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ShotGun Jolly
June 3rd, 2021, 05:47
Sent!

Thank you!

vegaserik
June 3rd, 2021, 05:59
I just tried and get the same error Shotgun got when adding npc's to a map.

Taxiarchis
June 3rd, 2021, 06:57
I get the same error too. Some more bugs to look at:
-the names of the NPCs are not displayed above their tokens at all (either as tooltip or title/title hover),which makes life really difficult when you have a large battle to run
-If i add any of the preset lights (cfx button) to any NPC populating the CT, the light is not visible at all.
-The "Squad" button does not work at FGU. I can not add any NPC to a squad, and even if i create each NPC in a squad manually, his stats are not connected to the respective token

Moon Wizard
June 3rd, 2021, 21:31
I just pushed a new build which should remove the NPC combat tracker -> map token error.

Regards,
JPG

spire
June 3rd, 2021, 22:13
The latest version of the ruleset is making all module-defined NPCs read-only when drag-and-drop is used to fill in a character sheet, regardless of whether the module or its contents were flagged to be read-only.

The NPCs in modules I've made myself, which have always been editable within the campaign that's using them, have become resistant to drag-and-drop, meaning you cannot easy copy abilities from one NPC to another if they're from a module. You can delete Doom Spends or Attacks, etc, and you can manually type in new abilities--it only appears to be the drag-and-drop that is broken).

To test, start a Conan Ruleset Campaign and import any editable module with NPCs. Open any two NPC records from that module using the sidebar and unlock them. Drag an Attack or Doom Spend or Special Ability from one to other's sheet. Expected behavior: the a replica of the dragged item appears on the target sheet. Actual behavior: an Uncategorized "New Personality" blank NPC record is created with the dragged item and nothing else; the intended target sheet is unchanged.

Taxiarchis
June 3rd, 2021, 22:21
I just pushed a new build which should remove the NPC combat tracker -> map token error.

Regards,
JPG

Works like a charm!! Thanks :):):) A strange thing i noticed: After the update, when i try to move tokens on a map by dragging them around, there is a 4-5 second delay until they move. This only happens in maps with a lot Line of Sight and Lighting elements.

ShotGun Jolly
June 3rd, 2021, 23:44
I just pushed a new build which should remove the NPC combat tracker -> map token error.

Regards,
JPG

Thanks for taking the time to fix this Moon Wizard! Smiteworks for the WIN!

Moon Wizard
June 4th, 2021, 03:08
@Taxiarchis,

The performance of token movement on maps is impacted greatly by the number of tokens on the map and by the number and configuration of line-of-sight points on a map; and other factors in more minor ways. If there is a specific map that is in official content that has this issue, please let us know where to look. Otherwise, we would need a copy of the campaign folder zipped up to investigate any performance items.

Also, make sure that your graphics driver is not overriding the application defined frame rate; which is an option in NVidia/Radeon drivers.

Regards,
JPG

Taxiarchis
June 4th, 2021, 19:42
@Taxiarchis,

The performance of token movement on maps is impacted greatly by the number of tokens on the map and by the number and configuration of line-of-sight points on a map; and other factors in more minor ways. If there is a specific map that is in official content that has this issue, please let us know where to look. Otherwise, we would need a copy of the campaign folder zipped up to investigate any performance items.

Also, make sure that your graphics driver is not overriding the application defined frame rate; which is an option in NVidia/Radeon drivers.

Regards,
JPG

Thanks again:) I will check out the drivers and if this is not the issue i will send you copy of my the campaign folder as soon as possible!

spire
June 8th, 2021, 21:16
The latest version of the ruleset is making all module-defined NPCs read-only when drag-and-drop is used to fill in a character sheet, regardless of whether the module or its contents were flagged to be read-only.

The NPCs in modules I've made myself, which have always been editable within the campaign that's using them, have become resistant to drag-and-drop, meaning you cannot easy copy abilities from one NPC to another if they're from a module. You can delete Doom Spends or Attacks, etc, and you can manually type in new abilities--it only appears to be the drag-and-drop that is broken).

To test, start a Conan Ruleset Campaign and import any editable module with NPCs. Open any two NPC records from that module using the sidebar and unlock them. Drag an Attack or Doom Spend or Special Ability from one to other's sheet. Expected behavior: the a replica of the dragged item appears on the target sheet. Actual behavior: an Uncategorized "New Personality" blank NPC record is created with the dragged item and nothing else; the intended target sheet is unchanged.

Has anyone else experienced this bug?

Taxiarchis
June 8th, 2021, 21:30
Has anyone else experienced this bug?

I just checked, this bug also happens to me! It happens when i open Conan Ruleset NPC records ( i don't have any NPC modules). A temporary solution i found: if i create a copy of each NPC record that i want to use, then the bug stops and i can drag any Attack or Doom spend as expected.

statik37
June 8th, 2021, 21:41
Has anyone else experienced this bug?

If you are trying to say take an ability from one NPC in the rulebook, as an example and place it onto another from the rulebook, Then it will not let you do that. You will need to create a different copy of the NPC by dragging and dropping it into the NPC window. Then you can make all those changes.

spire
June 8th, 2021, 22:53
If you are trying to say take an ability from one NPC in the rulebook, as an example and place it onto another from the rulebook, Then it will not let you do that. You will need to create a different copy of the NPC by dragging and dropping it into the NPC window. Then you can make all those changes.

Yes, but it also happens with modules I've created with NPCs made from scratch. I have a whole set of soldiers, for example, each with different tiers of abilities based on their experience -- these were all made using a completely blank NPC record and exported as part of a home-brew module, which I then import into a Conan Ruleset campaign. I do not activate the Conan reference material, nor do I load any other content from the Ruleset. Even then, I cannot do the thing I described with my own custom NPCs' abilities and other NPCs, also created from scratch.

Trenloe
June 9th, 2021, 04:18
Yes, but it also happens with modules I've created with NPCs made from scratch. I have a whole set of soldiers, for example, each with different tiers of abilities based on their experience -- these were all made using a completely blank NPC record and exported as part of a home-brew module, which I then import into a Conan Ruleset campaign. I do not activate the Conan reference material, nor do I load any other content from the Ruleset. Even then, I cannot do the thing I described with my own custom NPCs' abilities and other NPCs, also created from scratch.
Yeah, it's weird.

I've done a test - I exported 4 NPCs into a module. Then loaded that module up in a new campaign.

I open two NPCs, unlock one and try to drag an ability from one NPC to the unlocked one. What I notice happens is that a new record <New Personality> is created in the NPCS data list, and when I open that it contains the ability I tried to drop on the unlocked NPC. With this <New Personality> open, I try to drag abilities to the originally unlocked NPC and it gets added to the <New Personality>.

It looks like the onDrop code is using the database reference of the module NPC without the @module reference. For example - the target I try to add a special ability to is [email protected] NPC test - "Conan NPC test" is the module name. But when I add a special ability to that NPC it is added to npc.id-00004 in the campaign - if that NPC doesn't already exist, a <New Personality> record is created.

@statik37 - look at the onDrop code and make sure that it uses the whole database path for the target.

spire
June 19th, 2021, 01:44
I know it's a minor thing, but any chance that the devs have had a moment to confirm this bug and can they recommend a work-around or give an estimate on the fix? Again, I get that I'm just one random dude, but it ****s me up virtually every week, so I find myself highly motivated to continue asking.

ShotGun Jolly
June 24th, 2021, 06:48
“I think the real reason so many youngsters are clamoring for freedom of some vague sort, is because of unrest and dissatisfaction with present conditions; I don't believe this machine age gives full satisfaction in a spiritual way, if the term may be allowed. ”
― Robert E. Howard

Jolly

Valyar
June 24th, 2021, 07:31
I think it is time to renew the community ruleset initiative...

statik37
June 24th, 2021, 12:54
I know it's a minor thing, but any chance that the devs have had a moment to confirm this bug and can they recommend a work-around or give an estimate on the fix? Again, I get that I'm just one random dude, but it ****s me up virtually every week, so I find myself highly motivated to continue asking.

So looking into this, the NPC's should have been set to read only. So we will be setting it to that. Then, you will need to duplicate the NPC to make changes.

spire
June 24th, 2021, 15:24
So looking into this, the NPC's should have been set to read only. So we will be setting it to that. Then, you will need to duplicate the NPC to make changes.

So you're saying that the way it's behaving right now, where it locks down my own NPCs from my own modules with no copyrighted material, is how it is intended to work?

That is a very bad design decision, if that's what you're saying. This makes it difficult for people to use your product the way that they use every other FGU product, and there's no licensure-related reason to add that complication to your user's lives.

spire
June 24th, 2021, 15:31
So looking into this, the NPC's should have been set to read only. So we will be setting it to that. Then, you will need to duplicate the NPC to make changes.

It seems weird to me to say that they "should have been set to read only" ... I exported the module and specifically did not check the "Read Only" toggle. Why would the publisher's rules regarding their own corebook have any relevance in this situation? This has nothing to do with copyright protection.

Trenloe
June 24th, 2021, 15:44
So looking into this, the NPC's should have been set to read only. So we will be setting it to that. Then, you will need to duplicate the NPC to make changes.
Did you investigate the information I presented in post #264 above? As mentioned by @spire this is an issue with user created modules, and will also be an issue with adventure modules (which should not have records set to read-only, as per the SmiteWorks development best practices).

spire
June 24th, 2021, 16:04
^^^^

Yes, exactly! Thank you, Trenloe.

spire
June 30th, 2021, 15:35
Yeah, it's weird.

I've done a test - I exported 4 NPCs into a module. Then loaded that module up in a new campaign.

I open two NPCs, unlock one and try to drag an ability from one NPC to the unlocked one. What I notice happens is that a new record <New Personality> is created in the NPCS data list, and when I open that it contains the ability I tried to drop on the unlocked NPC. With this <New Personality> open, I try to drag abilities to the originally unlocked NPC and it gets added to the <New Personality>.

It looks like the onDrop code is using the database reference of the module NPC without the @module reference. For example - the target I try to add a special ability to is [email protected] NPC test - "Conan NPC test" is the module name. But when I add a special ability to that NPC it is added to npc.id-00004 in the campaign - if that NPC doesn't already exist, a <New Personality> record is created.

@statik37 - look at the onDrop code and make sure that it uses the whole database path for the target.

Just putting this into a quote so the devs can see it ... this bug still exists and still makes it harder to be a GM.

statik37
June 30th, 2021, 18:38
It seems weird to me to say that they "should have been set to read only" ... I exported the module and specifically did not check the "Read Only" toggle. Why would the publisher's rules regarding their own corebook have any relevance in this situation? This has nothing to do with copyright protection.

Oh, so this happens with one of your custom modules. I think I misunderstood that. No, that is not how it should be working. I apologize.

spire
June 30th, 2021, 19:12
Oh, so this happens with one of your custom modules. I think I misunderstood that. No, that is not how it should be working. I apologize.

That is correct. Thank you, sir. Let me know if I can be of any assistance.

Moon Wizard
July 1st, 2021, 05:16
@spire, @Trenloe,

This appears to be an issue within the FGU client itself. The Conan ruleset uses a window list "acceptdrop" tag in their code that is not used in the built-in rulesets; so this issue has apparently been outstanding on FGU for over a year.

Thanks for the heads up. The fix will be in the next release. Unfortunately, the next release is wrapped up in a couple big refactors that will need some more internal and beta testing; so it may be a few weeks before it is addressed. Beta testing will be in the Test channel when it becomes available, and announced in the Laboratory forum.

Regards,
JPG

Trenloe
July 1st, 2021, 09:04
This appears to be an issue within the FGU client itself. The Conan ruleset uses a window list "acceptdrop" tag in their code that is not used in the built-in rulesets; so this issue has apparently been outstanding on FGU for over a year.

Thanks for the heads up. The fix will be in the next release. Unfortunately, the next release is wrapped up in a couple big refactors that will need some more internal and beta testing; so it may be a few weeks before it is addressed. Beta testing will be in the Test channel when it becomes available, and announced in the Laboratory forum.
Thanks for looking into this.

spire
July 1st, 2021, 15:42
@spire, @Trenloe,

This appears to be an issue within the FGU client itself. The Conan ruleset uses a window list "acceptdrop" tag in their code that is not used in the built-in rulesets; so this issue has apparently been outstanding on FGU for over a year.

Thanks for the heads up. The fix will be in the next release. Unfortunately, the next release is wrapped up in a couple big refactors that will need some more internal and beta testing; so it may be a few weeks before it is addressed. Beta testing will be in the Test channel when it becomes available, and announced in the Laboratory forum.

Regards,
JPG

Very cool. Good lookin' out, Moon Wizard.

spire
July 1st, 2021, 15:50
@spire, @Trenloe,

This appears to be an issue within the FGU client itself. The Conan ruleset uses a window list "acceptdrop" tag in their code that is not used in the built-in rulesets; so this issue has apparently been outstanding on FGU for over a year.

Thanks for the heads up. The fix will be in the next release. Unfortunately, the next release is wrapped up in a couple big refactors that will need some more internal and beta testing; so it may be a few weeks before it is addressed. Beta testing will be in the Test channel when it becomes available, and announced in the Laboratory forum.

Regards,
JPG


As you are bug-shooting and FWIW: This issue definitely did not exist prior to the mid-June-or-thereabouts Conan ruleset update. (I can attest to that as a GM who created a huge number of custom NPCs for my home-brew module by dragging and dropping abilities and attacks from Master/Template NPCs onto specific instantiations of NPC characters.) I have no special knowledge of what was included in the update, but if the Conan Ruleset was using acceptdrop prior to that, it wasn't causing problems for one reason or another.

iolarion
July 23rd, 2021, 16:02
Hello.

Is Nerdeye still active?
Will The Conan ruleset be updated for FGU?

Yesterday I posted the same questions in Nerdeye forums, but the post has been removed. There will be any news. The Conan ruleset is the most expensive I have purchased. It woud be a shame that it would be abandoned by the developer.

Thank you

ProfDogg
July 23rd, 2021, 17:26
Hello.

Is Nerdeye still active?
Will The Conan ruleset be updated for FGU?

Yesterday I posted the same questions in Nerdeye forums, but the post has been removed. There will be any news. The Conan ruleset is the most expensive I have purchased. It woud be a shame that it would be abandoned by the developer.

Thank you

I just checked. It seemed fine in FGU from just some quick reviews... What issue are you having?

iolarion
July 23rd, 2021, 18:32
Groups in the combat tracker cannot be created by dragging and dropping npcs on an exixting character, doing it creates a new npc in the combat tracker not one inside the exisiting npc.
Npc's vigor and resolve cannot be managed using ctrl and mouse wheel or typing.

New modules were hinted but nothing released until now ( i know this is not an issue, but it seems that the ruleset has been abandoned).

Regards.

kessler25
July 23rd, 2021, 22:33
Yes, the group function is fubar. I have a mile-long CT myself. I eventually got lazy and told the players one minion token counted as two minions and used the mob rules. I also have to unlock the NPCs to change their vigor/ resolve or do it on the CT, which makes sense in context. As for new content, looking at Nerd Eye's forum I think Conan is effectively dead as they appear busy on Star Trek Adventures, Dune, and a bunch of other properties. They say STA is done (which is good it's been a year) so maybe that will free up some time to start converting the plethora of Conan sourcebooks? Or not. I get the vibe they're just a few chaps with busy day jobs and the VTT stuff is a side project so... not mad, just saying.

vegaserik
July 24th, 2021, 00:25
Yes, the group function is fubar. I have a mile-long CT myself. I eventually got lazy and told the players one minion token counted as two minions and used the mob rules. I also have to unlock the NPCs to change their vigor/ resolve or do it on the CT, which makes sense in context. As for new content, looking at Nerd Eye's forum I think Conan is effectively dead as they appear busy on Star Trek Adventures, Dune, and a bunch of other properties. They say STA is done (which is good it's been a year) so maybe that will free up some time to start converting the plethora of Conan sourcebooks? Or not. I get the vibe they're just a few chaps with busy day jobs and the VTT stuff is a side project so... not mad, just saying.

I get that impression too, but they should not take on more and more projects without effectively finishing. I've put in almost everything myself from the sourcebooks as I don't think we'll ever see any of it.

Musaab
July 24th, 2021, 10:39
They definitely seem to be taking on more than they can handle as far as projects. They have stopped their "weekly updates" and there is basically no communication.

Valyar
July 25th, 2021, 10:12
And only Conan 2d20 is released and not updated.

ShotGun Jolly
August 2nd, 2021, 11:15
“Time and times are but cogwheels, unmatched, grinding on oblivious to one another. Occasionally – oh, very rarely! – the cogs fit; the pieces of the plot snap together momentarily and give men faint glimpses beyond the veil of this everyday blindness we call reality.” ― Robert E. Howard, Bran Mak Morn: The Last King

Sunspoticus
August 2nd, 2021, 15:04
Hello.

Is Nerdeye still active?
Will The Conan ruleset be updated for FGU?

Yesterday I posted the same questions in Nerdeye forums, but the post has been removed. There will be any news. The Conan ruleset is the most expensive I have purchased. It woud be a shame that it would be abandoned by the developer.

Thank you

Yes. We have an update coming next week in fact. Also working several new modules. Its far from abandoned.

Valyar
August 2nd, 2021, 15:12
Yes. We have an update coming next week in fact. Also working several new modules. Its far from abandoned.
It will be great if the team is more verbose in future... Really helps in the long run. ;)
Looking forward to the update.

iolarion
August 2nd, 2021, 19:36
Yes. We have an update coming next week in fact. Also working several new modules. Its far from abandoned.
Great news, Thank you

Mu77ley
August 11th, 2021, 01:14
Yes. We have an update coming next week in fact. Also working several new modules. Its far from abandoned.

Did this get delayed?

ProfDogg
August 11th, 2021, 01:23
Did this get delayed?

Apparently a lot was delayed this week. I've been waiting on some store releases that were scheduled but didn't happen as well...

Sunspoticus
August 11th, 2021, 03:54
Found an issue that required some additional work and ran outta runway for the week. It WILL get posted to Smiteworks on Friday however.

ProfDogg
August 11th, 2021, 11:37
Found an issue that required some additional work and ran outta runway for the week. It WILL get posted to Smiteworks on Friday however.

Even if you folks had been able to get it in, Smiteworks may not have been ale to get it out. There were some other developers that turned in some material for some other systems that didn't get posted this week (or last). But I did notice that the storefront got a new look (although it's kind of clunky, doesn't fit my screen resolutions very well so it takes me forever to scroll through the store now). I suspect that Smiteworks is running into a funnel effect right now with too much going on.

superteddy57
August 11th, 2021, 16:01
Even if you folks had been able to get it in, Smiteworks may not have been ale to get it out. There were some other developers that turned in some material for some other systems that didn't get posted this week (or last). But I did notice that the storefront got a new look (although it's kind of clunky, doesn't fit my screen resolutions very well so it takes me forever to scroll through the store now). I suspect that Smiteworks is running into a funnel effect right now with too much going on.

Our process in pushing updates is not impeded by our other projects as they are performed by different persons. To provide some background on the weekly updates, updates are to be posted by the developer by the friday before the weekly update. If that deadline is not met, it is setup for the next weekly update. If an update is not posted, the developer can reach out to our product coordinator for information on why the update was not part of the weekly update.

ProfDogg
August 11th, 2021, 16:32
Our process in pushing updates is not impeded by our other projects as they are performed by different persons. To provide some background on the weekly updates, updates are to be posted by the developer by the friday before the weekly update. If that deadline is not met, it is setup for the next weekly update. If an update is not posted, the developer can reach out to our product coordinator for information on why the update was not part of the weekly update.

No worries, superteddy57... This community is (or at least can be with some exceptions) pretty patient. You folks have a lot of irons in the fire nowadays. I expect delays especially considering the state of the world right now (and am always pleasantly surprised sometimes with how the whole community on the development side can produce so much wonderous products).

Valyar
August 11th, 2021, 17:19
Again... sigh...

superteddy57
August 11th, 2021, 17:59
No worries, superteddy57... This community is (or at least can be with some exceptions) pretty patient. You folks have a lot of irons in the fire nowadays. I expect delays especially considering the state of the world right now (and am always pleasantly surprised sometimes with how the whole community on the development side can produce so much wonderous products).

No worries, just wanted to be sure the process was clear. Delays can happen and we are happy to try and facilitate.

iolarion
August 12th, 2021, 16:59
So, no update that week. I am preparing Waves stained crimson but it will be in Foundry.

Sorry but too much waiting for me.

ShotGun Jolly
August 13th, 2021, 08:46
“Conan stood paralyzed in the disruption of the faculties which demoralizes anyone who is confronted by an impossible negation of sanity.”
― Robert E. Howard, Conan of Cimmeria

spire
September 2nd, 2021, 00:53
Are there ever any kind of patch notes or release notes for this ruleset?

Trenloe
September 2nd, 2021, 00:57
Are there ever any kind of patch notes or release notes for this ruleset?
Update notes are in the City Hall update threads, if there are any updates.

Go to the City Hall sub-forum and use the "Search Forum" option in the top right - search for threads with conan and you should get results for updates to the Conan ruleset: https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall

vegaserik
September 2nd, 2021, 01:58
The ruleset probably hasnt had any specific updates separate to those that Moon Wizard does as part of something else he is working on.
There isnt any active development of new features on this ruleset.

Nerd Eye isn't doing this one anymore?

damned
September 2nd, 2021, 02:43
Doh!
Im sorry - i thought I was in a Castles & Crusades thread.
Ignore me!

vegaserik
September 2nd, 2021, 03:58
Doh!
Im sorry - i thought I was in a Castles & Crusades thread.
Ignore me!

hahaha No Problem!