirable?

Moon Wizard
August 7th, 2018, 17:01
What was the purpose of the scaling text? It was just there to indicate how much the token was scaled relative to the base token size. Why is that important to the user? If they use the auto-scale option, then it just fits in the grid. If they are manually scaling, then as long as it's the right size, the user doesn't really care what the number is. For all purposes, it seemed like a piece of information that had outlived it's usefulness. If you really need it, why not add back as an extension?

Regards,
JPG

Blackfoot
August 7th, 2018, 18:05
I use that number all the time, to adjust the scale of critters on the fly without having to shuffle windows and to make them match in scale... or to adjust the scale down a 'little' for small creatures vs medium creatures. The 'number' gives you a precision that isn't there with 'eyeballing it'.

I didn't remove the functionality from my ruleset but it is gone because none of the supporting bits are there anymore.. which I still just plain don't understand.
WHY remove functionality completely and thereby remove it from ALL rulesets that make use of Core... why not merely suppress it in whatever ruleset you want to suppress it in.. and leave the working bits active for the other rulesets.

I am sorry if I come off a bit hostile, but I've now spent a bunch of hours trying to relearn how all this stuff works in order to keep my ruleset functional with changes.. again.. and it still doesn't work right... or have the functionality it had before the update. So I'm a bit pissy.

Oh and yeah.. no.. the information has definitely NOT outlived it's usefulness.

Moon Wizard
August 7th, 2018, 21:25
It was more a cause for interface confusion, than usefulness, for the vast majority of users.

I understand you would like to continue using this capability, and I can point you to the code so you can reimplement your own version. However, in order to maintain forward progress, the interface will evolve over time.

Regards,
JPG

Blackfoot
August 7th, 2018, 22:46
It was more a cause for interface confusion, than usefulness, for the vast majority of users.
Regards,
JPGI can't imagine that could be accurate.
I used it all the time... and never heard/read a complaint about it. I'm not sure who this vast majority is. Perhaps functions that are second nature to me at this point are confusing newbies... that I couldn't say.

Is all of the code/graphics for reimplementing it in the CoreRPG 3.3.5 version?

Moon Wizard
August 7th, 2018, 23:14
Yes. Try searching for tokenscale references. Let me know if you need a copy, or any pointers to the code.

JPG

LordEntrails
August 7th, 2018, 23:15
I can't imagine that could be accurate.
I used it all the time... and never heard/read a complaint about it. I'm not sure who this vast majority is. Perhaps functions that are second nature to me at this point are confusing newbies... that I couldn't say.

I can say I probably see a post every 3-4 months with somebody asking what the number means. At least it seems that frequent.

Zacchaeus
August 7th, 2018, 23:19
I can't imagine that could be accurate.

I can confirm that it is a question that is asked often on the forums and on Discord as to what the number was for. I could never see a use for it and I'm not entirely sure what the use case would be. But then I don't know what ruleset you are using. It may be that if there isn't automatic scaling then it might be useful. Although again I'm not sure how.

Blackfoot
August 7th, 2018, 23:39
I use it all the time in Pathfinder... scaling creatures under the effects of 'Enlarge' or 'Reduce' spells.. or just for small or tiny creatures.. automatic token scaling does zero for those situations... and the scaling of the tokens helps players to visually identify the size differences. A couple of ticks difference is usually just enough to make it work.
I've been using the interface for a very long time at this point so the tricks are very basic to me... obviously not so much for newbies I guess.. but then very little in FG is without some learning curve.

Zacchaeus
August 8th, 2018, 00:04
I agree that tokens may need scaling if they come under the effect of a spell but I still don’t see how that number helps. A medium or smaller creature takes up one square a large one 4 squares. I don’t need a number to tell me when something is taking up 4 squares. And in fact never noticed that the number changed when you scaled something (which I assume it did). However I can understand if it is something you used, but I fear that you may well be in that tiny minority unfortunately.

Blackfoot
August 8th, 2018, 00:23
I seriously DOUBT that... I would imagine that I am actually in the silent (except for me) majority of folks who used it quite happily and will now be annoyed that it is gone.

Time will only tell if they grab their pitchforks and rise up!

skj310
August 8th, 2018, 00:44
I know what you mean Blackfoot, I did use it from time to time and didn't have any issue figuring out what it was for. Thing is, compared to identifying NPCs ... it takes a backseat. Perhaps I might suggest that you consider creating an extension with an option we can enable, that will allow this tokenscale reference to return? Perhaps it can be to the right of the new identify overlay icon?

It already seems like the developers are happy to help you with the code ... so is the happy medium ground to just have an extension made?

epithet
August 13th, 2018, 18:20
Using the 64 bit software, I sometimes run into an issue when I unmask a part of a map. My UI freezes and becomes unresponsive, making me unable to do anything in the program. FG64 itself does not lock up, as connected players are still able to interact with campaign elements. Theonly solution is to force quit and relaunch FG.

This has not happened to me when I add a mask, only when I remove a bit of the mask. I am not currently using any extensions. This has happened when players were connected and when no one was connected.

celestian
August 13th, 2018, 20:24
Using the 64 bit software, I sometimes run into an issue when I unmask a part of a map. My UI freezes and becomes unresponsive, making me unable to do anything in the program. FG64 itself does not lock up, as connected players are still able to interact with campaign elements. Theonly solution is to force quit and relaunch FG.

This has not happened to me when I add a mask, only when I remove a bit of the mask. I am not currently using any extensions. This has happened when players were connected and when no one was connected.

Same problem, when I use the masking it hangs. We've had to go back to the 32bit.

skj310
August 14th, 2018, 05:27
Same problem, when I use the masking it hangs. We've had to go back to the 32bit.

Ditto on problem with x64, and ditto that i had to go back to using 32bit. -sigh- ... my dreams of having all my tokens available have been quashed.

Mazzar
August 24th, 2018, 21:05
@Moon Wizard, what are the chances that FG will have line of sight/dynamic lighting added to the current release rather than waiting for Unity?

Thanks
Maz

pindercarl
August 24th, 2018, 21:26
@Moon Wizard, what are the chances that FG will have line of sight/dynamic lighting added to the current release rather than waiting for Unity?

Thanks
Maz

Line of sight will not be added to the current version of Fantasy Grounds, aka Fantasy Grounds Classic.

Mazzar
August 25th, 2018, 02:13
Would you know if the line of sight will also take into account how far each character can see?

pindercarl
August 25th, 2018, 03:02
Would you know if the line of sight will also take into account how far each character can see?

The feature set for LOS hasn't been locked, but visibility distance is expected to be supported. I'm not being intentionally obtuse, but these sorts of features need to connect to the API and the rulesets in some meaningful way. Which is to say that "visibility distance" may mean one thing in D&D 5E and another in Savage Worlds, particularly in their relationship to maps, grids, and scale.

Jiminimonka
September 22nd, 2018, 12:14
As some sharp-eyed folks have already noticed, there is a 64-bit build of Fantasy Grounds included in the v3.3.6 download package.

However, I want to be clear on our position for this build. Since the third party software libraries used by Fantasy Grounds were never designed or tested to be built as 64-bit libraries, it is unknown to us whether these rough library ports will work fully. Also, since the libraries were not written by us, we have minimal expertise or knowledge of how to fix these libraries to work as 64-bit libraries if they don't work fully.

Therefore, this build will be considered a hidden "experimental build" of the program. This means that if the program doesn't work for you, then our answer will be to use the "release build" (i.e. 32-bit) version of the the program. While, we are hopeful that the naive 64-bit port of the program will be good enough (or easy to fix), there is also a good chance that it won't ever fully work, will never be a viable option, and/or we will discontinue access to it.

You're welcome to use the experimental build while it is available, and provide us with feedback. However, we will not be officially supporting the build until we determine it is viable (which could be quite a while). Also, you will need to set up your own shortcut to access the executable at "C:\Program Files (x86)\Fantasy Grounds\FantasyGrounds_x64.exe".

At this point, we have only done some preliminary testing with the build internally and it has not been used in any sessions. The plan was to put it in the patch system, so that we could have our internal team run a few sessions, and then ask some of our community members to give it a try. We have noticed some minor graphical anomalies in preliminary testing already.

Regards,
JPG

Working fine so far.