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SirMotte
May 17th, 2020, 23:36
Sir Motte's Magnificent Darkness - Hearth Edition
https://cdn.discordapp.com/attachments/1017481175582916618/1022221518886928436/The_Creation_of_SirMotte_large.png

https://forge.fantasygrounds.com/img/forge.png (https://forge.fantasygrounds.com/shop/items/12/view)


Current Version: 2.9.23 - Torchbearer
Changelogs may or may not be available at the GitHub repository linked further down below or in this Thread.

Original creator: Sir Motte
Maintained by: Justin Freitas

Foreword

This theme was created by Sir Motte in his pursuit to not burn out his eyes in dim light conditions while using FGU. It quickly became one of the most downloaded items on the Forge.
Due to time constraints he is no longer able to work on it and maintenance has been taken over by Justin Freitas.

Preview

v2.9.17 Showcase (https://user-images.githubusercontent.com/82598692/214700861-9e55f3c0-1541-41c6-b1fc-d6bd61e0ec5f.png)

Supported Rulesets (to varying degrees)


Dungeons & Dragons 5E
Dungeons & Dragon Classic / ADnD / 2E
Dungeons & Dragons 3.5E
Dungeons & Dragons 4E
Pathfinder 1E
Pathfinder 2E (and Legacy)
Starfinder
XCore - Basic
Cypher System
Cyberpunk Red
Old School Essentials (OSE2)
Other Rulesets might or might not work properly.


Special Contributors


MeAndUnique (https://forge.fantasygrounds.com/crafter/9/view-profile)
Saagael (https://forge.fantasygrounds.com/crafter/61/view-profile)
JustinFreitas - Current Maintainer (https://forge.fantasygrounds.com/crafter/60/view-profile)
bmos (https://github.com/bmos)
Zarestia (https://github.com/ZarestiaDev)
The Unofficial Developers Guild and many more


Features


Reduced, dark color palette.
Eye-friendly 7:1 value contrasts for good readability even with small fonts.
Completely remade UI. No soft edges, no 3D Effects, no textures - simple, flat and clear.
Fonts replaced with Roboto Sans.
Font sizes and colors adjusted.
Fully reworked chat icons and fonts to be clearer and better to understand, even at a glance
Color Coded Action Buttons for ease of use.
Script enhanced radial menu that features more unique icons than normally possible. Big thank you to Saagael and MeAndUnique!
No annoying link Icons in the Hotkey Bar - brought to you by MeAndUnique!
- You have to re-link already placed hotkey links to make the icon disappear.
- This functionality is now also available as the standalone "Bartender" Extension, measures are taken that there is no conflict if both extensions are active.
and a lot more...



Issues Reporting


Please don't PM Sir Motte, he is no longer actively involved. Post your findings in this thread.
Make sure and double check, that no other Themes are active!
This theme uses a very high loadorder of 1500 in order to be able to overwrite most extension's UI elements out there. Therefore any extension that you want to overwrite my theme with must use a loadorder value of 1501 or higher. This is set in the extension.xml within any extension.
If you pay close attention to the console log you might find [Warning] entries related to this theme. You can safely ignore them, as they only tell you, that you're not using an extension supported by my theme. [ERROR] entries on the other hand are serious. If you encounter one related to this theme, please give me a report.
Chat Aesthetics Configurator by Drowbe, maintained by rhagelstrom. I recommend to set the Font Theme Setting to "off", as the other settings for light text have very unfitting colors and font weight.
Celestians "Author" extension currently makes storyframe list entries hard to read (black). I'm working on resolving the issue. For now, don't use my theme during world building with the Author extension enabled.
The Image Window and its settings menu feature some areas that I'm unable to tweak because they are either not documented or simply locked in source code. I hope to get this fixed at some point.
Floating frame elements - Can't change those with my limited knowledge as this would require untangling and fiddling with window xml values. Sorry, not my cup of tea.


Installation - Forge (Recommended)


Subscribe (https://forge.fantasygrounds.com/shop/items/12/view) to the FG Forge Item and Update your Fantasy Grounds Client.
Activate the theme listed as "Theme: Hearth" in your campaign details page in the "Extensions" section and launch the campaign.
Done, I hope you like it!


[B]Installation - GitHub


Download the Theme from Github (https://github.com/SirMotte/FGU-Theme-Hearth/releases)
Move the file named "Theme_SirMotte_Hearth.ext" into the "Extensions" Folder found inside your Fantasy Grounds "Data" folder.
Activate the theme listed as "Theme: Hearth" in your campaign details page in the "Extensions" section and launch the campaign
Done, I hope you like it!


Customization Bonus


In order to customize your GM Icon (or any other icon/graphic), download my GM Icon Replacer Extension (https://github.com/SirMotte/FGU-GM-Icon-Replacer) and follow the instructions in the readme.


Enjoy!
Sir Motte

SirMotte
May 17th, 2020, 23:37
Changelog



Alpha 2.0 - Old Geezer+hotfix (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=593423&viewfull=1#post593423)
Beta 2.1 - Rolling Sledge (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=595051&viewfull=1#post595051)
Beta 2.2 - Sloshing Brains+hotfix (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=595733&viewfull=1#post595733)
Beta 2.3 - Beleaguered Mudpile (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=596022&viewfull=1#post596022)
Beta 2.4 - Fragrant Dungeon (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=597537&viewfull=1#post597537)
Beta 2.5 - Sweaty Hilts (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=599155&viewfull=1#post599155)
Beta 2.6 - Plucked Horse (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=599850&viewfull=1#post599850)
Beta 2.7 - Doting Elderbrain (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=602823&viewfull=1#post602823)
Beta 2.8 - Assassin's Spoon (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=606825&viewfull=1#post606825)
Beta 2.9 - Pathhider (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=614682&viewfull=1#post614682)
Beta 2.9.1 - Tiny Squid (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=618083&viewfull=1#post618083)
Beta 2.9.2 - Stale Holy Water (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=657247&viewfull=1#post657247)
Beta 2.9.3 - Sneaking Giraffe (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=657976&viewfull=1#post657976)
Beta 2.9.4 - Breezy Kilt (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=658011&viewfull=1#post658011)
Beta 2.9.5 - Stuck Ostrich (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=658104&viewfull=1#post658104)
Beta 2.9.6 - Gelatinous Candy (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=658486&viewfull=1#post658486)
Beta 2.9.7 - Constipated Seagull (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=659535&viewfull=1#post659535)
Beta 2.9.8 - Baldur's Cat Flap (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=661676&viewfull=1#post661676)
Beta 2.9.9 - Slothful Squire (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=662344&viewfull=1#post662344)
Beta 2.9.10 - Beefcake Princess (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=663099&viewfull=1#post663099)
Beta 2.9.11 - Penpot and Lunacy (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=663519&viewfull=1#post663519)
Beta 2.9.12 - Dancing Homunculus (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=664191&viewfull=1#post664191)
Beta 2.9.13 - Philosophical Berserk (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=666578&viewfull=1#post666578)
Beta 2.9.14 - Drenched Phoenix (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=668881&viewfull=1#post668881)
Beta 2.9.15 - Polite Extremist (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=670849&viewfull=1#post670849)
v2.9.16 - Generous Dragon (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=672494&viewfull=1#post672494)
v2.9.17 - Buoyant Witch (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=675790&viewfull=1#post675790)
v2.9.18 - Cyclops's Eyepatch (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=676726&viewfull=1#post676726)
v2.9.19 - Hoarse Siren (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=677432&viewfull=1#post677432)
v2.9.20 - Reverse Oracle (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=678601&viewfull=1#post678601)
v2.9.21 - Knightowl (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=697783&viewfull=1#post697783)
v2.9.22+ - Torchbearer (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-SirMottes-Magnificent-Darkness&p=705296&viewfull=1#post705296)

SirMotte
May 17th, 2020, 23:37
Hall of Fame


The first offering seemed to do little and as the Knight stepped back from the altar, his unease was showing clearly on his face.
"We can't fail!" he uttered as he nodded to the Ranger.
The young Elf carefully approached the basin and put forth his selection of goods. Ripples of golden light radiated across the fluids surface when the items sank down to its bottom.
"It is pleased!" he whispered, showing little emotion on his face, but his companions knew him well enough to decipher his stoic expression. Elation and a hint of relief.
"My turn!" grunted the short sorcerer. He had trouble to place his gifts, his height forced him to tiptoe around the altar and place them one by one at its large stone rim.
With a push by his cane he tipped them over. Splish, splash. The soft light became brighter and brighter with each item, until the Adventurers had to avert their eyes.

Pleasant heat tickled their skin and they dared to look up again. An orb of pure light had formed atop the altar, hovering just a few inches in the air.
"We made it!" gasped the Knight and stepped forward....


Special thanks to seansps for his contribution to make Cyberpunk Red support a thing!

Rugged sea, distant shore, waves and thunder evermore.
Laughing gods of wet an wind care not for souls on wooden splint.
Tossed and turned, high and low, yet steady our ship will go, to promised land of bane and boon lead steadfast by Tabarkus tune.

And a god takes notice.
"Prideful mortal, carry on, a deity's ear has heard your song.
I choose you to tell my name, spread the word and gain the fame, worthy of your lyrics fervour,
my heart was moved you may go further!"
------------------------------------------------------------------------------------------

Thank you Tabarkus, for a launch of ships to my maps collection!


The creature stared at me while sitting on top of its treasure. Its enormous front teeth glistened wet in the dim light, as did its brown fur. It smirked, the smirk became a smile and suddenly it snipped an object at me from below its feet. My instincts made me flinch, but my arm reached for the object anyway and snatched it out of the air. A beautiful gold coin from a distant country lay in my hand. Intricate and ornate details framed a fair face with long hair and a hat of an unknown fashion. The smile resembled the one shown by the creature. As I looked up again, the creature still sat there, still watching me, still smiling. I bowed. I would do my best to please it again. Thanks to Felix Achberger for donating!

The nameless soul led on in silence. A ghoustly figure floating just a few feet in front of me, ragged clothes billowing in an otherworldy breeze.
The translucent body shimmered in a faint silverish, blue light. I followed it into a room, that looked to have been a study at some point in the distant past.
Crumbling parchment and dried out inkpots, old maps of long lost kingdoms and tomes of forgotten wisdom lay about in a somewhat orderly fashion.
"Remarkable!", I thought, as I let my eyes examine the treasures before me. The ghostly figure stopped and turned to me, his fair face seemed to kindly smile as he noticed the exitement in my eyes.
His hands began to gesture around the room, pointed at some of his belongings, and then at me. He smiled again.
I understood, nodded, bowed deeply and then returned his smile. Certainly not as fair as his, but in kind.
Where wares and coin change purse and hands, the one called Bayne there proudly stands, manifold a craft displayed, unlucky those who come too late, missing out on goods so great!

Kindred spirit, generous soul, artful script makes worth a scroll, it's weight in gold and read out loud. Thank you bmos, you can be proud!

The one who shares with golden heart, bright in soul and sound in art, has given plentiful his craft; abundant the amount amassed; eyes wide open I childlike laughed. Thank you Dud-in!

The incantation rose about, the whisper soon became a shout as magic made his body stout. Thanks to Nick Frost for donating!

When darkness crawls and shadows loom, one misstep here could spell our doom; Smart the one with torch and lamp, will be remembered as a champ; As he who gave the gift of light, has earned himself the title knight.

The cartographers pride is a finished map. The travelers joy is a detailed map. The adventurers staple is a bundle of maps - They all came signed by the one whiteTiki.
Whispers in the kings hall, the traveling bards, puffers on the street, voices at the regulars' table, the birds in the trees; They all sing praise to the one Aridhro, who made sure the army's soldiers won't use adrenaline during battle, but solely move on caffeine alone.

The warriors raise a freshly brewed toast to cmtpcm, who contributed to the cause with a large gift of coffee!

The Valkyries cheer, for their master has spread his wealth and name to support the cause. MadNomad!

Hushed voices whisper a glorious name. A supporter that aided the cause! Did you hear it too?
The heavens sing of a name, angelic and pure, an euphony to ears and heart. Its wielder brought gifts from the storytellers wares!
The scribes bow their heads in awe to, MeAndUnique, Saagael, mattekure, Superteddy57, Styrmir, damned and Trenloe for their help and ingenuity with complex scripture.
Wisdom poured by CMYKMatter and Drowbe helps the eye stay focused.

viresanimi
May 18th, 2020, 01:08
Great work there.

Zacchaeus
May 18th, 2020, 02:08
Well it’s certainly dark :)

SirMotte
May 18th, 2020, 02:30
Great work there.
Thanks! It will only get better :).


Well it’s certainly dark :)
Yes it is! I added some information on screen brightness, as this theme is very sensitive in this regard.

Three of Swords
May 18th, 2020, 12:40
Funny how a skin change can make something look 'old' or 'modern'. This looks modern.

SirMotte
May 18th, 2020, 20:41
Funny how a skin change can make something look 'old' or 'modern'. This looks modern.

Thank you very much. I'm kinda shooting for a more modern look.
Later down the line I may introduce a version that is a little bite more dynamic, talking simple color gradients and the like. No promises though :).

SirMotte
May 19th, 2020, 00:43
Update to v0.7

- Added missing Icons (still some to be done)
- minor changes to colors
- minor changes to icons
- changes to font sizes
- changes to font colors

Neovirtus
May 19th, 2020, 02:57
Looking good! I'll have to give it a try.

spoonhead
May 19th, 2020, 09:16
Update to v0.7
- Added missing Icons
- minor changes to colors
- minor changes and icons
- changes to font sizes
- changes to font colors

Does anyone know how to access font colors for eg. Character Sheet tabs (please see screenshots with "issue" naming in main post). I can't figure out how to change them, as the fonts xml does not work on them.

Edit:
Experimental Background, what do you guys think?
35708

I'd like to see a colour palette in line with say Photoshop, or a Macs dark mode. So slightly towards the grey spectrum. Just my 2 pence worth. Good work by the way.

SirMotte
May 19th, 2020, 12:16
I'd like to see a colour palette in line with say Photoshop, or a Macs dark mode. So slightly towards the grey spectrum. Just my 2 pence worth. Good work by the way.

Thanks! Glad you like it.
As soon as I start work on the neutral version you might get what you are looking for. If everything goes well both, neutral and cold, will be available at the end of next week.

Cheers

Edit:
Take a look at the Neutrality Edition, could be what you're looking for.

SirMotte
May 20th, 2020, 11:59
Update to v0.8

- added missing UI elements
- adjusted font colors
- adjusted some icons
- fixed character sheet tab writing (turns out those are graphics instead of a font overlay)
- fixed background for language selection in chat

SirMotte
May 21st, 2020, 20:36
Update to v0.9

- Fixed some major showstoppers like the subhead font colors. Turned out I had forgotten to add the # in front of the colorcode.
- Added Icons and UI Elements
- Reformatted forum post with advice on calibration

Still some things to do, but I'm getting there.

Cheers.

SirMotte
May 23rd, 2020, 03:03
Milestone Update v1.0

As of now I consider the theme usable without major issues.
Future updates will iron out remaining problems.
I will start work on the neutral and cold version within the next few days.

1.0 Changelog:
- some missing icons added, most notably in the CT.
- image toolbar now in line with the UI
- minor color adjustments
- minor icon adjustments
- some font adjustments
- some font fixes
- removed "i" from link icon, for a cleaner hotkeybar visual - will probably change the color for better contrast in the next update.

Edit:
hotfix for ctentrybox missalignment added.

pablomaz
May 24th, 2020, 05:37
This. Is. Great!
Thank you, SirMotte!

SirMotte
May 24th, 2020, 12:49
This. Is. Great!
Thank you, SirMotte!


Thank you very much, glad you like it!
If you find anything that is amiss please don't hesitate to report back :).

SirMotte
May 24th, 2020, 16:37
Update to v.1.1

- Limited FGC support: Added minimized icons and lighting button. In FGC fonts default to their corresponding fgf files, depending on color and size they are badly readable.
- Reduced fieldfocus frame from 2px to 1px and turned color from red to orange, to be less annoying.
- Reduced font color variations for a cleaner overall feeling (probably not noticeable).
- Edited visibilityon/off icon to be clearer.
- Reduced lock icon size.
- Edited link icon outline color, to help visibility a little.
- Replaced footer_wide and footer_narrow.
- Button downstate adjustments to use the same color palette.
- Replaced arrow_sm_ icons to be in line with color palette.
- Adjusted forge icons to be better visible (placeholder for now until I remake them from scratch).
- Added extension icon to show up on load.
- Changed text "background" to "backgrounds".
- Changed parcels icon to resemble more of a chest than a box.
- Under the hood: Simplified extension file structure.

Edit:
- Another hotfix for ctentrybox, this time for good.
- Forgot to add updated "backgrounds" icon - fixed.
- Renamed Warm Edition to Hearth Edition
- Added Frostbite Edition.
- Added Neutrality Edition.
- Added Cursed Edition
- Added Bloodbath Edition
- Added Walpurgisnacht Edition

pablomaz
May 25th, 2020, 00:03
Thank you very much, glad you like it!
If you find anything that is amiss please don't hesitate to report back :).

My dude, just take a look at how beautiful this is because of your work.
:- )
36050

SirMotte
May 25th, 2020, 00:08
My dude, just take a look at how beautiful this is because of your work.
:- )
36050

Indeed a perfect match! Gorgeous!

esmdev
May 25th, 2020, 00:10
Hi. Is it possible to get a screenshot of the cold and warm versions?

SirMotte
May 25th, 2020, 00:15
Hi. Is it possible to get a screenshot of the cold and warm versions?

The screenshot in my first post is scrollable, it contains all versions exept the Bloodbath and Walpurgisnacht Edition, which you can find in post #2 (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=510410&viewfull=1#post510410).

esmdev
May 25th, 2020, 00:17
The screenshot in my first post is scrollable, it contains all version except the just uploaded cursed edition. You find it at the top under the "Preview" header.

I didn't notice that, thanks, very nice. :)

spanishkent
May 25th, 2020, 01:50
It's great, but do you know how I fix the errors that I'm getting about unable to load x, y, and z?

SirMotte
May 25th, 2020, 02:02
It's great, but do you know how I fix the errors that I'm getting about unable to load x, y, and z?

Please see Post #3 (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=510411&viewfull=1#post510411) on how to report errors.

Could you elaborate a little further or post the error log?
Do you run any other extensions?
Are you using the 5E ruleset?

Three of Swords
May 25th, 2020, 22:50
My dude, just take a look at how beautiful this is because of your work.

That does look really good, Pablo.

spanishkent
May 26th, 2020, 02:05
I am using the map indicator for death extension https://www.fantasygrounds.com/forums/showthread.php?49997-5E-Map-Indicator-for-Death-(Extended-Version)

I also have attached the error that I get in a text file.

SirMotte
May 26th, 2020, 02:12
I am using the map indicator for death extension https://www.fantasygrounds.com/forums/showthread.php?49997-5E-Map-Indicator-for-Death-(Extended-Version)

I also have attached the error that I get in a text file.

Please update FGU to the latest version, this should fix the issue.

0m0n
May 27th, 2020, 00:53
Love the minimalist look. Excellent work.

Would love to see an icon added for the 5E - Roll For Initiative Addon (https://www.fantasygrounds.com/forums/showthread.php?56994-5E-RFIA-Addon-Manual-spell-concentration-death-saves-NPC-support-Contested-skill)
36139

cmtpcm
May 27th, 2020, 02:36
Love the hearth theme. Perfect mix of dark and warm.
This may be way too much to ask, but is there anyway to make these compatible? https://www.fantasygrounds.com/forums/showthread.php?53692-World-Builder-Extension The base windows skin correctly, but when you use create item to add notes they load white.

SirMotte
May 27th, 2020, 03:01
Love the minimalist look. Excellent work.

Would love to see an icon added for the 5E - Roll For Initiative Addon (https://www.fantasygrounds.com/forums/showthread.php?56994-5E-RFIA-Addon-Manual-spell-concentration-death-saves-NPC-support-Contested-skill)
36139

I'm very happy you like it. I will add support for this extension with v1.2 coming by the end of the week!


Love the hearth theme. Perfect mix of dark and warm.
This may be way too much to ask, but is there anyway to make these compatible? https://www.fantasygrounds.com/forums/showthread.php?53692-World-Builder-Extension The base windows skin correctly, but when you use create item to add notes they load white.

Thank you, the Hearth Theme is my personal favourite too!
No worries, I will take a look at it asap. If everything goes well I'll fix it with v1.2.

Edit: Easily fixable! damned uses custom .pngs for the underlay, I just have to replace them. Full support will be added by the end of the week.
Ps: You might want to use the PlayerAgency extension (https://www.fantasygrounds.com/forums/showthread.php?54284-Player-Agency-Extension). As far as I understand damned doesn't update the worldbuilder standalone anymore.

StoryWeaver
May 27th, 2020, 13:37
Nice work!

StoryWeaver
May 28th, 2020, 19:21
As these look so nice, I was wondering if you had any plans for making some "bright"/"light" variants as well?

cmtpcm
May 28th, 2020, 19:23
You absolutely rock. Thank you so much.

SirMotte
May 28th, 2020, 20:58
You absolutely rock. Thank you so much.

You're welcome :).
In case you will continue to use the WorldBuilder extension instead of Player Agency, you will have to rename the WorldBuilder.ext to something that is alphabetically prior to my Themes. Right now FGU doesn't honor load order, so the world builder will load after my extension, overwriting my changes! Just rename it to aWorldBuilder.ext and you're good to go. But I highly recommend to "upgrade" to Player Agency :).


As these look so nice, I was wondering if you had any plans for making some "bright"/"light" variants as well?

Thanks! I'm quite flattered. Who would I be, to deny a request by esteemed Styrmir?
I'd be happy to create the"Sage Edition" as my way of thanking you for your 5E Enhancer. State your wish and it shall be granted! Something akin to the Mac-UI or 5E Wizards Theme? Or more muted in the beige/grey color spectrum?

Best if you could send some examples of what you're looking for my way and I will get to work asap.

36249 This will require some intense fine tuning, but it looks promising I think.

damned
May 29th, 2020, 02:25
Love the hearth theme. Perfect mix of dark and warm.
This may be way too much to ask, but is there anyway to make these compatible? https://www.fantasygrounds.com/forums/showthread.php?53692-World-Builder-Extension The base windows skin correctly, but when you use create item to add notes they load white.

Firstly this extension is deprecated... please use Player Agency.

damned
May 29th, 2020, 02:26
I'm very happy you like it. I will add support for this extension with v1.2 coming by the end of the week!



Thank you, the Hearth Theme is my personal favourite too!
No worries, I will take a look at it asap. If everything goes well I'll fix it with v1.2.

Edit: Easily fixable! damned uses custom .pngs for the underlay, I just have to replace them. Full support will be added by the end of the week.
Ps: You might want to use the PlayerAgency extension (https://www.fantasygrounds.com/forums/showthread.php?54284-Player-Agency-Extension). As far as I understand damned doesn't update the worldbuilder standalone anymore.

Ahhh and thank you - yes use Player Agency.

Yes it does use some new frames... Load order will becoming soon hopefully!

StoryWeaver
May 30th, 2020, 02:05
Thank you SirMotte, you flatter me, takes a courtly bow *laughs*.
But I'm glad to hear you're enjoying my extensions, that's what they are for! :)

The reason I was wondering about bright or light versions was because I find my eyes tiring when reading white text on dark backgrounds after a while, and I really enjoy what you've been doing with the designs so far so wanted to use it in my games. The sage edition is looking pretty good I dare say, would love to get my hands on that as well.

My favorite design is probably the "Hearth" one so far. So if I were to make a request it would probably be something along the lines of a marriage between the hearth and sage editions. :)
With the general key design points being:



keeping the same GUI design appearance, icons and images as in the other versions
warmish colour scheme
black text for the most parts
white or pale backdrop where text appears to make it clear and easy to read
light background (FG "desktop" background)


But you seem to have a good handle on complementary colour schemes, so overall I'd leave it in your capable hands to decide what works and looks best.


Thank you for making these available to the community! I appreciate all to well that all these sort of things take a lot of work and time, and don't happen by themselves.




ps. I've been testing your themes together with the Better Menus extension (currently only works with FGC, as the minimize API is still missing in FGU) to see how that works out and it's like having a whole new sleek and modernized FG in your hands! These two together in FGU would be perfect.





Played around a little last night at an ungodly hour with the Hearth design as the base to spitball some ideas to try to reuse what you already have to minimize the changes you'd have to make.



generous use of the bucket tool in Photoshop to add white / pale areas,
changed colour of headers to the lighter brown to match the header and field boxes
tried out some background
tested leaving the brown background for the character fields and roll output.
tried some combinations of the lighter brown for the abilities and save fields on the character sheet
typed in some black demo text on the character sheet to demonstrate idea


The brown on the character sheets and fields on the character selection screen looks kind of nice with the original design. Not to sure about what works best for the background, maybe some light warmish grey or light brown hue to the texture you use with long sessions in mind.
Anyways, done in the middle of the night and only to play around with the first idea, nothing remotely close to a finished prototype. I'm sure you could do much better and with some tweaking make something that looks really good, whether you take something like this any further or come up with a fresh approach and idea entirely. I'm sure I'll enjoy whatever you put together with warmish colours, as long as I can use it without my eyes tiring out on me lol. Time to go catch some zzz's..

SirMotte
May 30th, 2020, 09:44
Thanks Styrmir for the detailed response! I'm currently at work, I will answer in detail this evening.

Regarding a combination of hearth and sage I will do some tests tomorrow. A tricky thing with reddish colors is their tendency to be "capped" at a certain brightness level or they become pink or very blown out (something to do with grey values, yaddayadda).

Simply merging them together doesn't work as the contrasts would be too crass.

I think this will end up to be more in the beige yellowish color spectrum as the color values are open to become very bright there. Stay tuned.

PS: In case you could help me with adding a script file into the extension I'd be very happy, please see this Thread (https://www.fantasygrounds.com/forums/showthread.php?58354-How-to-change-calendar-days-months-font-color&p=513943&viewfull=1#post513943). Edit: SOLVED! 1.2 is on the way now!!!

Edit:
Made a quick and dirty test run. Needs balancing obviously, but could be a thing too. Another Edition it is then. 36268

I will experiment with a more contrast rich approach, like your suggestion, in the coming days. Want to get 1.2 out the door first :).

Oh and yes, I'm looking forward to when the needed FGU API is released for the better menus extension. I might suggest that we could look into collaborating there a little to use eg icons for the menu headers to save even more screen real estate? I'll make a mock up soonish and post it in the Better Menus thread.

StoryWeaver
May 30th, 2020, 18:31
That's brilliant SirMotte, you're a champ!

This is why you shouldn't do work in the middle of the night, be it coding or other, you are prone to making mistakes and making worse judgement calls. Looking at it today again, it is as you say, very hard on the contrast and would not have an overall pleasant cohesive appearance.

Great ideas going on with the Monk preview, I had a feeling that it would be better to just give you the flexible key design goals I'd like to see, and leave the rest to you!
No hurry on the extension, I appreciate you're willing to do this, take all the time you need. :)

I think that's a great idea for the Better Menus extensions. To have an alternative versions (or better still a menu switch option with the extension) to switch between text only, icon only, icon and text menu titles.

As for the problems you're having with the calendar I've written a reply to you there: https://www.fantasygrounds.com/forums/showthread.php?58354-How-to-change-calendar-days-months-font-color&p=514759#post514759

SirMotte
May 30th, 2020, 22:10
@Styrmir: Just noticed I had wrongly assumed you were the author of the BetterMenus extension too. Sorry, was confused there!

StoryWeaver
May 31st, 2020, 16:52
No worries, that would be celestian.
https://www.fantasygrounds.com/forums/showthread.php?58226-Better-Menus-(CoreRPG-5E-etc)

I've released a few, but my main ones are the 5E Enhancer and 5E Combat Enhancer Classic. ;)

SirMotte
June 1st, 2020, 01:46
Hello fellow adventurers!

I had planned to release v1.2 today, but I came across some rather annoying issues with the Host and Client-Side Combat Tracker, that I did not manage to fix yet.
Again I'm having problems with lua scripts, namely the manager_color.lua, that just don't want to work. I really need to learn this stuff to avoid slowdowns like this, I guess :confused:.

For this reason I have decided to postpone v1.2 a little, as I don't want to put out a hotfix shortly after release. I expect to finalize everything by wednesday or earlier.
As for the bright theme editions, I plan to resume work on them as soon as I solved these problems and v1.2 has been shipped. Stay tuned.

Cheers
SirMotte

Edit:
Today I received my first donation ever! Today is a good day :). Thank you very much cmtpcm!

0m0n
June 2nd, 2020, 03:39
I'm very happy you like it. I will add support for this extension with v1.2 coming by the end of the week!


Thank you. These themes are really stunning

It appears your theme overrides some of the font sizes in the 5E Roll For Initiative addon (https://www.fantasygrounds.com/forums/showthread.php?56994-5E-RFIA-Addon-Manual-spell-concentration-death-saves-NPC-support-Contested-skill) as well. I'm hoping you will be able to resolve this when you add compatibility in v1.2

Can't wait to see what you do next.

SirMotte
June 2nd, 2020, 10:50
Thank you. These themes are really stunning

It appears your theme overrides some of the font sizes in the 5E Roll For Initiative addon (https://www.fantasygrounds.com/forums/showthread.php?56994-5E-RFIA-Addon-Manual-spell-concentration-death-saves-NPC-support-Contested-skill) as well. I'm hoping you will be able to resolve this when you add compatibility in v1.2

Can't wait to see what you do next.

Yeah, the fix is already in place for v1.2. RFIA uses the dice result font for this, so I scaled it down everywhere, I felt it was to large anyway and because I don't know how to target the fonts of an extension alone.
If I don't make any progress today on fixing some Combat Tracker related stuff I will push out v1.2 anyway, just so at least the compatibility fixes are in place.

marcelomelo
June 2nd, 2020, 14:00
SirMotte, incredible themes. I am using them all. The smaller buttons are really helpful for notebook users that don't have high resolution. Tks, and tks again.

One thing that I don't know if it is possible, because we face that on a recent play using your skins: whn you click on the advantage/disadvantage buttons near the chat, is it possible to use a color that highlights more the selection. There is a daltonic friend that could not see the difference between select and not selected, and it seems it is because the colors are similar.

It is just an idea. Your work really improved our games!!! :) Tks, and tks again!

SirMotte
June 2nd, 2020, 16:04
SirMotte, incredible themes. I am using them all. The smaller buttons are really helpful for notebook users that don't have high resolution. Tks, and tks again.

One thing that I don't know if it is possible, because we face that on a recent play using your skins: whn you click on the advantage/disadvantage buttons near the chat, is it possible to use a color that highlights more the selection. There is a daltonic friend that could not see the difference between select and not selected, and it seems it is because the colors are similar.

It is just an idea. Your work really improved our games!!! :) Tks, and tks again!

This makes me really happy to hear, thank you!
The smaller sidebar icons are thanks to Tuirgin's adjustments, I did not yet make changes there.

Which Edition is your friend using?
Unfortunately increasing the highlight is not possible without altering all other areas that use the same underlying graphic.
Could you have your friend test out the version below and report back if it helps? If yes, I will make this the default.
If you can tell me the exact kind of color blindness he suffers from I could look into making a specific theme for him:

Protanomaly
Protanopia
Deuteranomaly
Deuteranopia
Tritanomaly
Tritanopia
Achromatomaly
Achromatopsia

SirMotte
June 2nd, 2020, 16:04
Update to v1.2

All Editions

Finally fixed calendar colors! Huge thanks to Styrmir, mattekure, damned and Trenloe, who got me on the right track!
Added Extension Support for PlayerAgency by damned
Added Extension Support for World Builder by damned (deprecated)
Added Extension Support for 5E Roll for Initative Addon by Houndy.
Added Extension Support for 5E Request Roll by st4lk3r87.
CT: Fixed Menu Button cut-off
Adjusted fieldfocus color to be in line with the specific Edition.
changed comboboxbutton_active
mirrored char_weapon_melee, char_weapon_ranged and char_weapon_thrown icon (symbold for meelee/ranged/thrown in character sheet actions tab).
flattened button_prof_x (proficiency stars in Charactersheet).
added missing UI Frames for eg reference manuals
adjusted reference manual font colors
replaced lots of small UI elements like add or remove to be in line with the theme.
reduced diemod fonts size for compatibility with RIFA extension.
more stuff I forgot to put in the changelog and now can't remember :/.

Bloodbath Edition

Changed font colors, as they did not adhere to my goal of at least 7:1 contrast values.
Minor Changes to UI colors.

Neutrality Edition

Muted the few existing colors a little more.

All Editions

Optimised file structure to make maintaining all editions easier.



While I'm very happy with the amount of fixes in this update, I did not manage to adjust the Combat Tracker Colors for Health status.
They are defined in the manager_color.lua, but I'm unable to make the script execute in the extension. If anyone can help me out again I'd be glad.

Edit: Fixed thanks to MeAndUnique!

0m0n
June 2nd, 2020, 21:30
Yeah, the fix is already in place for v1.2. RIFA uses the dice result font for this, so I scaled it down everywhere, I felt it was to large anyway and because I don't know how to target the fonts of an extension alone.
If I don't make any progress today on fixing some Combat Tracker related stuff I will push out v1.2 anyway, just so at least the compatibility fixes are in place.

Thanks SirMotte. I'm going to switch my campaign to your theme. I can't wait for my players to see what you have created.

marcelomelo
June 2nd, 2020, 23:11
Thamk you, SirMotte. I have downloaded it and, as soon as my friend sees it, I report back.

SirMotte
June 2nd, 2020, 23:20
Thanks SirMotte. I'm going to switch my campaign to your theme. I can't wait for my players to see what you have created.

Nice! Please report any issues you come across! And keep in mind, that dark themes aren't everyone's cup of tea. I will add bright editions very soon, stay tuned (preview available in post #1 under "coming soon").



Thank you, SirMotte. I have downloaded it and, as soon as my friend sees it, I report back.

Don't forget to ask him what kind of color blindness he has in case it doesn't help. I'll create a custom version in that case. :)

0m0n
June 8th, 2020, 00:41
In regards to your notice on the 1st post SirMotte. It also looks like the latest Unity version has broken the extension order as some things (including the new icons) are no longer showing. Rolling back the prev version fixes the issue for the moment.

SirMotte
June 8th, 2020, 18:18
In regards to your notice on the 1st post SirMotte. It also looks like the latest Unity version has broken the extension order as some things (including the new icons) are no longer showing. Rolling back the prev version fixes the issue for the moment.

Hey 0m0n, thanks for reporting. Right now the Editions are defined with a loadorder value of 15. Could you try if changing this in the extension.xml to something like 99 makes any difference?
I'm in the process of moving to a new house right now and don't have my work machine up and running yet, so I can't check. Also take a look at your other extensions and what loadorder they are defined as (they shouldn't overwrite my stuff if they don't touch any graphics though).

Edit: Just checked, the RFIA Extension you're using, does use a loadorder value of 99, so way above my theme. If you change my Theme to 100, things should work fine again (beside the weird rendering issues).
If nothing helps I will be able to investigate further hopefully within the next two weeks, fingers crossed.

Best
SirMotte

0m0n
June 8th, 2020, 21:46
Could you try if changing this in the extension.xml to something like 99 makes any difference?

Thanks SirMotte. I'll give this a go today. I'm having to use the prev version for games as my players are having all sorts of issues with dice rolls not working in the live version

I'll update and test with load order to 100

Good luck with the house move

Edit: Changing the loadorder to 100 fixes the issue. Thanks again SirMotte. Hopefully the devs can resolve the issues in the new version but in the mean time I will have my players use the prev build channel.

Edit2: The rolling issue was to do with the 5E Sharing is Caring Extension (https://www.fantasygrounds.com/forums/showthread.php?58634-5E-Sharing-Is-Caring) which is now fixed.

0m0n

Ravonaf
June 9th, 2020, 17:00
Love the theme. However, I'm still getting bright white on the Player Agency extension. Everything is up to date and I'm using the new Player Agency linked in your post. Just to test I started a new campaign loading only the theme and the player agency extension.

I'm running up to date FGU.
The Latest version of both extensions.
The 5E rule set.

36698

SirMotte
June 9th, 2020, 20:20
Love the theme. However, I'm still getting bright white on the Player Agency extension. Everything is up to date and I'm using the new Player Agency linked in your post. Just to test I started a new campaign loading only the theme and the player agency extension.

I'm running up to date FGU.
The Latest version of both extensions.
The 5E rule set.

36698

Hi Ravonaf, I'm happy to hear you like the Theme!
Regarding your issue, please see both post #53 and #54 above yours.
You will have to open up the extension.xml and edit the loadorder entry from 15 to 100 for things to work again.

The new FGU Update has introduced loadorder like in FGC and apparently a lot of authors use very high load order values for their extensions therefore my theme is overwritten. I will fix this as soon as possible.

Cheers
SirMotte


Edit: Nevermind, I just added an updated version with a loadorder value of 110. This will do the trick!

SirMotte
June 9th, 2020, 20:38
Update: +FGU Loadorder Hotfix

The recent update introduced loadorder to FGU and I adjusted the Themes value accordingly. Please re-download the Edition(s) you're using and overwrite them with the new version.
This will fix issues with e.g. Player Agency or RFIA not using my Theme.

Cheers
SirMotte

ScriedRaven
June 14th, 2020, 21:12
Great themes, although it seems like you forgot to update the load order of Walpurgisnacht and Frostbite. I added the loadorder myself, where I then learned that it needs to be loaded before BetterMenus, but after RFIA, which both load at 99.

Also could you add compatibility for Audiooverseer? Which also loads at 99.

SirMotte
June 14th, 2020, 21:37
Great themes, although it seems like you forgot to update the load order of Walpurgisnacht and Frostbite. I added the loadorder myself, where I then learned that it needs to be loaded before BetterMenus, but after RFIA, which both load at 99.

Also could you add compatibility for Audiooverseer? Which also loads at 99.

Hi ScriedRaven, thank you very much for the heads up. I fixed the mentioned themes!
I will add the loadorder info for Better Menus to the main page.

Regarding AudioOverseer, I will take a look at the extension and see what needs to be adjusted, but right now I won't be able to work on it, as I'm moving to a new house. I expect to get my work pc running again in about 7 days or less. Stay tuned!

Cheers
SirMotte

Edit:
The AudioOverseer Extension will get some love very soon.
I also took a look at the Better Menus Extension and will add the needed graphics there too. Though this will have to be an extra extension for it to load after my theme and better menus.

Eimor
June 15th, 2020, 18:29
Exelents themes!!! finally some modern themes to the Lovely software :D. itīs not easy to tweak the look of FG. TY!

SirMotte
June 15th, 2020, 19:09
Exelents themes!!! finally some modern themes to the Lovely software :D. itīs not easy to tweak the look of FG. TY!

You're welcome! I really wanted to give FG a more modern look!
Right now my tweaks are more of a reskin to the simple Gray Theme than anything else though.
Maybe I will tinker around with actual UI changes at some point in the future.

Enjoy!

eriktedesco
June 15th, 2020, 19:29
Hi SirMotte! I really love your Cursed Theme!! Just a note: in the combat tracker it is almost impossible to read who applies the effect (black on really dark grey). Is it possible to shift the Applied by: Name to a light grey or, better, white?

Thanks a lot!

SirMotte
June 15th, 2020, 19:34
Hi SirMotte! I really love your Cursed Theme!! Just a note: in the combat tracker it is almost impossible to read who applies the effect (black on really dark grey). Is it possible to shift the Applied by: Name to a light grey or, better, white?

Thanks a lot!

Glad you like it! I made it for when I play my trusty old Pale Master *evil grin*.
Regarding the issue, could you post a quick screenshot? It shouldn't look like that, but I might have slipped up there.
I'm very limited on what I can do right now, as I don't have my work pc up and running (I'm moving), but I'll see what I can do.

eriktedesco
June 15th, 2020, 19:40
I have just left home for a session with my party (around a very big table). I'll try to do that once I come back!

Thanks a lot!

SirMotte
June 15th, 2020, 19:42
I have just left home for a session with my party (around a very big table). I'll try to do that once I come back!

Thanks a lot!

Nice, I wish you a wonderful session!
From what you told me I think I already know what I did wrong and might be able to fix it.
I'll look into it later.

Cheers

pablomaz
June 16th, 2020, 01:40
Hey, SirMotte, any reports on issues while running DCC? It should be ok, right?

SirMotte
June 16th, 2020, 11:59
Hey, SirMotte, any reports on issues while running DCC? It should be ok, right?

Hey pablomaz,

as I have only touched 5E related graphics, it is very likely that you will run into readability issues depending on what theme dungeon crawl classic uses.
I would advise against using my theme with DCC.
When I'm able to work on the Theme again I will take a look at providing full support, no promises though.

Cheers

pablomaz
June 16th, 2020, 13:38
Hey pablomaz,

as I have only touched 5E related graphics, it is very likely that you will run into readability issues depending on what theme dungeon crawl classic uses.
I would advise against using my theme with DCC.
When I'm able to work in the Theme again I will take a look at providing full support, no promises though.

Cheers

Just so you know, apparently it works fine... I have to test it more though.

SirMotte
June 17th, 2020, 00:00
I have just left home for a session with my party (around a very big table). I'll try to do that once I come back!

Thanks a lot!

I was not able to find any issue. Could you make sure you're not still using v.1.1?
Things should look like in the preview screenshots of Post #1.

I will remove version numbers from the Filename and Extension Name (inside FG launcher) in future updates, so there won't be any confusion like this anymore and updating is easier.


Just so you know, apparently it works fine... I have to test it more though.

That's good to hear. Do you use CorerRPG for this? Thanks for testing. I will take a look at it non the less soon and add a compatibility note if everything is working fine. :).

eriktedesco
June 17th, 2020, 18:58
Hi SirMotte, hope you are fine!

That's what I meant! The "Applied by: High Elf (Acolyte)" line under the effect section of the combat tracker is quite difficult to read.

36930

SirMotte
June 17th, 2020, 21:29
Hi SirMotte, hope you are fine!

That's what I meant! The "Applied by: High Elf (Acolyte)" line under the effect section of the combat tracker is quite difficult to read.

36930

Thanks, I'm doing well, things are a little hectic right now but will settle down soon. Can't wait to be up and running again!
Now I get it, thanks for the screenshot! Looks like the font is not defined in this spot. Totally missed that. I will look into this as soon as possible! Could you check if this is the case with other editions too?
Like I said, right now I can't work on the theme, sorry to burden you with this :/.

Cheers
SirMotte

eriktedesco
June 18th, 2020, 19:12
Thanks, I'm doing well, things are a little hectic right now but will settle down soon. Can't wait to be up and running again!
Now I get it, thanks for the screenshot! Looks like the font is not defined in this spot. Totally missed that. I will look into this as soon as possible! Could you check if this is the case with other editions too?
Like I said, right now I can't work on the theme, sorry to burden you with this :/.

Cheers
SirMotte

Hi SirMotte, don't worry, no problem at all.
I checked the other editions and this issue is diffused across all of them.

It's really a minor thing, just a bit annoying!

Thanks again for your themes!

Erik

eriktedesco
June 19th, 2020, 16:55
Hi SirMotte,
I'm sorry man but I think I still have work for you :)!!

The NPC token number in the Cursed Theme are almost impossible to read.

Check the attachment!

36990

Alanrockid
June 22nd, 2020, 19:59
Does anyone knows why my text is so terrible to read and does not look like the font used in the screenshots of the extension at all? I've tried to load this extension alone, change the load order, use other font extensions, but even so, the font issue still remains. What am i doing wrong?

Ps: FG 3.3.10, 5E Ruleset, and no other extensions (actually, i use a bunch, but even without it, the issue is still there). Thx in advance!

37088

Alanrockid
June 22nd, 2020, 20:09
Nevermind...after reading the main topic again, i realised this theme is for unity version, my bad...
(But is there a way to manually replace the fonts?)

pablomaz
June 22nd, 2020, 20:22
Nevermind...after reading the main topic again, i realised this theme is for unity version, my bad...
(But is there a way to manually replace the fonts?)

Bro, SirMotte is making me migrate to FGU before I planned, just to use these themes. 😂

Makabriel
June 23rd, 2020, 23:12
Themes are awesome, and I know there are color blind options coming, but I was wondering if you have considered making the Modifiers highlight for the dice brighter? I have a colorblind player, and even I can barely tell when I've applied a modifier to the dice. He can't tell at all for any of the 6 themes.

That being said, I can easily make a tweak to make it brighter if anyone knows which file and color entry to adjust :D37119

garr71
June 28th, 2020, 13:04
Hello, anyone know a way of making Moon-tracker ext by Andraxx work with this theme?

matjam
June 30th, 2020, 06:54
So I had some issues. I run on a 30 inch 4k display; native resolution is 3840x2160. By default Classic kinda looks bad. I enabled compatibility mode to allow FG to do scaling itself rather than let Windows scale and that helps a lot.

But, then the fonts are tiny, so I scale to 150% and that gets the right size, but of course the fgf fonts don't scale well.

So I hacked out all the FGF fonts and ... it looks good.

I also fixed some of the TTF definitions - you have them listed as say "Roboto-Black" when it should be "Roboto Black".

Attached is the file with my edits. Note I bumped the font sizes for chat to look good on my screen; I need to playtest with others.

I also have a rogue ext somewhere messing with the font colors, so tracking that down now.

37283

Korav
July 1st, 2020, 18:32
Themes are awesome, and I know there are color blind options coming, but I was wondering if you have considered making the Modifiers highlight for the dice brighter? I have a colorblind player, and even I can barely tell when I've applied a modifier to the dice. He can't tell at all for any of the 6 themes.

That being said, I can easily make a tweak to make it brighter if anyone knows which file and color entry to adjust :D37119

I actually came here wondering if the modifiers highlighting was broken with the latest release... because I'll be perfectly honest, I can't see any difference at all. I really love the theme, but find it challenging to use currently due to a few minor issues.

Korav
July 2nd, 2020, 00:25
I actually came here wondering if the modifiers highlighting was broken with the latest release... because I'll be perfectly honest, I can't see any difference at all. I really love the theme, but find it challenging to use currently due to a few minor issues.

It seems that this is a bug with FGU. It happens with all themes, even the default. Link for references: https://www.fantasygrounds.com/forums/showthread.php?59589-Toggle-Buttons-No-Longer-Working

Makabriel
July 2nd, 2020, 03:29
It seems that this is a bug with FGU. It happens with all themes, even the default. Link for references: https://www.fantasygrounds.com/forums/showthread.php?59589-Toggle-Buttons-No-Longer-Working

That is actually a new thing it seems. I just jumped in and checked. When I took that picture, it was still working but the highlight is really hard to differentiate. (Check the picture)

Korav
July 2nd, 2020, 16:05
That is actually a new thing it seems. I just jumped in and checked. When I took that picture, it was still working but the highlight is really hard to differentiate. (Check the picture)

Agreed, I had mistaken the new problem (buttons simply not working) for the problem you reported. They are indeed completely separate issues, sorry for not making that clear in my response.

Netarious
July 4th, 2020, 18:15
Fist of all - a big thank-you from me. The FG default theme is ok-ish but it was crying out for a make-over and your style is right up my street. I'm going to be starting a PF2 campaign soon and am using your theme. It is fantastic and I know you're not really supporting other frameworks but you did say you might fix stuff so a few issues I've noticed this far on the character sheet:

The field names slightly overlap the field text box.
The portrait frames are still brown.
The weapon frames are still a little too gold for my taste!
The multi-attack boxes need a rework.

The attached screenshot should show the issues.

37405

SirMotte
July 16th, 2020, 20:12
Signs of Life, incredible!

Hey everyone, I just wanted to check in to tell you that I'm almost ready again.
Moving took more time than anticipated and things are still a little hectic here. But I'm slowly settling in and will soon be up and running again.

Since I got a new job I won't be able to spend as much time on the themes as I'd like to, but non the less when I do it'll be full steam ahead.
1.3 is on the horizon and it'll be glorious!

I will answer all your input and questions within the next few days, I got your backs fellow adventurers!

Until then.
Sir Motte

MeAndUnique
July 21st, 2020, 16:52
Just came across some opportunities for improvement: some of the refblock frames are not represented, which can make the text within the frame very difficult to read. In particular, I have encountered this for refblock-pink and refblock-book.

As an aside, it looks like all of the refblock_[color] images are identical, at least in the Hearth theme. If that is the intent, there is no need to have multiple copies of the same image, it can simply be referenced multiple times in the XML.

Thanks again for the theme!

SirMotte
July 30th, 2020, 22:35
Okay guys. I'll resume work on the themes on the 3rd of August. So let's see what has accumulated over the past weeks thanks to your input.



Hi SirMotte,
I'm sorry man but I think I still have work for you :)!!

The NPC token number in the Cursed Theme are almost impossible to read.

Check the attachment!

36990

Oh noes. This is probably the case with all themes then. I will try digging up the needed graphic file and change it accordingly. Thanks a lot!


Bro, SirMotte is making me migrate to FGU before I planned, just to use these themes. 

Aaah the pressure! Thanks mate! ;)


Themes are awesome, and I know there are color blind options coming, but I was wondering if you have considered making the Modifiers highlight for the dice brighter? I have a colorblind player, and even I can barely tell when I've applied a modifier to the dice. He can't tell at all for any of the 6 themes.

That being said, I can easily make a tweak to make it brighter if anyone knows which file and color entry to adjust :D37119

I made some adjustments for 1.3 in all themes, to make the downstate color more prominent, I hope it will help. If not please wait for the color blind themes. I will start working on them as soon as there are no more frequent error reports coming in.


Hello, anyone know a way of making Moon-tracker ext by Andraxx work with this theme?

I took a look at the extension and as I do not have much knowledge about scripting I don't know what I would have to change in order to make them work with each other. I will try to minimize my extensions footprint in regard of scipt files in the future, but this will require help from others.

You can add <loadorder>111</loadorder> into the moon-tracker extension.xml within the <properties> area, for it to load after my theme, but this will cause error messages down the line and some visual glitches with the moon-tracker menus. I don't know if these are caused by conflicts with my adjustments or by some other factor.

I'm sorry to say, but I won't be able to add compatibility for this extension in the foreseeable future unless someone is willing to dive into the script file changes that I made and help me make them not overwrite everything else.

I mostly took the whole script file and made my changes, then added them to the extension. I do realize that this is a big no no in regard of compatibility but I simply lack the skills to do otherwise. Sorry :/.


So I had some issues. I run on a 30 inch 4k display; native resolution is 3840x2160. By default Classic kinda looks bad. I enabled compatibility mode to allow FG to do scaling itself rather than let Windows scale and that helps a lot.

But, then the fonts are tiny, so I scale to 150% and that gets the right size, but of course the fgf fonts don't scale well.

So I hacked out all the FGF fonts and ... it looks good.

I also fixed some of the TTF definitions - you have them listed as say "Roboto-Black" when it should be "Roboto Black".

Attached is the file with my edits. Note I bumped the font sizes for chat to look good on my screen; I need to playtest with others.

I also have a rogue ext somewhere messing with the font colors, so tracking that down now.

37283

Thanks for the heads up. I will fix this with 1.3! I did not yet test the theme with 4k, but it's safe to say that you need to bump up fonts quite a lot at this resolution. I will add a note to the main page regarding this.


I actually came here wondering if the modifiers highlighting was broken with the latest release... because I'll be perfectly honest, I can't see any difference at all. I really love the theme, but find it challenging to use currently due to a few minor issues.

If you mean the highlights in the combat tracker or on character sheets, this issue will be fixed with v1.3.


Fist of all - a big thank-you from me. The FG default theme is ok-ish but it was crying out for a make-over and your style is right up my street. I'm going to be starting a PF2 campaign soon and am using your theme. It is fantastic and I know you're not really supporting other frameworks but you did say you might fix stuff so a few issues I've noticed this far on the character sheet:

The field names slightly overlap the field text box.
The portrait frames are still brown.
The weapon frames are still a little too gold for my taste!
The multi-attack boxes need a rework.

The attached screenshot should show the issues.

37405

I will take a closer look at it next week, but this would require changes to the themes on a color level which in turn would need its own extension file. Managing all the themes as is has become quite time intensive so I don't think I will be able to help you out, I'm sorry.

Adding some graphics here and there is no problem though, so you can expect semi support in this regard, you just need to point out issues that are not color related or script based (some colors can only be altered using scripts) and I will provide the needed graphics if I find the time to do so.


Just came across some opportunities for improvement: some of the refblock frames are not represented, which can make the text within the frame very difficult to read. In particular, I have encountered this for refblock-pink and refblock-book.

As an aside, it looks like all of the refblock_[color] images are identical, at least in the Hearth theme. If that is the intent, there is no need to have multiple copies of the same image, it can simply be referenced multiple times in the XML.

Thanks again for the theme!

Hey there Pal, thanks for you input! The refblock management was a deliberate decision, as I plan to make an extensive template out of the theme once it's done. In case people like to change the refblocks independently I wanted to make sure that they are all represented within the xml. You are right though, some of them are not yet included as I didn't pay much attention to them before. I'll add all of them to v1.3.

pablomaz
September 8th, 2020, 15:08
Hey, SirMotte, please don't leave us. We need you!:p

ailgheanan
September 13th, 2020, 19:41
These are great! Thanks for your efforts, man. I greatly look forward to Sage and Librarian as I could use a touch of lightness these dark days :-)

SirMotte
September 15th, 2020, 08:32
Hey, SirMotte, please don't leave us. We need you!:p

I won't, don't you worry, I'm desperately trying to squeeze in the promised update into my working schedule, but to no avail up until now. I'm sorry to let all of you guys down, hang in there!


These are great! Thanks for your efforts, man. I greatly look forward to Sage and Librarian as I could use a touch of lightness these dark days :-)

Thanks for the compliment, you're welcome. Unfortunately both mentioned Themes won't come to life in the foreseeable future, as I currently lack the time to complete them.

---------------------------------------------------------------------------

While I enjoy my new job a lot, its impact on my life is rather severe in terms of its time requirements. So much so, that I had to stop DMing for a while (just when I was able to resume due to lessened corona restrictions here in Germany!).

I won't forget you guys, in fact my mind constantly bugs me to get at least 1.3 done. Its kind of a letdown really, for you and for me. Bear with me, I'll get it done, hopefully until the end of September.

pablomaz
September 21st, 2020, 06:23
I won't forget you guys, in fact my mind constantly bugs me to get at least 1.3 done. Its kind of a letdown really, for you and for me. Bear with me, I'll get it done, hopefully until the end of September.

You already did A LOT, SirMotte. If you have the time to work on it, it will be great. If not, it's OK. We are nothing but greatful.

0m0n
October 6th, 2020, 06:49
Hi Sir Motte,
Any chance you can add compatibility for Mad-Nomad-s-Character-Sheet-Tweaks (https://www.fantasygrounds.com/forums/showthread.php?61349-Mad-Nomad-s-Character-Sheet-Tweaks) when you do v1.3?

I've done a quick hackjob by creating by own pngs (in the wrong font) for the Journal and Identity tabs in \graphics\resources\Base\ and added the following code to the graphics_tabs.xml
<icon name="tab_journal" file="graphics/resources/Base/tab_journal.png" />
<icon name="tab_origin" file="graphics/resources/Base/tab_origin.png" />

I had to change your loadorder to 1001 also to get it to load after the character tweaks

rpbarrett111
January 18th, 2021, 08:03
At the risk of being a moron, how do I download the .ext file? I don't see a link that works anywhere on this page. I'm using Firefox. Is that a prob on this forum? . . . Never mind - it's Firefox. The box with the extension file links doesn't show up for me. It just says "Attached Files" next to a little paperclip, without any working link. Works okay in MS Edge - of course now I need shower. Blech!

rpbarrett111
January 18th, 2021, 08:12
Also . . . I'd like to add SmiteWorks should hire you as a UX Developer. Very sharp!

SirMotte
January 19th, 2021, 22:59
Make sure you are using the correct forum style, as the mobile version doesn't show links apparently (don't know how to do so though).


At the risk of being a moron, how do I download the .ext file? I don't see a link that works anywhere on this page. I'm using Firefox. Is that a prob on this forum? . . . Never mind - it's Firefox. The box with the extension file links doesn't show up for me. It just says "Attached Files" next to a little paperclip, without any working link. Works okay in MS Edge - of course now I need shower. Blech!

43027

There should be links at the end of post #1 (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=510409&viewfull=1#post510409) and #2 (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=510410&viewfull=1#post510410). Look for the files that end with ".ext" and put them into your FGU extension folder. Keep in mind, that I don't actively develope the themes right now, but I strongly want to to so. I really can't tell when I'll be able to work on them again, I hope around April 2021 *fingers-crossed*



Also . . . I'd like to add SmiteWorks should hire you as a UX Developer. Very sharp!

Thanks a lot, but I'm really not a programmer person at all. I'm good with design tools, but most things in regard to programming are still way over my head.
But I'm glad you like the themes, I hope they work for you now.


Edit: I'm glad using Edge fixed it.

SirMotte
January 19th, 2021, 23:11
Hi Sir Motte,
Any chance you can add compatibility for Mad-Nomad-s-Character-Sheet-Tweaks (https://www.fantasygrounds.com/forums/showthread.php?61349-Mad-Nomad-s-Character-Sheet-Tweaks) when you do v1.3?

I've done a quick hackjob by creating by own pngs (in the wrong font) for the Journal and Identity tabs in \graphics\resources\Base\ and added the following code to the graphics_tabs.xml
<icon name="tab_journal" file="graphics/resources/Base/tab_journal.png" />
<icon name="tab_origin" file="graphics/resources/Base/tab_origin.png" />

I had to change your loadorder to 1001 also to get it to load after the character tweaks

As I'm using this extension myself I will definitely add support for this with V 1.3.
I'm just not sure when I will find the time to work on this again. I hope at some point in April, as I will have some well earned holidays then.

Cheers

SirMotte
January 30th, 2021, 04:02
Hear ye, hear ye!

Here's what I will do going forward:

I will scrap all editions but Hearth for now, as maintaining all of them is a chore. As soon as I get a fully working Hearth Edition with support for the most important Extensions and no missing 5E UI elements, branching off is easily done (e.g the long promised bright themes and colorblind editions).
I plan to start from scratch, as the file structure and general organization of the themes leaves much to be desired and are the result of a steep learning curve and my below novice level understanding of file structures and file organization.
Luckily most of the already made graphics can be reused, I'm more concerned with coding and the overall footprint of the theme, as I stumbled across and extension that breaks completely with my theme and I'd like to find out why. (Polymorphism by Bill Perry (https://www.dmsguild.com/product/324556/Polymorphism-Extension-Fantasy-Grounds-Unity)).

Like I mentioned before, I will (now definitely) start work on the theme again in April. Until then!

Sir Motte

PS: I added an incomplete 1.3 for the Hearth Edition with some minor changes to it. But I feel they still might be worth it.

pablomaz
February 17th, 2021, 20:14
And he's back!
:- )

phillgamboa
February 17th, 2021, 20:25
Works fine in Pathfinder 2e

SirMotte
February 26th, 2021, 21:58
Works fine in Pathfinder 2e

Glad to hear that. I already started the process of rebuilding the theme based on the official Gray Theme. Going from there should make it compatible with all rule-sets supported by the original as well.
Right now I'm rebuilding most of the iconography to better suite my tastes. I'm also adjusting some colors (hearth theme) to provide even better readability. A small improvement is already made to frames themselves.
Some of my players had a hard time to distinguish overlapping frames, so I increased the border size.

I'm also trying to figure out if it is possible to place all relevant variables in regard of color coding into one document for ease of access. This would make editing and creating new Theme versions a lot easier.
We'll se about that, as I don't know yet how to accomplish this, or if it is possible at all.

The little bit of free time I'm enjoying right now is put to good use.

Until then.

Sir Motte

SuaveSquirrel
April 1st, 2021, 08:39
Hi everyone, first off I apologize if this is the wrong place to post this/I am just being a goof, I've been using Fantasy Grounds for almost a year now, but have never messed around with downloading external themes and such. I really really really like these themes you've come up with. I love how sleek they are, and the fact that they're just nice looking dark themes. I started looking for a new theme because me and some friends are going to start playing Call of Cthulhu 7th Edition, and I experienced a graphical issue with the base FG dark theme.

In the base dark theme, and any other dark theme I've had the opportunity to try so far, there is only one major issue. While using the reference material provided through the ruleset/reference/investigator's handbook, very specific text boxes with the same tan-like background become unreadable, because dark themes tend to have lighter text coloring. I honestly would hate to have to play in a lighter theme, just because we tend to play late at night usually, so I was just curious if you or anyone had any suggestions about the possibility of maybe switching out the background graphic that is used for those specific sections? I'm not sure if that is something that can be easily done on my side or not, I looked into the process of editing an existing theme, converting the ext file to a zip file and looking through there, but I can't seem to find any phrasing that would indicate a texture for that specific graphic.

45334

Again, if this isn't really the place/this is kind of a dumb or rude question in any way I apologize, just curious if this had an explanation that my newbie brain could understand, and if this was even a possible fix.

SirMotte
April 1st, 2021, 13:55
First and foremost: There are no stupid questions!

The problem you encountered is known to me and has been brought to my attention before. The used graphics are called refblock_page, refblock_yellow, refblock_pink and so on. Changing this is easy, and something that will be done with my themes.

You come at the right time, as I have my long awaited 1 week holidays coming. During that time I will bring the theme (hearth edition for now) up to snuff, with support for a lot of extensions included. I will make extra sure to have the ref manual backgrounds adjusted properly.

Thanks for the praise, makes me very happy that you like what I came up with. Await V 2.0 by the end of next week.

Cheers Sir Motte

SuaveSquirrel
April 5th, 2021, 23:44
I appreciate the response! It is very much an awesome theme, it makes everything look super clean in play. I just wanted to make sure I didn't give off a tone of entitlement or such in my post. I know that when it comes to community-made things such as this, it can be very easy for individuals to seem entitled or demanding of creators, as if making their respective projects/products is a full time thing and that they aren't humans behind the creator's screen name or such.

I absolutely love seeing community-made content, and while I love to glance through community-made content on forums like this, DMSGuild, Reddit, etc., but I almost never end up making posts or comments.

I am eager to see any updates made to it, and once again I appreciate the response!

MCFBrandao
April 11th, 2021, 02:41
Great work!
Definitely following this thread!

SirMotte
April 11th, 2021, 04:03
Here's a little sneak peek at the current state of V2.0 of the Hearth Theme.
Not sure if I can make the deadline tomorrow, but a beta will be available at least.

45630

Cheers
Sir Motte

SuaveSquirrel
April 11th, 2021, 05:05
Here's a little sneak peek at the current state of V2.0 of the Hearth Theme.
Not sure if I can make the deadline tomorrow, but a beta will be available at least.

45630

Cheers
Sir Motte

Looks great! No rush, you're doing amazing work!!

pablomaz
April 11th, 2021, 13:40
Here's a little sneak peek at the current state of V2.0 of the Hearth Theme.
Not sure if I can make the deadline tomorrow, but a beta will be available at least.

45630

Cheers
Sir Motte

Wow, Sir Motte, it looks amazing... Take your time. When it's ready, it's ready! :- )

SirMotte
April 12th, 2021, 01:26
Update to Alpha 2.0

Hey there,

it's been a while and I hope your patience with me will be worthwhile.
Though still only an Alpha, I feel like the theme has mad a huge step forward, enough to warrant a 2.0 versioning number jump.
I pretty much rebuilt it from the ground up and improved it where I deemed necessary. I hope you like it.

I release this alpha because I want to have feedback on the color choices and overall mood.
Please don't focus on areas that are not done yet, as they should be known to me already.

Any kind of feedback is highly appreciated and helps me a lot.

Unfortunately for the time being I won't support the old Editions anymore until I have a fully functional template to work with.
Additionally no extension support is yet included.

Grab yourself the alpha on page #1 (https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness&p=510409&viewfull=1#post510409) and shower me with praise or pour scorn on me, just make sure to do so here, where I can read it :)!

Best
Sir Motte

CMYKMatter
April 12th, 2021, 12:55
Hey SirMotte,

The Alpha is looking to be in a pretty good state right now. I did some playing around with it last night to get more of a feel for it after providing my initial impressions. Here's some additional feelings:

- The icons are in a great state on the character sheets. Subtle, yet noticeable and I like that I can separate them at a glance by color
- The combat tracker is bang on where it needs to be in my opinion. I'm sure you'll continue to make tweaks anyways, but I'm really liking the subtle coloration and the turn marker looks good
- Font choice and size is in a good place for me, I can read and understand clearly. Roboto is a great choice for a simple sans serif that gets the job done and gets out of the way
- I maintain that the new thicker black stroke on windows is great for clarity and visual separation
- One icon I'm not completely sold on is when deleting something, you click the trash can and it becomes a question mark and you click again to confirm the delete, overall this is "fine" but a bit too subtle as it took me a second to remember that I had to click again to delete and the question mark icon wasn't varied enough for me to immediately realize. Not sure if there is a solve on this one or if it's fine and I'm just picky. Maybe a subtle color change is in order for the question mark icon?
- The party window is in a fantastic state for me. Really liking the look and color choices there

Overall it's looking like it's on the road to be a worthy update. I know these take a lot of work so I'm appreciative of your efforts and excited to see what you have in store for the rest.

SirMotte
April 12th, 2021, 18:51
Hey SirMotte,

The Alpha is looking to be in a pretty good state right now. I did some playing around with it last night to get more of a feel for it after providing my initial impressions. Here's some additional feelings:

- The icons are in a great state on the character sheets. Subtle, yet noticeable and I like that I can separate them at a glance by color
- The combat tracker is bang on where it needs to be in my opinion. I'm sure you'll continue to make tweaks anyways, but I'm really liking the subtle coloration and the turn marker looks good
- Font choice and size is in a good place for me, I can read and understand clearly. Roboto is a great choice for a simple sans serif that gets the job done and gets out of the way
- I maintain that the new thicker black stroke on windows is great for clarity and visual separation
- One icon I'm not completely sold on is when deleting something, you click the trash can and it becomes a question mark and you click again to confirm the delete, overall this is "fine" but a bit too subtle as it took me a second to remember that I had to click again to delete and the question mark icon wasn't varied enough for me to immediately realize. Not sure if there is a solve on this one or if it's fine and I'm just picky. Maybe a subtle color change is in order for the question mark icon?
- The party window is in a fantastic state for me. Really liking the look and color choices there

Overall it's looking like it's on the road to be a worthy update. I know these take a lot of work so I'm appreciative of your efforts and excited to see what you have in store for the rest.

Excellent Feedback, thank you.
I have uploaded a new version with an adjusted delete button and new link icons, no version change or anything, just minor improvements like slightly stronger borders for some action icons and the like.
No need do re-download unless you really want to.

I'm working on extension support right now, which will push us to beta, once done.

Cheers

Saagael
April 13th, 2021, 00:28
This looks amazing! Really great work with the color choices and iconography.

Just today I finished work on a dark theme for my own ruleset, so I know how much work it is. If you would like a second set of eyes for the more ingrained XML/Lua stuff I'd be happy to help, but you're doing a stellar job as is. Definitely going to be using this in the future.

MyGivinOpinion
April 13th, 2021, 19:40
You need to change the language choice color. Eggshell on white is hard to see

SirMotte
April 13th, 2021, 20:08
This looks amazing! Really great work with the color choices and iconography.

Just today I finished work on a dark theme for my own ruleset, so I know how much work it is. If you would like a second set of eyes for the more ingrained XML/Lua stuff I'd be happy to help, but you're doing a stellar job as is. Definitely going to be using this in the future.

Thank you very much. I will contact you in regard of the coding stuff :)


You need to change the language choice color. Eggshell on white is hard to see

Yeah, this is a known issue (see main post on page #1). I need to figure out how to change the background color for dropdown menus, as this is not defined by a graphic asset. Must be somewhere in the .lua code or hidden inside an .xml.
In case you know where to find this, I'd be happy to fix it asap.

MyGivinOpinion
April 13th, 2021, 20:13
don't I wish! i'd throw it out right away if I did. I LOVE everything else this extension offers!

MeAndUnique
April 13th, 2021, 20:23
Thank you very much. I will contact you in regard of the coding stuff :)



Yeah, this is a known issue (see main post on page #1). I need to figure out how to change the background color for dropdown menus, as this is not defined by a graphic asset. Must be somewhere in the .lua code or hidden inside an .xml.
In case you know where to find this, I'd be happy to fix it asap.

Take a look at graphics/graphics_frames.xml in CoreRPG; there is <framedef name="combobox_list"> pointing to graphics/frames/combobox_list.png that ought to do the trick (maybe need combobox_scrollbar as well).

MeAndUnique
April 13th, 2021, 20:27
For the CT's "Applied by", in CoreRPG's ct/template_ct.xml there is <template name="string_ct_effect_source">.

SirMotte
April 13th, 2021, 20:31
Take a look at graphics/graphics_frames.xml in CoreRPG; there is <framedef name="combobox_list"> pointing to graphics/frames/combobox_list.png that ought to do the trick (maybe need combobox_scrollbar as well).


For the CT's "Applied by", in CoreRPG's ct/template_ct.xml there is <template name="string_ct_effect_source">.

Here to save the day again? Awesome, thank you very much!

MeAndUnique
April 13th, 2021, 20:45
Also, there are some modifiers on the Main PC tab that could use some love. You get these with Ctrl+MouseWheel over the value and they look to interact with the following in CoreRPG:
graphics/graphics_icons.xml: <icon name="tempmod" file="graphics/icons/tempmod.png" />
graphics/graphics_frames.xml: <framedef name="tempmodsmall"> and <framedef name="tempmodmini">

45710

MeAndUnique
April 13th, 2021, 20:46
Here to save the day again? Awesome, thank you very much!

More than happy to help! This theme is a staple in my games :)

SirMotte
April 13th, 2021, 21:01
Also, there are some modifiers on the Main PC tab that could use some love. You get these with Ctrl+MouseWheel over the value and they look to interact with the following in CoreRPG:
graphics/graphics_icons.xml: <icon name="tempmod" file="graphics/icons/tempmod.png" />
graphics/graphics_frames.xml: <framedef name="tempmodsmall"> and <framedef name="tempmodmini">

45710

Whoops, didn't know about those. Nice, will be fixed with the next update :).

MeAndUnique
April 13th, 2021, 21:11
And another... graphics/frames/refblock_book.png does not make reading easy on the eyes :p

SirMotte
April 13th, 2021, 21:18
Yeah, the refblocks are already done for the next update, but thanks again anyway, highly appreciate your help! Are there any tricks to hunt down those entries quickly? Until now I colored graphics in a prominent hue and then looked if and where they showed up inside fgu.


Edit: In case anyone is reading through this, FGU supports the "/debug on" command, which helps finding graphics assets and definitions.

MeAndUnique
April 13th, 2021, 21:34
Yeah, the refblocks are already done for the next update, but thanks again anyway, highly apprexiate you help! Are there any tricks to hunt down those entries quickly? Until now I colored graphics in a prominent hue and then looked if and where they showed up inside fgu.

Not to my knowledge for the "refblock" ones, since they tend to be referenced directly from inside a module (in this case Strongholds and Followers uses the book frame relatively frequently).

Sathanasso
April 15th, 2021, 18:08
Very Nice! but it has a conflict with grim Press Polymorphism extension. On character action tab is launched a nil pointer exception and the polymorphism can't be loaded correctly. With other themas it works correctly. I hope you wil be able to fix this.

SirMotte
April 15th, 2021, 18:14
Very Nice! but it has a conflict with grim Press Polymorphism extension. On character action tab is launched a nil pointer exception and the polymorphism can't be loaded correctly. With other themas it works correctly. I hope you wil be able to fix this.

Yes, you are right. This is mentioned in big letters in line 5 of my main post, aswell as the known problems section ;).

Jokes aside, incidentally I was able to fix the problem today. I will upload an update in about 3 hours with other improvements and fixes included :).

@silentruin: First!

SilentRuin
April 15th, 2021, 18:19
Very Nice! but it has a conflict with grim Press Polymorphism extension. On character action tab is launched a nil pointer exception and the polymorphism can't be loaded correctly. With other themas it works correctly. I hope you wil be able to fix this.

In Grim Press discord he had mentioned he found what was causing it, not sure what/when a fix for it will come out in his theme though.

DOH - and he responded when I did :)

Sathanasso
April 15th, 2021, 18:23
In Grim Press discord he had mentioned he found what was causing it, not sure what/when a fix for it will come out in his theme though.

DOH - and he responded when I did :)

nice to hear it!!! :)

SirMotte
April 15th, 2021, 23:22
Fixes for Alpha_2.0

45777

Special thanks to MeAndUnique for his invaluable, timesaving advice.


Added Version Title. For fun and to make checking for updates easier. "What was my build again? V_2.1.3.4.2.8?" Scratch that, you're on build "Old Geezer" now!
Fixed: Polymorphism by SilentRuin now compatible and working as intended.
Fixed: Dropdown menus now with dark background.
Fixed: Combat Tracker "Applied by" now with correct font-color
Fixed: Character sheet Temporary Modificator Background color adjusted.
Fixed: Reference-Manual Background Frames (should be okay. I was lazy on some ornate frames, will tackle them some other time)


Please replace the .ext file in your extension folder with the updated one.

Next stop: Beta status and extension support as well as moving to GitHub.

MeAndUnique
April 16th, 2021, 00:20
Soon as the github goes live I'll start pestering you there with PRs instead of ladling more work on to your plate here :D
Such as, for arbitrary example, the calendar :p

SirMotte
April 16th, 2021, 00:26
Soon as the github goes live I'll start pestering you there with PRs instead of ladling more work on to your plate here :D
Such as, for arbitrary example, the calendar :p

Sounds like a stable version is not so far off then. Looking forward to it <3.

SirMotte
April 17th, 2021, 17:26
Alpha_2.0_Hotfix01

+ Fixed Client CT-Effects underlay. Text is now readable. Thanks to VeX for pointing this out and CMYKMatter for confirmation!

SirMotte
April 19th, 2021, 13:57
Update to Beta_2.1.0_Rolling_Sledge

Very Special Thanks to MeAndUnique and Saagael who both made the push to get the under the hood issues sorted out, that plagued the theme since its beginning about a year ago and gave me quite literally sleepless nights and headaches! HYPE!

This means: Drastically reduced extension footprint that should make it compatible to all extensions unless something rare comes up. A working calendar again and lots of smaller issues fixed. Not all extensions I plan to support are done yet, but I'll add more in the coming days.

Thus we have moved to Beta Status and version 2.1.0!
This is a big step, and I can't express how happy I am with the results. From here on out it's bug hunting and taking a look at details.

Once this is done I will work on Editions again, first of all colorblind editions and bright ones, that were promised for so long now!

Thanks MeAndUnique!
Thanks Saagael!

Changelog:

! Added background for token numbering
several font color changes eg. gm text and npc text.
changed speech bubble to be more muted
! calendar now colored correctly
Ct background colors darker but more saturated
changed some icons and colors
CT Health and Temp Health working correctly now.
CT Effects Target font color fixed
lots more, but minor stuff

Added Extension Support:

Player Agency by damned
Sharing is Caring by Damned
Combat Timer by Zygmunt Molotch
Polymorphism by Silent Ruin
Combat Groups by Silent Ruin
Map Parcel by Silent Ruin
Generic Actions by Silent Ruin
Floating Tabs by Scried Raven


Happy Hippo
Sir Motte

SilentRuin
April 19th, 2021, 14:51
I have finally tried this - even with Assistant GM on the player side - and so far it works great! This is the first theme I've ever wanted to use in my games besides the default theme. Hands down the best one out there. And shows with the effort you've put in.

SirMotte
April 19th, 2021, 17:52
I have finally tried this - even with Assistant GM on the player side - and so far it works great! This is the first theme I've ever wanted to use in my games besides the default theme. Hands down the best one out there. And shows with the effort you've put in.

Wonderful, thanks a lot.
The responses so far have been very positive, and l feel like a huge boulder blocking progress has been liftet.

Work on the theme will now continue a lot faster as the changes MeAndUnique and Saagael made to the xml and lua files make it a breeze to use.

Also since the Theme has found it's new home on github I switched tools to complement this, which sped up my workflow considerably (also thx to MeAndUnique for the tip).

The next update will link to the github files aswell.

All in all I'm hyped up to continue to work on the theme.

CMYKMatter
April 20th, 2021, 00:43
The new version is looking fantastic. Been playing around with it while prepping and had my players do a session in the last alpha. It's looking great. No additional feedback. Just excited to see it progress now =)

0m0n
April 20th, 2021, 01:45
Very nice SirMotte

The only issues I've come across are with Mad Nomads character sheet tweaks. The font colour for the Journal & Identity tabs isn't in line with the others and the other is the cross out of the effects when in use is the standard button over the top of yours
45891
45892

SirMotte
April 20th, 2021, 18:05
Very nice SirMotte

The only issues I've come across are with Mad Nomads character sheet tweaks. The font colour for the Journal & Identity tabs isn't in line with the others and the other is the cross out of the effects when in use is the standard button over the top of yours
45891
45892


Thanks! :)
Jupp, with the coming extension support update this will be fixed. those are actually pngs and not a defined font, so I have to add those graphics manually.

SirMotte
April 23rd, 2021, 00:36
Update to Beta_2.2.1_Sloshing_Brains


Got rid of the pesky link icons (but for the dice one) in the hotkey bar !woot! - sponsored by MeAndUnique, you need to relink them if you have hotkeys already placed.
Changed font color of collapsed actions tabs
Changed text highlight color
Smaller Drag font
Minor icon changes and adjustments


Added Extension Support:

Constitutional Amendmends by MeAndUnique
Equipped Effects by SilentRuin
Assistant GM by SilentRuin
Generic Actions by Silent Ruin
Combat Highlighter by DaddyOgreman / Ogremandude
Death Indicator Ex by SilentRuin
Attunement Tracker by DMSanctum
RFIA by Houndy

probably more, check the main post :)

Drowbe
April 23rd, 2021, 01:08
Awesome! Especially those link icons!

SirMotte
April 23rd, 2021, 10:20
+ Added hotfix that corrected an accidental double slash resulting in a missing graphics error. No version change.
Sorry for the inconvenience, it was late and I didn't check the build again :X.

Finsteel
April 23rd, 2021, 16:26
Could you check compatibility with Clock Adjuster extension, if you have some extra time? The font for time and date is black against very dark background with this otherwise wonderful theme.
46019

SirMotte
April 23rd, 2021, 17:46
Could you check compatibility with Clock Adjuster extension, if you have some extra time? The font for time and date is black against very dark background with this otherwise wonderful theme.
46019

I already started work on it today and had things almost done when I received the message, that a new clock adjuster version is coming soon, that will make it compatible with all themes. :)
https://cdn.discordapp.com/attachments/544951685668143125/835096407031545866/unknown.png
I will adjust the icons though, most of them were provided by me anyway, so that's an easy task.

Thanks for the praise!

SirMotte
April 24th, 2021, 21:01
Update to Beta_2.3.0_Beleaguered_Mudpile


Bumped loadorder to 1500 to make sure stuff from authors that set this very high, like mad nomad, is properly overridden.
Changed Turn Marker to be easier to see and understand, now fits nicely next to round portraits (not so much square ones)
Changed dicetower Chat Icon
Small Icon changes to better fit each others style (evolved over time to be more rounded and compact)
Added armorcheck icon in inventory section
Changed open/close, minimize/maximize and help color on hover to be in line with theme.
Remade chat dice graphics to fit the theme and made numbers on dice in chat use the medium instead of regular font type.
Changed whisper and normal chatbubble
Small stuff with icons and more.

Extension changes:
RFIA by Houndy - changed buttonhover graphic to not be larger than the normal roll button.


Added Extension Support:

Mad Nomads Character Sheet Tweaks
Mad Nomads Character Sheet Effects Display
Mad Nomads Character Sheet Journal
Mad Nomads Coin Manager
NPC Random Treasure Drops by pr6i6est (Troy Monteith)
Automatic Record Links by pr6i6est (Troy Monteith)



Notice:
If you want old hotkey entries to be letters only, without the link icon, you have to relink them again. (Thanks to Silent Ruin for bringing that up)

eriktedesco
April 25th, 2021, 15:03
Hi SirMotte!!! Thumbs up for the majestic work on this theme.

I really, really, really like it!

Just a couple of points:

1) Hope the full compatible version of Clock Adjusted will be up soon. As it is now, it's quite difficult to use due to readability problem.

2) Something similar (almost no background between the written part and the background) is going on with the 5E-Token Height Indicator by GKEnialb (https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator).

As you can see in the picture, it's quite difficult to read the number below the Grell token.

46064


I hope it will be an easy fix!

Thanks a lot for your hard work! (can't wait for a revamp of your old Necro theme).

Cheers!!!

SilentRuin
April 25th, 2021, 15:11
I should note - that the difficulty in themes is that rulesets and extensions all use icons/fonts/etc. that may clash with backgrounds in any theme. Most rulesets/extensions work in default theme as that is where their visual look was established. But Sir Motte has taken his theme changes to another level trying to support all these wildly different ruleset/extension color schemes which require him actually replacing some of the original stuff. This is theoretically a never ending task. I for one appreciate this major effort. Not even Smiteworks goes to such extremes to insure compatibility.

I don't think people appreciate the scale of trying to support every icon/font/etc. in every ruleset and extension with some compatible background color scheme that works visually for them all.

I salute the attempt, it is no small feat :)

MeAndUnique
April 25th, 2021, 17:19
Hi SirMotte!!! Thumbs up for the majestic work on this theme.

I really, really, really like it!

Just a couple of points:

1) Hope the full compatible version of Clock Adjusted will be up soon. As it is now, it's quite difficult to use due to readability problem.

2) Something similar (almost no background between the written part and the background) is going on with the 5E-Token Height Indicator by GKEnialb (https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator).

As you can see in the picture, it's quite difficult to read the number below the Grell token.

46064


I hope it will be an easy fix!

Thanks a lot for your hard work! (can't wait for a revamp of your old Necro theme).

Cheers!!!

I just posted in the clock adjuster thread with a version that has the color changes that will be in the next official release of that extension.

HywelPhillips
April 25th, 2021, 19:50
The theme is very good, and very clear. It should help A LOT introducing people to FG.

To my ageing eyes, the only things which give me trouble are the red-on-dark-grey tones of the NPC stat blocks and the spell headers, and the black-on-dark-grey text for the Party Sheet headings. Brighter colour or bolder fonts would help a lot for me there. Otherwise, it's a treat, thank you!

Cheers, Hywel

MeAndUnique
April 25th, 2021, 20:19
The theme is very good, and very clear. It should help A LOT introducing people to FG.

To my ageing eyes, the only things which give me trouble are the red-on-dark-grey tones of the NPC stat blocks and the spell headers, and the black-on-dark-grey text for the Party Sheet headings. Brighter colour or bolder fonts would help a lot for me there. Otherwise, it's a treat, thank you!

Cheers, Hywel

I suspect you may have another extension that is affecting those, since in the base theme has a light cream color for each of the mentioned that looks quite good in my opinion.

HywelPhillips
April 25th, 2021, 20:29
Ah! Thank you, indeed I did. Much better!

SirMotte
April 25th, 2021, 23:24
Hi SirMotte!!! Thumbs up for the majestic work on this theme.

I really, really, really like it!

Just a couple of points:

1) Hope the full compatible version of Clock Adjusted will be up soon. As it is now, it's quite difficult to use due to readability problem.

2) Something similar (almost no background between the written part and the background) is going on with the 5E-Token Height Indicator by GKEnialb (https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator).

As you can see in the picture, it's quite difficult to read the number below the Grell token.

46064


I hope it will be an easy fix!

Thanks a lot for your hard work! (can't wait for a revamp of your old Necro theme).

Cheers!!!

Thanks mate, I appreciate the kind words!
Like MeAndUnique wrote, he posted an updated version to the combat tracker thread, that should take care of the color issues. I haven't tested this myself yet, but I completely trust him.

In regard to the height extension, this will be supported with the next update, courtesy of Saagael who pushed the needed adjustment to the release candidate. 46077

The cursed edition will be resurrected in time ;).


I should note - that the difficulty in themes is that rulesets and extensions all use icons/fonts/etc. that may clash with backgrounds in any theme. Most rulesets/extensions work in default theme as that is where their visual look was established. But Sir Motte has taken his theme changes to another level trying to support all these wildly different ruleset/extension color schemes which require him actually replacing some of the original stuff. This is theoretically a never ending task. I for one appreciate this major effort. Not even Smiteworks goes to such extremes to insure compatibility.

I don't think people appreciate the scale of trying to support every icon/font/etc. in every ruleset and extension with some compatible background color scheme that works visually for them all.

I salute the attempt, it is no small feat :)

Thanks! I've got some of the most talented people this community has to offer behind me, as well as a grumpy guy who bugs me all the time by pointing out inconsistencies and issues :P.


I just posted in the clock adjuster thread with a version that has the color changes that will be in the next official release of that extension.

<3


Ah! Thank you, indeed I did. Much better!

Could you tell me what extension caused this? It's load order value must be off the charts to be able to overwrite the theme :O .

pablomaz
April 26th, 2021, 01:18
Sir Motte is ON FIRE! :- )

SirMotte
April 26th, 2021, 01:23
Sir Motte is ON FIRE! :- )

Choo,choo, full steam ahead!

Haven't forgotten the colorblind edition I promised so long ago! Priority Nr. 1 once the theme is reliable enough. :)

HywelPhillips
April 26th, 2021, 09:34
It was the stupidest of user errors- I accidentally managed to have another theme turned on. So it is not anything that needs attention your end, I should have spotted that I'd managed to click on a second theme!

Cheers, Hywel

Milmoor
April 27th, 2021, 11:44
Thanks for the theme, but not for the list is compatible extensions. Now I have two more. They are like Tribbles, they keep multiplying. :)

SirMotte
April 27th, 2021, 16:12
Thanks for the theme, but not for the list is compatible extensions. Now I have two more. They are like Tribbles, they keep multiplying. :)

You have to be strong now, for I am the bearer of grave news.
In time, the list will expand a lot more.

Milmoor
April 27th, 2021, 17:59
The theme is very nice. It is dark indeed. I'm not sure if I'd want to use it every day, but thinking of doing so at special occasions. The epic end fight against Lady Goth or something like that. My campaign is Zombie themed, so it will come up more often than one would suspect. It would be nice if it was possible to change theme on the fly: enter the crypt of Doom, all black. Go into the temple of Light, everything goes Apple.

MeAndUnique
April 27th, 2021, 18:51
The theme is very nice. It is dark indeed. I'm not sure if I'd want to use it every day, but thinking of doing so at special occasions. The epic end fight against Lady Goth or something like that. My campaign is Zombie themed, so it will come up more often than one would suspect. It would be nice if it was possible to change theme on the fly: enter the crypt of Doom, all black. Go into the temple of Light, everything goes Apple.

I've looked into making an extension to support this concept, sadly it simply isn't feasible in FG to do as it would require rewriting substantial portions of the ruleset and thus break on pretty much every single ruleset update.

Milmoor
April 27th, 2021, 20:40
That's too bad. Would it be possible to switch the color scheme only? That would do for me.

SirMotte
April 27th, 2021, 20:51
I will provide different Editions, also bright ones soon(tm), but what you are looking for is currently not possible in FGU. (someone please proof me wrong and a fool ;) )

MacDork
April 28th, 2021, 17:32
I love the color theme so far -- thank you for putting so much effort into this.

Would you consider giving window borders a light color so that windows are distinguishable from one another? Or maybe change the background so that it contrasts with window contents better? As it stands, windows all seem to run together with such a low-contrast border color (black).

Again, thanks! This is a great theme that I"d love to see you keep developing!

SirMotte
April 28th, 2021, 21:43
I love the color theme so far -- thank you for putting so much effort into this.

Would you consider giving window borders a light color so that windows are distinguishable from one another? Or maybe change the background so that it contrasts with window contents better? As it stands, windows all seem to run together with such a low-contrast border color (black).

Again, thanks! This is a great theme that I"d love to see you keep developing!

Thank you for the kind words.

I probably won't change the borders to something else, sorry.

During development of the color scheme I experimented with a lot of backgrounds and frame borders, but I never found something that looked thematically sound but for how it looks now.

Just recently I increased frame border thickness to account for the problem you describe and have been very happy with it up until now.

Please be aware that this theme is very sensitive to screen brightness. You may want to check your monitor settings in case they are set very low. I have mine set to 120 cd/m which is well suited for dimmed/low light conditions.

I would also advice you to check if your screens contrast settings are set to a value that is ill suited for dark colors.

I may provide add-on extensions for some tweaked borders or backgrounds if you wish, but please don't hold your breath on this.

Cheers
Sir Motte

Edit: I added new frame borders that are a mix of both black and a lighter brown, which works perfectly.

EnSabahNur
April 28th, 2021, 23:09
Keep up the good work!!

SirMotte
May 1st, 2021, 16:17
Update to vBeta_2.4.0_Fragrant_Dungeon

Move to Github for Release Distribution and Dev-Branch availability.

Next batch of supported extensions added and minor tweaks and fixes.


Changelog:

Increased Link Icons size
Changed some icons for chat dice
Changed Effects Icons Contrasts
Darkened Character Sheet Tabs for better readability.
Fixed Dice Tower Frame - bounding box was huge, resulting in overlapping areas when placed near other windows or the hotkey bar. (thanks to WeezelD on Discord for pointing this out.)
Changed Pin color to be in Line with theme, hopefully this also helps with visibility.


Added Extension Support:

Token Height Indication by GKEnialb (Fix brought to you by Saagael <3)
Mad Nomad's Party Combat Stats
Mad Nomad's Enhanced Encounter Window
Portals Revamped by DiabloBob
Extended Language Fonts by Mattekure
Clock Adjuster by pr6i6est (Troy Monteith) and bmos (Icons only)
The much requested Clock Adjuster will receive an official update by bmos soon to make it compatible with any theme.
You can grab an already adjusted version by MeAndUnique in its Forums Thread!


Supported Extension changes:

Fixed Combat timer font color (thanks to Saagael)
Clock Adjuster - Icons changed - Please read the extension information!
Death Indicator by Silent Ruin - Adjusted Token Placeholder Skull to no have tiny eyes. Thought it was funny, but it isn't.
Mad Nomad Character Sheets Effects - Changed Icon to stop/remove Effect



Download the latest Version here
Github Release (https://github.com/SirMotte/FGU-Theme-Hearth/releases)

Jaegar
May 1st, 2021, 16:37
SirMotte... Excellent work!

pablomaz
May 1st, 2021, 16:41
Choo,choo, full steam ahead!

Haven't forgotten the colorblind edition I promised so long ago! Priority Nr. 1 once the theme is reliable enough. :)

You're too kind, man. Thank you!

SirMotte
May 3rd, 2021, 23:58
I have made the download for the Dev-Branch available. It will be updated every time I work on the theme. Expect odd things like errors for missing graphics, unfinished stuff and other oddities that could occur if you decide to use this.

SirMotte
May 9th, 2021, 22:16
Update to vBeta_2.5_Sweaty_Hilts + Hotfix

This is a "smaller" update, though it took a lot more work internally. I started hammering the image window into shape, but some issues with weird script related menu colors have forced me to postpone this until I find a fix.
Edit 1: Moon Wizard confirmed "It's a bug!".
Edit 2: The bug has been fixed and my changes are included.

This also resulted in not getting done with my rework of the radial menu icons.

Unfortunately I will have little time to work on the theme during this week, so I wanted to make sure to get the good stuff to you anyway, especially the extension changes and additions.
I will try to deliver a patch in the next few days, but don't count on it.

Also a very special thank you to Mad Nomad for not only helping me with his Extension integration, but also for donating! Highly appreciated!

Cheers
Sir Motte

Image Window Issue (Test Server):
46491

Changelog:


Dropped third digit in versioning, as I won't need it and to make it Mad Nomads Third Party Updater conform.
Changes to icons here and there, some replaced for a more coherent look and feel.
Changed Ranged Weapon and Melee Icon in Actions Tab
Adjusted Downstate colors for some buttons.
Remade image frame header Icons
Remade context menu and its icons (rightklick) (still WIP)


Added Extension Support:


Local Dice Tower by Thomas Delaplain (Minty23185Fresh)
5E - Coin Converter by Mattekure


Supported Extension changes:


Clock Adjuster sunrise and midnight icon changed slightly to be clearer.
Added missing Font Definition for empty token bag of Death Indicator
Changed Map Parcel and Polymorphism Token Placeholder to be in line with overall Theme
Removed Combat Timer support, as the extension itself does not work anymore and my changes generate warnings in the console. (will come back if someone steps up and fixes it)



Edit: Pushed a tiny hotfix just now. Temp HP for the client had the wrong color and I changed the bold font from Roboto-Bold to Roboto-Black, to make it more prominent.
You'll have to redownload from the Release-Branch. Sry bout that :). (Thanks to Seanifurr for pointing this out).

SirMotte
May 13th, 2021, 18:14
Update to Beta 2.6 - Plucked Horse

Edit: It seems lighting just went live. No issues so far.


This update brings in some more extension support, a lot of very nice changes to the UI and makes an attempt to be ready for TEST to go live.
While Icons are still not where I want them, I wanted to bring the other changes to you as fast as possible, as I won't be able to do aynthing on my pc for the next 4 days or so.
Enjoy!

Changelog:


Reworked radial menu and icons. (Still WIP around 70 Icons done so far, another ~90 to go)
Added brighter 1px rim to frames for better visibility if stacked on top of each other
Adjusted Image Window Icons
Adjusted some CT Icons
Fixed Image Frame Borders when not set as background mode. An invisible space is still around it unfortunately. Don't know yet how to adjust the xml accodingly.
Added additional Icon to the image share menu making it 3 tiered instead of two-tiered, allowing for unique icons. BIG THANKS TO SAAGAEL!
-> Unfortunately the way FGU is coded, this is not allowed for other share menus like on traits, spells and the like, still resulting in menus with either 3 oder 2 tiers and only the color red and green.
-> The "reset fog of war icon" is also not changeable to something else, so it still uses the icon_token_visiblity_off icon (closed red eye). Nothing I can do about that.
Added additional Icon to the rest menu making it 3 tiered instead of two-tiered, allowing for unique icons. BIG THANKS TO SAAGAEL!
Fixed image window toolbar icons transpracency that was altered with one of the recent changes.


Added Extension Support:


Sign Language Fonts by Mattekure
TTRPG Safety Toolkit by Mattekure
Mad Nomad's 3rd Party Updater
-> Both the extension itself is now supported with custom buttons and updates are available through it too.
-> Please keep in mind that the list is slow to update, so better check my forums page regularily.
Extended Rest by MeAndUnique
5E Legendary Assistant by Stv
Halt! by damned
ReadyCheck by Celestian
Audio Overseer by Celestian


Supported Extension changes:


Reinstated Combat Timer Extension. The error was caused by my theme! - Solved!
Changed Map Parcel Chest Icon again - Was overly complicated and didn't look nice.
Changed some clock adjuster Icons to be in line with theme
Minor changes to buttons for all extensions.

0m0n
May 13th, 2021, 23:42
Hi,
I didn't see this on your known issues but there appears to be an extension conflict with rob2e next level XP automation extension when opening up the class on the character sheet to level up. The LVL UP button is off the window and a number of console errors appear
[ERROR] window: No vertical anchor defined for control (expneeded) in windowclass (charsheet_classes)
[ERROR] window: Control (levelup) anchoring to an uncalculated control (expneeded) in windowclass (charsheet_classes)
46601

SirMotte
May 13th, 2021, 23:50
Hi,
I didn't see this on your known issues but there appears to be an extension conflict with rob2e next level XP automation extension when opening up the class on the character sheet to level up. The LVL UP button is off the window and a number of console errors appear
[ERROR] window: No vertical anchor defined for control (expneeded) in windowclass (charsheet_classes)
[ERROR] window: Control (levelup) anchoring to an uncalculated control (expneeded) in windowclass (charsheet_classes)
46601

Are you using constitutional Amendments by MeAndUnique or Mad Nomads Character Sheet Tweaks by chance? I had others report this error as well and it seems to be related to these two extensions. Does it happen only with my theme active?
I can't test this myself, as I do not own the XP Automation extension. Edit: Oh it's pay what you want)

Edit: I talked to 0m0n on discord. Seems like a script I use to change colors is messing with next level XP automation. But it looks like the Extension is redundant anyway unless you desperately need to lock xp and don't use Mad Nomads Character Sheet Tweaks.

AlaskanFalcon
May 14th, 2021, 19:16
Hey SirMotte!

Been using this theme for a Pathfinder 2e game for a while and have been having good luck with most things "just working". The recent revisions have been really nice and excited for all of the new extension support (so I don't have to keep modifying them myself :)). I was hoping that we can make some modifications to support some of the PF2e specific pieces?

With the release of the new version of Hearth, Pathfinder 2e was removed from the list of supported rulesets:


<ruleset>
<name>PFRPG2</name>
</ruleset>


I found a few additional frames that needed to be modified with the old Walpurgisnacht theme that I've documented here (https://www.fantasygrounds.com/forums/showthread.php?66271-Modifying-a-Theme-for-Pathfinder-Second-Edition).
The last piece of this that I can find for Pathfinder Second Edition is supporting the action symbols with the font that is chosen for this theme.
46658
46657

Additional information on the Action Symbols:
FG Wiki for Action Symbols (https://www.fantasygrounds.com/wiki/index.php/PFRPG2_Action_Symbols)
Thread of other themes with the Ruleset Developer providing insight on the need to add the symbols to the font (https://www.fantasygrounds.com/forums/showthread.php?55765-PFRPG2-FG-Unity-themes/page17&highlight=Action+Symbol+Theme)
A variation of the Simple Brown theme with support for PF2e specifics (https://www.fantasygrounds.com/forums/showthread.php?60644-Simply-Brown-theme-for-PF2)

If you don't want to provide a new theme due to complications with the font choice, that's completely understandable; I thought it didn't hurt to ask though!
Thanks,
- Falcon

SirMotte
May 14th, 2021, 21:28
Hey SirMotte!

Been using this theme for a Pathfinder 2e game for a while and have been having good luck with most things "just working". The recent revisions have been really nice and excited for all of the new extension support (so I don't have to keep modifying them myself :)). I was hoping that we can make some modifications to support some of the PF2e specific pieces?

With the release of the new version of Hearth, Pathfinder 2e was removed from the list of supported rulesets:


<ruleset>
<name>PFRPG2</name>
</ruleset>


I found a few additional frames that needed to be modified with the old Walpurgisnacht theme that I've documented here (https://www.fantasygrounds.com/forums/showthread.php?66271-Modifying-a-Theme-for-Pathfinder-Second-Edition).
The last piece of this that I can find for Pathfinder Second Edition is supporting the action symbols with the font that is chosen for this theme.
46658
46657

Additional information on the Action Symbols:
FG Wiki for Action Symbols (https://www.fantasygrounds.com/wiki/index.php/PFRPG2_Action_Symbols)
Thread of other themes with the Ruleset Developer providing insight on the need to add the symbols to the font (https://www.fantasygrounds.com/forums/showthread.php?55765-PFRPG2-FG-Unity-themes/page17&highlight=Action+Symbol+Theme)
A variation of the Simple Brown theme with support for PF2e specifics (https://www.fantasygrounds.com/forums/showthread.php?60644-Simply-Brown-theme-for-PF2)

If you don't want to provide a new theme due to complications with the font choice, that's completely understandable; I thought it didn't hurt to ask though!
Thanks,
- Falcon

I'm quite honored and happy to see that my theme has reached other subsets of this community. I will take a look at this as soon as I can. The graphics won't be an issue and I hope the font symbols required can simply be added into the roboto font as, all without the need for an extra edition.

I can't promise to deliver though if it's more complicated than anticipated.

SirMotte
May 14th, 2021, 22:17
Just added a small change to the Extension file.

1. Added PFRPG2 ruleset in again.
2. Fixed button toggle "on" in ct to actually show "ON" instead of "OFF". Thanks to Baardman for spotting this.
To get the update, just Redownload. No version change.


Edit: Whoops..in case your Image Toolbar looks like this 46682, please download again.
Those changes are on hold for now, as the upper area is bugged (confirmed by Moon Wizard). Until this is fixed, I won't touch this area.
Thx Silent Ruin!

CD0369
May 17th, 2021, 02:14
Good morning, afternoon or evening. Which ever applies. I figured I would throw this one out there. It has two elements. I would like to say that the theme is very appealing and look forward to using it. Just these two minor problems.

Visual:
One involves a font extension being overwritten, the other is not seeing the map tools buttons when the map is unlocked.
The font extension I am using is the Montserrat Font - bit (mattekure edit).ext located here:
https://www.fantasygrounds.com/forums/showthread.php?48384-Montserrat-Font-Extension&p=430324&viewfull=1#post430324
I also unlocked a map to edit some stuff on it and found that the map tool buttons are there, just the color of them blends really well with the banner they are in. Please see the third screen shot. I am not sure if the map tools button issue was previously mentioned. If so, I apologize for the duplication.

Technical:

FGC or FGU?
- FGU: Did you make sure my Theme loads after other extensions?
The theme appears to lode fine, just overwrites the font change.

Are you on the latest version of FG and the Theme?
Yes, I keep up to date on FGU and downloaded the theme on Friday 5-13-21.

Are you sure you don't have duplicates in the extension folder or other themes active at the same time?
Yup, scrubbed those on Thursday.

Are you using the 5E ruleset?
Yes.

Have an Error-Log?
Nope. No log popped out and I cannot remember how/if I can open that while in session.

Got me a screenshot?
46806 different theme
46807 with theme
46808 map tools buttons

Are you using other extensions?
- Yes: Does the error still occur when you disable all other extensions?
- Yes: What is/are the conflicting extension/s?
The only conflict is the font and that is just a size issue. Everything else used is on your compatibility list.

When does the error occur and is it tied to a specific interface component?
No error occurs. Just have small print. The font extension helps me and several of my players see. Scaling the UI is not really an option because most of us are on laptops and lose space if we scale to much.

Is the error reliably reproducible?
Pretty sure. Information on the font is located further up the post.

Hopefully these are two minor issues. Love the theme and look forward to using it more.

SirMotte
May 17th, 2021, 05:42
Hello CD0369,

Thank you very much for the detailed report and kind words.
Unfortunately the screenshots you provided don't seem to work.

I will try to help as best as I can.

1. The map tools have very poor contrast in any theme.
A FGU bug prevents me from changing that area right now to fit my theme.

2. Other Font extensions.
My theme uses a loadorder setting of 1500. If you want to use other fonts you have to adjust the appropriate extension to load after my theme with a loadorder value of at least 1501. Please keep in mind, that this will probably break colors as well, which in turn will render my theme almost unusable (black font on dark background) if colors are defined in the extension.

I will look into making add on extensions for different fonts available.
Right now you'd have to
A) adjust my themes font to your liking (which would break on every update).
B) Merge my font definitions into the other extension.
C) Wait for me to provide font add-ons.

SirMotte
May 17th, 2021, 21:25
Happy Birthday Hearth Theme.

Today 1 year ago I posted a slightly darker grey theme.
It quickly grew into a small suite of editions with their own color-scheme; and a behemoth I wasn't able to manage with my limited knowledge and tools back then.

My life took some unexpected and some calculated turns and I didn't have the time and energy left to maintain and further develop the theme for most of its lifetime.
My work and private life has calmed down considerably since April this year and the theme has made tremendous steps into the direction and vision I want it to grow into.

This wouldn't have been possible without the help of this community, but most importantly two of its most talented inhabitants:

MeAndUnique

and

Saagael

Without their help I would have been stuck in the madness of xml and lua coding, that I barely understand.
They provided me with tips, tricks, tools and counsel a hundred times, just so I could take a few more steps. Rinse and Repeat.
They molded the backbone of this theme to a manageable collection of organized files and taught me the means to maintain and build upon this foundation.
They provided vital code to make important changes to certain elements of the theme.

A heartfelt thank you!

I'd like to extend my thanks to all the people who helped me with their Feedback here, on discord and in private messages.
I'd like to thank all the generous souls who made a donation as well.
I'd like to thank all the people who gave thanks and kind words to me, which kept my motivation high.

I will continue work on Hearth Edition, until I feel like it is in a finished state, or at least until it's clear I have done everything I can to shape it the way I like it to be.
Then the theme will branch out again. First will come the long promised color blind edition, that should make life for quite a few people a little easier.
Then follows a bright edition that was promised Styrmir months ago. This will eventually lead to all editions prior available to return to life (or unlife).

I had planned for an update to celebrate this day, but I wasn't able to make the progress I had anticipated. So you, honored reader, will have to wait a little longer for the next Version.
Want to take a little peek? Check out the Dev Branch ;).

Praise be to this wonderful community!

Sir Motte

Leprekorn
May 21st, 2021, 08:07
Hey I saw these warnings in my console when I loaded your theme areyou aware of them?
[5/21/2021 7:30:02 AM] [WARNING] windowclass: Window class (ct_combat_timer_host) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[5/21/2021 7:30:02 AM] [WARNING] windowclass: Window class (ct_combat_timer_client) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]

MeAndUnique
May 21st, 2021, 15:12
Hey I saw these warnings in my console when I loaded your theme areyou aware of them?
[5/21/2021 7:30:02 AM] [WARNING] windowclass: Window class (ct_combat_timer_host) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[5/21/2021 7:30:02 AM] [WARNING] windowclass: Window class (ct_combat_timer_client) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]

There are some harmless, unavoidable warnings for supporting a couple of extensions if the user of the theme doesn't have said extension loaded. These are a couple of examples of such.

Leprekorn
May 21st, 2021, 15:33
Cool

SirMotte
May 21st, 2021, 22:46
Big Thank you to the kind soul that bought me Automatic Spell Resistance and Automatic Return Damage on DMG!
If you wish to enter the Hall of Fame by (User)Name, please contact me on the forums or discord, until then I will have it an anonymous entry!
Thanks! <3


Hall of Fame Entry:
The heavens sing of a name, angelic and pure, an euphony to ears and heart. Its wielder brought gifts from the storytellers wares!

SirMotte
May 24th, 2021, 20:23
Update to Beta 2.7 - Doting Elderbrain

We are closing in on leaving beta status.

This release adds in basic PFRPG2 support that will be fleshed out more in the coming weeks.
I'll collaborate with AlaskanFalcon and his table to find bugs and missing stuff.
I won't go into that much detail with this ruleset, as my focus still lies with 5E, but it gets rid of some annoying showstoppers if you're using Pathfinder 2E.

I have added in some missing radial menu icons. Some of them are hardcoded unfortunately and can't be made unique, which is very frustrating.
Big thank you to Saagael who made some scripts to overwrite icons where possible!

It gets harder and harder from this point onward to change details, as I hit roadblocks a lot more often, like in the example above.
Some things will probably never be changed, but the theme itself is in a very good state and almost ready to serve as template for other editions.
The final push will happen in the coming weeks and then the edition fun begins again. I'm especially thrilled to not only provide a color blind edition, but a bright one as well!

Enjoy!

Changelog:

Added Ruleset Support:


Initial PFRPG2 support - WIP

General Changes:


Adjusted Roboto.ttf Font files to include PFRPG2 action symbols.
Lots of Radial Menu Icons added and some adjusted.
Adjusted module loaded/unloaded icon to not overlap with the player load blocked/allowed one
Asset Library Icons changed
Added 1px on top and bottom of the image window frame to have 2px black border and 1px brown border visible.
Added 1px bright frame to buttons (feedback desired)
Added Icons to the manual roll window.
Adjusted several icons or remade them to be clearer.
Made text input pop up in chat to show up higher, to not obscure text and dice rolls (thanks to Seanifurr for pointing that out)
Simplified Bow Icon in actions tab, to be more in line with the overal design.
Adjusted Health Bar graphics
Removed duplicate entries in xml files.
Darkened CT Entryboxes a little for better readability.


Added Extension Support:


Easy Lights by Mattekure
Toggle Effect Lights by Mattekure
Theather of Mind by superteddy57

Supported Extension changes:


Fixed truncated font issue with important NPC active state by Death Indicator Extension
Fixed Portals Extension by Diablobob. Added missing frame for teleport prompts, that was defined within an other xml than the rest of the extensions graphics.
Changed Assistant GM Icon to be less random
Changed Death Indicator Important NPC CT Icon to be clearer and for better PFRPG2 compatibility

Known Issue introduced with this update:


Radial Menu map grid change only works if the map is in background mode. This also causes to revert script based icon changes to default.
Not sure if fixable, might be removed with a hotfix later on.

Milmoor
May 24th, 2021, 20:51
Thanks for all your hard work. Is Floating Tabs compatibility on your roadmap? And do you have entries in the wishlist we can vote for for even more skinning?

SirMotte
May 24th, 2021, 20:59
Thanks for all your hard work. Is Floating Tabs compatibility on your roadmap? And do you have entries in the wishlist we can vote for for even more skinning?

Floating tabs work out of the box, though the buttons are little too wide. In regard of skinning, just tell me what and where and I'll take a look at it. I might have missed some extensions, but I think I've covered most of those that require adjustments by now.

Milmoor
May 24th, 2021, 21:17
You might want to inform ScriedRaven he can retest. He's stating incompatibility in his start post.

Congratulations in getting this far in your epic overhaul. That's quite a big job.

SirMotte
May 24th, 2021, 21:56
You might want to inform ScriedRaven he can retest. He's stating incompatibility in his start post.

Congratulations in getting this far in your epic overhaul. That's quite a big job.

Just contacted him, he'll adjust it once he gets home :).
And thanks!

Eru the One
May 24th, 2021, 22:13
Looks great, just one thing for PF2:

Character Sheet -> Inventory tab -> Armor frame

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47059&stc=1&d=1621890597

I think using the same color font from the others will fix this problem.

SirMotte
May 24th, 2021, 22:26
Looks great, just one thing for PF2:

Character Sheet -> Inventory tab -> Armor frame

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47059&stc=1&d=1621890597

I think using the same color font from the others will fix this problem.

Ah yeah, thanks, I already noticed this one. I'll have to look through the PFRPG scripts to find the entry.
Appreciated!

Daniel Fletcher
June 12th, 2021, 01:02
This is by far the best Dark theme.... Looking forward to 3.0 and seeing what you come up with next.

SirMotte
June 13th, 2021, 21:48
Update to Beta 2.8 - Assassin's Spoon

Yada-yada-yada:
The word "fixed" has mostly disappeard from these changelogs *feelsgoodman*. This means we are even closer to leave beta status behind and look ahead to the coming v3.0 release that will serve as template for other Editions.
Progress has slowed down a little due to RL time constraints, but I think I will have at least 1 additonal Edition fully done until the end of the month, possibly earlier. Stay tuned.

Enjoy!
Sir Motte

Changelog DnD 5E Ruleset:


Minor Icon Tweaks
Added 1 Hand, 2 Hand and Off-Hand Actions Tab graphics. (Need feedback on those, I'm not that satisfied with them. Any ideas?)
Changed Player chosen color dot (on Character Portrait) to be clearer.
Added missing Radial Menu Character Selection "Add Character" entry
Added unique radial menu "take ownership" Icon to character selection - thanks to Saagael for the necessary script overwrite.
Changed text selection color again, to not collide with the search field color.
Image Panel now features my dark UI as well, as a bug has been fixed by Moon Wizard that prevented my changes from working in the top area.
-> My influence on this area is still limited though, thus it doesn't look quite like I'd want it to. Oh well....
Adjusted the new Attunement Icon. This might change at some point later, but will do for now. I also changed the red color for max attuenments, to match the theme.
Adjusted Image Scroll and Pan button.
Changed cogwheel in the options menu to link icon, to emphasize that those are linkable as well (eg hotkeybar).
Adjusted vote check pngs.
Updated minimized window graphics to also have the 1px bright and 2px black border.
Small magnifier glass in asset view now features a dark background to not visually merge with the folder icons.
Script fuled icon change for "add entry" in the parcels window to not use the one from the character selections frame (Why smiteworks, why!). (not included yet, I'll sneak it in once its available)
Added new image toolbar toggles (player vision and shortcut on/off).
Added missing manual roll icons.
Added correct framing to search filter borders, seems like a bug has been fixed at some point that screwed the left and right border up.
Added in missing ct_passive.png that marks where to click in the ct to change whos turn it is manually. (thx to Seanifurr for pointing that out)


Added Extension Support:


MadNomads Consumable Items
Colorful Language by MeAndUnique
Golarion Languages and Fonts by mattekure and callum


Supported Extension changes:


Easy Lights by mattekure - Added new light buttons introduced with the latest update.
Coin Converter by mattekure - Fixed wrong icons for copper to electrum and electrum to silver buttons.
Fixed Mad nomad Character Sheet Tweaks red and green highights for affected sheet values.


Known Issue(s) introduced with this update:


None


Changelog Pathfinder 2E Ruleset


None, more PFRPG2 stuff will come with 2.9.

SoloJoke
June 21st, 2021, 19:10
Just a quick question, is hearth the only version available right now? Maybe I'm just bad at looking, but I can't find any other schemes.

Eru the One
June 21st, 2021, 19:17
I think he is focusing on one until the release version (3.x), then Sir Motte will release the other colors again, but I'm not 100% sure if that was still the plan.

SoloJoke
June 21st, 2021, 19:56
Gotcha, thanks for the reply.

SirMotte
June 21st, 2021, 20:02
Gotcha, thanks for the reply.

Just like Eru said, I plan on providing other Editions after I release v 3.0, which will be the template release.
I made the decision to ditch everything but hearth until I have a good foundation to work with, which Hearth Edition is by now. There are minor things missing that I want to address, as well as some PFRPG2 stuff that has to be included.
Other than that I'm almost done.

RL obligations have slowed down the process though, so I'm unsure when this will happen, ideally this month, but even this has become uncertain.

Just out of curiosity, what Edition were you looking for?

Bretwulf
June 22nd, 2021, 17:54
@SirMotte

I tried to use the extension with WHFRP 2e from @Paul Pratt. It worked flawlessy, except from one thing: Every time i open a skill description, the following error pops up in the console:

[6/22/2021 1:53:19 PM] [ERROR] window: Control (name) anchoring to an undefined control (rightanchor) in windowclass (ref_skill_header). EVerything keeps working, but the skill name do not appear in the window.

Can you guide me on how to fix it? I'm pretty sure i can do on my own :)

Also, where can i get access to the green edition? i used to love it, but can't find it anymore.

SoloJoke
June 23rd, 2021, 00:21
Just out of curiosity, what Edition were you looking for?

Pretty much any edition, one of my players was having a lot of problems reading the Hearth version of this, but had no problems with other ones in the past.

SirMotte
June 23rd, 2021, 05:55
@SirMotte

I tried to use the extension with WHFRP 2e from @Paul Pratt. It worked flawlessy, except from one thing: Every time i open a skill description, the following error pops up in the console:

[6/22/2021 1:53:19 PM] [ERROR] window: Control (name) anchoring to an undefined control (rightanchor) in windowclass (ref_skill_header). EVerything keeps working, but the skill name do not appear in the window.

Can you guide me on how to fix it? I'm pretty sure i can do on my own :)

Also, where can i get access to the green edition? i used to love it, but can't find it anymore.

Hey Bretwulf,
I'll have to look into this a little more. Looks like this ruleset has the header set up differently. Removing the definition might already fix it. I'll contact you again once I have time to test this.

Other editions have been removed until hearth can serve as a fully working template. See my comment above. The cursed edition will come back for sure, it's one of my favourites as well.


Pretty much any edition, one of my players was having a lot of problems reading the Hearth version of this, but had no problems with other ones in the past.

I see. The coming color blind edition might be to your players liking then. Can't tell you how long it will take until then. I'm on it.

CaptJack2883
June 23rd, 2021, 11:38
I'm not colorblind, and to my knowledge, none of my players are either, but I just wanted to add my support for the colorblind version being the next version you work on. :D

SoloJoke
June 23rd, 2021, 22:41
I see. The coming color blind edition might be to your players liking then. Can't tell you how long it will take until then. I'm on it.

I don't think they are colourblind, it wasn't that they had a hard time seeing it, but that they were struggling to read it because it was making their eyes hurt.

GKEnialb
June 24th, 2021, 04:09
I don't think they are colourblind, it wasn't that they had a hard time seeing it, but that they were struggling to read it because it was making their eyes hurt.

That's really interesting - my players and I find it really easy it read. Maybe a difference in brightness settings on the computers?

MeAndUnique
June 24th, 2021, 05:46
I would generally have to agree that it would likely be environmental: monitor settings, glare, that sort of thing. And honestly I wouldn't really expect the other dark theme options to make a substantial difference in that regard, since Hearth already exceeds industry standards for contrast ratio (being one of the primary factors rated to eye fatigue).

Though if there is something specific that troubles them there may be some opportunity to address it?

There is a bright version planned at some point down the road, though I of course can't remark on it's position in the queue.

Leprekorn
June 24th, 2021, 06:55
The only issue I have with the theme is I find it difficult to read things added to the shortcut bar

SilentRuin
June 24th, 2021, 14:44
The only issue I have with the theme is I find it difficult to read things added to the shortcut bar

Only if you have an old link placed in shortcut by FGU with that BIG link symbol smack in the middle of the text. If you have one you created with his extension then that symbol is not even shown.

Leprekorn
June 24th, 2021, 14:47
Wow awesome I had no idea thanks.

SirMotte
June 24th, 2021, 19:25
Wow awesome I had no idea thanks.

I highly advise to read my wall of text in post #1. It's an informative, well tended, nicely structured wall of text. I'm very fond of it :).
Btw. this functionality is brought to you by the illustrious MeAndUnique, who wrote the necessary script.

MeAndUnique
June 24th, 2021, 19:38
Coming SoonTM to a theat-, err, theme near you.
:p

SoloJoke
June 28th, 2021, 07:35
I would generally have to agree that it would likely be environmental: monitor settings, glare, that sort of thing. And honestly I wouldn't really expect the other dark theme options to make a substantial difference in that regard, since Hearth already exceeds industry standards for contrast ratio (being one of the primary factors rated to eye fatigue).

Though if there is something specific that troubles them there may be some opportunity to address it?

There is a bright version planned at some point down the road, though I of course can't remark on it's position in the queue.

There is a good chance it's environmental, or something to do with this players vision specifically. They didn't have this problem when I was using the purple version pre-patch, I'll ask them again for what the problem was, but it was very specifically with this colour scheme, and they don't normally have problems with dark themes or high contrast themes.

SirMotte
June 28th, 2021, 08:00
There is a good chance it's environmental, or something to do with this players vision specifically. They didn't have this problem when I was using the purple version pre-patch, I'll ask them again for what the problem was, but it was very specifically with this colour scheme, and they don't normally have problems with dark themes or high contrast themes.

In case you can provide screenshots of the specific area that causes problems for your player I may be able to help you out. I suspect some kind of colorblindness, though most contrasts should also work for colorblind people with a few exceptions.

I'd be glad to be able to help you out, I just need a little more information .

Barricade1443
June 29th, 2021, 13:37
I'm sorry if this has been answered or addressed already but I'm struggling with a small graphical issue for Floating Tabs. Loading only the theme and the Tabs extension it appears to be using the wrong buttons; Pics attatched.

It appears to be loading the theme last however I am a little lost as far as how to manually set load order. Is this working as intended or a known issue or am I overlooking something obvious? Any information someone can provide would be greatly appreciated.

47958

Saagael
June 29th, 2021, 14:57
I'm sorry if this has been answered or addressed already but I'm struggling with a small graphical issue for Floating Tabs. Loading only the theme and the Tabs extension it appears to be using the wrong buttons; Pics attatched.

It appears to be loading the theme last however I am a little lost as far as how to manually set load order. Is this working as intended or a known issue or am I overlooking something obvious? Any information someone can provide would be greatly appreciated.

47958

Do you have both extensions up to date? I just tried it out and I'm seeing the buttons from the theme.

SirMotte
June 29th, 2021, 15:12
I'm sorry if this has been answered or addressed already but I'm struggling with a small graphical issue for Floating Tabs. Loading only the theme and the Tabs extension it appears to be using the wrong buttons; Pics attatched.

It appears to be loading the theme last however I am a little lost as far as how to manually set load order. Is this working as intended or a known issue or am I overlooking something obvious? Any information someone can provide would be greatly appreciated.

47958

Hey Pal,
Scried Raven updated his extension recently with these new button graphics.
If you load my Dev-Build you're good to go (Download available below the stable branch link in Post #1).

Cheers
Sir Motte

arcanjl
June 29th, 2021, 15:20
Dev build is located...? in github?

SirMotte
June 29th, 2021, 15:22
Dev build is located...? in github?

Just below the stable branch link in post #1.

arcanjl
June 29th, 2021, 15:37
face palm

SoloJoke
July 1st, 2021, 09:14
In case you can provide screenshots of the specific area that causes problems for your player I may be able to help you out. I suspect some kind of colorblindness, though most contrasts should also work for colorblind people with a few exceptions.

I'd be glad to be able to help you out, I just need a little more information .

Alright, I asked him again and he said that he felt there was no contrast between the text and the panels and that it made it hard to read.

SirMotte
July 1st, 2021, 09:28
Alright, I asked him again and he said that he felt there was no contrast between the text and the panels and that it made it hard to read.

I'd need a screenshot of the specific area. I suspect that this was caused by an extension conflict. As far as I'm aware all fonts sport at least 7:1 contrasts.

SoloJoke
July 1st, 2021, 10:38
I'd need a screenshot of the specific area. I suspect that this was caused by an extension conflict. As far as I'm aware all fonts sport at least 7:1 contrasts.

He doesn't have any extensions and neither do I, they said it was mostly a problem with the character sheet, and when he is off work I'll ask him to take a screen shot.

Milmoor
July 2nd, 2021, 09:36
@SirMotte, when you reach the stage of feature request, I would like an option for wider scrollbars. This would facilitate touch screen use. The bar is a bit tiny now. See here (https://www.fantasygrounds.com/forums/showthread.php?69446-Wider-scroll-bar) for some background. This is a "nice to have", certainly not a "must have".

Saagael
July 4th, 2021, 16:01
@SirMotte

I tried to use the extension with WHFRP 2e from @Paul Pratt. It worked flawlessy, except from one thing: Every time i open a skill description, the following error pops up in the console:

[6/22/2021 1:53:19 PM] [ERROR] window: Control (name) anchoring to an undefined control (rightanchor) in windowclass (ref_skill_header). EVerything keeps working, but the skill name do not appear in the window.

Can you guide me on how to fix it? I'm pretty sure i can do on my own :)

Also, where can i get access to the green edition? i used to love it, but can't find it anymore.

I just pushed a fix for this, and it will be in the next dev build, probably sometime today or tomorrow.

SirMotte
July 4th, 2021, 19:41
@SirMotte, when you reach the stage of feature request, I would like an option for wider scrollbars. This would facilitate touch screen use. The bar is a bit tiny now. See here (https://www.fantasygrounds.com/forums/showthread.php?69446-Wider-scroll-bar) for some background. This is a "nice to have", certainly not a "must have".

The scrollbar was made smaller by me on purpose, mostly for visual reasons. I'm hesitant to change it back to a wider variant again. I'll look into it soon.



I just pushed a fix for this, and it will be in the next dev build, probably sometime today or tomorrow.

You're a champ, just took a look at your changes, nicely done. Pushed to Dev and Download updated. @Bretwulf, you're good to go if you load up the Dev-Build :).

---------------------------------------------------------

Big shoutout to WhiteTiki, who gifted me a map BUNDLE!! OMG, soooo goood! Thanks again mate!

Also a big thank you to the kind soul that gifted me the Lighting Bundle by mattekure! If you want to be included by name in the hall of fame in Post #1, shoot me a message so I can thank you properly and add in your (user) name.
Your entry in the hall of fame until then:

When darkness crawls and shadows loom, one misstep here could spell our doom;
Smart the one with torch and lamp, will be remembered as a champ.
As he who gave the gift of light, is henceforth worthy of the title knight.

(Since English is not my native language this is a bit...well...experimental.)

On another note, I'm currently soul-bound by a RL Work Project, that will finish at some point this week. Until then I can't work on the Theme, so no update to 2.9 till at least Friday.

Cheerioh Lovely Folks!

ShirokuHakudo
July 6th, 2021, 20:35
So did you stop updating the frostbite version because i loved the look and now i cant seem to find it anywhere

MeAndUnique
July 7th, 2021, 02:20
So did you stop updating the frostbite version because i loved the look and now i cant seem to find it anywhere

The Hearth version is the only one being worked on at present, with plans to begin work on others in the not to distant future once Hearth can serve as a solid baseline.

SirMotte
August 7th, 2021, 15:28
Forge Listing is finally online.

https://forge.fantasygrounds.com/shop/items/12/view

Sorry for the lack of updates! Worklife has its grip tightly wrapped around me and I won't escape its gaze for some more weeks. But don't you quail, I will make sure to make the wait worth it!

SirMotte
August 8th, 2021, 18:00
Update to Beta 2.9 - Pathhider

Yada-yada-yada:
This update focuses on missing elements for the Pathfinder 2E and the ICRPG Ruleset.
It adds some prominent missing frames for Pathfinder Reference Manuals, as they come with a lot more variety than the 5E or Core Ruleset.

What else? I adjusted some icons here and there, but no major changes or additions, most likely no one will ever notice, but maybe for the CT Initative Menu.
This is the last Beta Update, Release 3.0, here we come! Forge version is also updated accordingly.

Enjoy!
Sir Motte

Added Ruleset Support:

ICRPG by Saagael for the Runehammer Games LLC - Index Card RPG Ruleset.
Fixed: Error for the WHFRP 2e Ruleset - Fix brought to you by Saagael.


Changelog DnD 5E Ruleset:

Adjusted two handed actions tab icon to be clearer.
Fixed - tooltipbox.png had a missing lower border, looks like I accidentally moved the frame a little. (thanks to MeAndUnique for spotting this).
Added Custom Dice Radial Menu Icon.
Changed "Take Ownership Icon" to be less confusing.
Changed 2 Hand Action Icon to not cause its line to expand when selected.
Minor changes to any icon that used a sword symbol.
Fixed AC Shield Icon to be misaligned, this was caused by changes for the PFRPG2 Ruleset that I now reverted.
Added in custom Initiative and Effects Removal icons in the combat tracker Radial Menu - Again special thanks to Saagael and MeAndUnique for providing the necessary scripts.


Added Extension Support:

Fantasy Grounds Unity Weather Generator - by Mattekure.
Bartender by MeAndUnique - My Themes functionality will be replaced by Bartender automatically, if loaded.


Removed Extension Support:

Removed Attunement Extension by DMSanctum as its functionality is no longer needed.


Supported Extension changes:

Changed audio icon for Audio Overseer by Celestian.
Added new buttons for Floating Tabs by Scried Raven.
Corrected some names to be more exact to the Authors wording.
Adjusted frames introduced by Legendary Assistant to reflect color changes made with Beta 2.7.


Changelog Pathfinder 2E Ruleset

Added missing Reference Manual Graphics. Texts should now be readable on all occasions.


Under the Hood

Code Groundwork implementation for much easier colorization - By MeAndUnique [MIND-BLOWING] More on this with the release of 3.0


Known Issue(s) introduced with this update:

None

Jaegar
August 8th, 2021, 18:32
Update to Beta 2.9 - Pathhider

Yada-yada-yada:
This update focuses on missing elements for the Pathfinder 2E and the ICRPG Ruleset.
Its add some prominent missing frames for Pathfinder Reference Manuals, as they come with a lot more variety than the 5E or Core Ruleset.

What else? I adjusted some icons here and there, but no major changes or additions, most likely no one will ever notice.
This is the last Beta Update, Release 3.0, here we come! Forge Update will be available as soon as it's approved!

Enjoy!
Sir Motte

Added Ruleset Support:

ICRPG by Saagael for the Runehammer Games LLC - Index Card RPG Ruleset.
Fixed: Error for the WHFRP 2e Ruleset - Fix brought to you by Saagael.


Changelog DnD 5E Ruleset:


Adjusted two handed actions tab icon to be clearer.
Fixed - tooltipbox.png had a missing lower border, looks like I accidentally moved the frame a little. (thanks to MeAndUnique for spotting this).
Added Custom Dice Radial Menu Icon.
Changed "Take Ownership Icon" to be less confusing.
Changed 2 Hand Action Icon to not cause its line to expand when selected.
Minor changes to any icon that used a sword symbol.
Added in custom, script induced Initiative Icons to the Radial Menu.
Fixed AC Shield Icon to be misaligned, this was caused by changes for the PFRPG2 Ruleset that I now reverted.
Added in custom Initiative and Effects Removal icons in the combat tracker Radial Menu - Again special thanks to Saagael and MeAndUnique for providing the necessary scripts.


Added Extension Support:


Fantasy Grounds Unity Weather Generator - by Mattekure.
Bartender by MeAndUnique - My Themes functionality will be replaced by Bartender automatically, if loaded.


Removed Extension Support:

Removed Attunement Extension by DMSanctum as its functionality is no longer needed.


Supported Extension changes:


Changed audio icon for Audio Overseer by Celestian.
Added new buttons for Floating Tabs by Scried Raven.
Corrected some names to be more exact to the Authors wording.
Adjusted frames introduced by Legendary Assistant to reflect color changes made with Beta 2.7.


Changelog Pathfinder 2E Ruleset


Added missing Reference Manual Graphics. Texts should now be readable on all occasions.


Under the Hood

Code Groundwork implementation for much easier colorization - By MeAndUnique [MIND-BLOWING] More on this with the release of 3.0


Known Issue(s) introduced with this update:


None


Thank You!

Nick Frost
August 10th, 2021, 14:02
Your Theme is awesome! Keep up the good work!

The only thing keeping it from being perfect for my current campaign is some aesthetic issues with Bayne's Emporium Fantasy Grounds Shops Extension for 5E ( https://forge.fantasygrounds.com/shop/items/144/view ).

48634

SirMotte
August 10th, 2021, 19:18
Your Theme is awesome! Keep up the good work!

The only thing keeping it from being perfect for my current campaign is some aesthetic issues with Bayne's Emporium Fantasy Grounds Shops Extension for 5E ( https://forge.fantasygrounds.com/shop/items/144/view ).

48634

Thanks man, really glad you like it!

Regarding Bayne's emporium, I don't own it, but will contact the author to send me over the xml definitions.
This will need some fixing. I'll try to include it in V3.0!

Cheers!

Edit:
Bayne already replied and sent me all the information I need. Will try to get this sorted asap :).

bayne7400
August 10th, 2021, 19:47
Your Theme is awesome! Keep up the good work!

The only thing keeping it from being perfect for my current campaign is some aesthetic issues with Bayne's Emporium Fantasy Grounds Shops Extension for 5E ( https://forge.fantasygrounds.com/shop/items/144/view ).

48634

We will figure it out hopefully!

Nick Frost
August 13th, 2021, 12:28
Didn't expect such a quick response! Even if a "fix" doesn't happen, thank you both for considering it.:D

eporrini
August 15th, 2021, 17:29
SirMotte, great theme, it's obvious a lot of work and thought went into it. I have a suggestion and a question. First, in certain areas (calendar month and some item areas after opening the details on an item) I notice you have a black font. In the case of calendar month it's black offset with red for current month. That color is extremely hard to see against the darkness of the rest of the theme. I think you should consider updating anything using the black or dark red currently to another of the tones you use throughout the remainder of the theme.

The question is, you mention changing extension load times. I have looked and can't seem to find out how to do that. Can you provide a little insight into how that's done? I am using the better menus extension currently and I would also like to try out a font extension with larger text in conjunction with your theme.

Saagael
August 15th, 2021, 17:39
SirMotte, great theme, it's obvious a lot of work and thought went into it. I have a suggestion and a question. First, in certain areas (calendar month and some item areas after opening the details on an item) I notice you have a black font. In the case of calendar month it's black offset with red for current month. That color is extremely hard to see against the darkness of the rest of the theme. I think you should consider updating anything using the black or dark red currently to another of the tones you use throughout the remainder of the theme.

The question is, you mention changing extension load times. I have looked and can't seem to find out how to do that. Can you provide a little insight into how that's done? I am using the better menus extension currently and I would also like to try out a font extension with larger text in conjunction with your theme.

Do you have any other extensions loaded when you see these issues?

SirMotte
August 15th, 2021, 17:56
SirMotte, great theme, it's obvious a lot of work and thought went into it. I have a suggestion and a question. First, in certain areas (calendar month and some item areas after opening the details on an item) I notice you have a black font. In the case of calendar month it's black offset with red for current month. That color is extremely hard to see against the darkness of the rest of the theme. I think you should consider updating anything using the black or dark red currently to another of the tones you use throughout the remainder of the theme.

The question is, you mention changing extension load times. I have looked and can't seem to find out how to do that. Can you provide a little insight into how that's done? I am using the better menus extension currently and I would also like to try out a font extension with larger text in conjunction with your theme.

Hi eporrini, I'm glad you like the theme. The issues you describe though could be caused by another extension that overwrites my font definitions or introduces it's own font styles. Also make sure, that no other theme is still active. Another cause could be that you're using Fantasy Grounds Classic and not Fantasy Grounds Unity. Classic is not supported by me. For better insight, could you tell me the ruleset and calendar type you're using and if it's FGC or FGU?
The calendar should look like this:

48698

If you want to use font extensions like the ones by mattekure, you will find, that they overwrite all my font colors to black, which makes the theme unusable, I might provide different font packs at some point, right now the theme comes with the Roboto Font type by google.
I'd advise you to alter font sizes directly within my theme, follow the same steps as mentioned below and look into the graphics/fonts.xml file to make changes. This is a more involved process, and keep in mind, that this will cause clipping issues and cut-off text.

Regarding the latter question:

You can change an extensions loadorder by opening it up like you would a zip file.
If you're not using tools like total commander or directory opus, rename the extension, in your case the better menu .ext file to .zip and unpack it somewhere.
Find the extension.xml within and open it up. Find the loadorder entry and change it to the desired value. Save and repack to .zip, then rename to.ext.

Keep in mind, that any update of better menus will overwrite this change.

Cheers
Sir Motte

eporrini
August 15th, 2021, 18:44
Thanks for the detailed update. I will have to think on how to best move forward based on your advice.

eporrini
August 15th, 2021, 19:18
It appears the culprit(s) were extensions that likely do font color modification? and were in conflict with your theme. Just as a reference they were Calendar Plus (darrenan) and Feature: Extraplanar Containers (BMOS).

SirMotte
August 15th, 2021, 19:30
It appears the culprit(s) were extensions that likely do font color modification? and were in conflict with your theme. Just as a reference they were Calendar Plus (darrenan) and Feature: Extraplanar Containers (BMOS).

I'll try to add support for those extensions with 3.0. Thanks for the report!

Leprekorn
August 25th, 2021, 07:34
Looking forward to the next release of this hopefully it will include support for Banyes Emporium so I can go back to using it again as my players and I much prefer it.

SirMotte
August 25th, 2021, 18:38
Looking forward to the next release of this hopefully it will include support for Banyes Emporium so I can go back to using it again as my players and I much prefer it.

Glad you enjoy the theme so much! I'm on it, I'll release a small patch this weekend with support for:

- Baynes Emporium
- Friend Zone by MeAndUnique
- Unofficial Kingdoms and Warfare extension by Saagael (not released yet).
- Calendar Plus by darrenan
- Extraplanar Containers by bmos
- Roll for Initiative (the old, outdated version, but I was asked to do so).

and some minor Tweaks and fixes here and there. No major version change, as this one needs to simmer some more.

Cheers
Sir Motte

Leprekorn
August 25th, 2021, 21:32
Awesome as ever

ThatsSoNoc
August 30th, 2021, 11:15
Glad you enjoy the theme so much! I'm on it, I'll release a small patch this weekend with support for:

- Baynes Emporium
- Friend Zone by MeAndUnique
- Kingdoms and Warfare by Saagael (not released yet).
- Calendar Plus by darrenan
- Extraplanar Containers by bmos
- Roll for Initiative (the old, outdated version, but I was asked to do so).

and some minor Tweaks and fixes here and there. No major version change, as this one needs to simmer some more.

Cheers
Sir Motte


Excellent. I too am experiencing the 'black-text-on-dark-background' bug, not only on the calendar but more particularly on the Clock Adjuster extension display.

48933

48934

Additionally, I am getting text doubling (what appears to be text written on top of text) on the main character sheet Wound section. It's throwing an error code on the FGU log when I open any character sheet.

[WARNING] Frame tabs contains out-of-range values in BottomLeft.
[ERROR] window: Control (wounds_label) anchoring to an uncalculated control (wounds) in windowclass (charsheet_main)

48932

SirMotte
August 30th, 2021, 17:07
Excellent. I too am experiencing the 'black-text-on-dark-background' bug, not only on the calendar but more particularly on the Clock Adjuster extension display.

48933

48934

Additionally, I am getting text doubling (what appears to be text written on top of text) on the main character sheet Wound section. It's throwing an error code on the FGU log when I open any character sheet.

[WARNING] Frame tabs contains out-of-range values in BottomLeft.
[ERROR] window: Control (wounds_label) anchoring to an uncalculated control (wounds) in windowclass (charsheet_main)

48932

The calendar issue must be an incompatibility with the extension adding the moon icon I would think. Could you tell me the extension name?

Regarding clock adjuster: please use the more up to date version by bmos, found in the clock adjuster thread.

Regarding the wound label: If you're using mad nomads character sheet tweaks and constitutional amendmends, make sure to load the compatability patch by scried raven, found in the mad nomads character sheet thread. This particular issue should not be caused by my theme.

Warnings like this can be ignored as they appear if an extension supported is not loaded.
The error on the other hand must be the mentioned incompatibility between said extensions and should not be caused by my theme.

I hope this helps.

Ps: Update coming today, took a little longer than anticipated.

Leprekorn
August 30th, 2021, 17:16
Can't wait.

SirMotte
August 30th, 2021, 22:13
Update to Version 2.9.1 - Tiny Squid

Yadda-Yadda-Yadda:

This is a small extension support patch with a minor change to the CT window.
Special Thanks to Bayne and bmos, who went out of their way to help me support their extensions.

3.0 is still in the works, so stay tuned :).

Enjoy!
Sir Motte

Changelog DnD 5E Ruleset:

Expanded the CT window to better encompass the circles on the left.

Added Extension Support:

Friend Zone (https://forge.fantasygrounds.com/shop/items/170/view)by MeAndUnique (brought to you by the man himself).
Linker (https://forge.fantasygrounds.com/shop/items/61/view) by Mattekure
CalendarPlus (https://forge.fantasygrounds.com/shop/items/82/view) by darrenan (brought to you by Saagael)
Bayne's Emporium (https://forge.fantasygrounds.com/shop/items/144/view)
-> Special thanks to Bayne for his cooperation and willingness to provide all necessary data I needed to fix the issue. Make sure to check out his awesome extensions at the Forge! (https://forge.fantasygrounds.com/crafter/49/view-profile)

Unofficial Kingdoms and Warfare Extension (https://github.com/Gtaray/FG_KingdomsAndWarfare) by Saagael
Extraplanar Containers (https://www.fantasygrounds.com/forums/showthread.php?67126-PFRPG-Extraplanar-Containers) - Patched for compatability by bmos who adjusted this extension to not need any dedicated support by my theme at all anymore. AWESOME! He's got a lot of great extensions available as well, check them out here (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions&p=529072).


Changelog Pathfinder 2E Ruleset

Minor change to the ct_effectdc.png frame.

ThatsSoNoc
August 31st, 2021, 10:24
The calendar issue must be an incompatibility with the extension adding the moon icon I would think. Could you tell me the extension name?

Regarding clock adjuster: please use the more up to date version by bmos, found in the clock adjuster thread.

Regarding the wound label: If you're using mad nomads character sheet tweaks and constitutional amendmends, make sure to load the compatability patch by scried raven, found in the mad nomads character sheet thread. This particular issue should not be caused by my theme.

Warnings like this can be ignored as they appear if an extension supported is not loaded.
The error on the other hand must be the mentioned incompatibility between said extensions and should not be caused by my theme.

I hope this helps.

Ps: Update coming today, took a little longer than anticipated.

Moon Tracker (Modified) is a branch work by bmos and can be found at: https://fantasygrounds.com/forums/showthread.php?22669-DMFirmy-s-Moon-Tracker-Extension https://fantasygrounds.com/forums/showthread.php?22669-DMFirmy-s-Moon-Tracker-Extension

Clock Adjuster now working with white text - ooph, it was a little tricky to find that update. Primarily because it is in the sentence of the first paragraph of the OPs first post, and didn't pop for me to find. I mean, it is ultimately on ME to not scan posts but actually read them. But, I bet you I am not the first to miss that link. For those following along at home, you will find it at:https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=608785&viewfull=1#post608785

And finally, you can find Scried Raven's compatibility patches here: https://www.fantasygrounds.com/forums/showthread.php?61349-Mad-Nomad-s-Character-Sheet-Tweaks&p=540075&viewfull=1#post540075

Thank you for the updates to extensions I am using and for helping me with the original post. Everything is currently working as expected except the black-text on dark background issue on the calendar (the months only not showing as white text). Now, I should add if this is helpful, that the calendar is a customized one of my own building. Is it possible that the calendar extension (mine) needs to have some lines of code added to define the colour of the text used for each month?

Additionally, while several error codes have disappeared when loading a character sheet a new one has appeared on the first time load in a session.


[WARNING] window: Unable to locate control (wounds) specified in insertbefore attribute for control (curhp) in windowclass (charsheet_main)
[ERROR] window: Control (hpgroup_label) anchoring to an uncalculated control (curhp) in windowclass (charsheet_main)

SirMotte
September 2nd, 2021, 18:32
Moon Tracker (Modified) is a branch work by bmos and can be found at: https://fantasygrounds.com/forums/showthread.php?22669-DMFirmy-s-Moon-Tracker-Extension https://fantasygrounds.com/forums/showthread.php?22669-DMFirmy-s-Moon-Tracker-Extension

Clock Adjuster now working with white text - ooph, it was a little tricky to find that update. Primarily because it is in the sentence of the first paragraph of the OPs first post, and didn't pop for me to find. I mean, it is ultimately on ME to not scan posts but actually read them. But, I bet you I am not the first to miss that link. For those following along at home, you will find it at:https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=608785&viewfull=1#post608785

And finally, you can find Scried Raven's compatibility patches here: https://www.fantasygrounds.com/forums/showthread.php?61349-Mad-Nomad-s-Character-Sheet-Tweaks&p=540075&viewfull=1#post540075

Thank you for the updates to extensions I am using and for helping me with the original post. Everything is currently working as expected except the black-text on dark background issue on the calendar (the months only not showing as white text). Now, I should add if this is helpful, that the calendar is a customized one of my own building. Is it possible that the calendar extension (mine) needs to have some lines of code added to define the colour of the text used for each month?

Additionally, while several error codes have disappeared when loading a character sheet a new one has appeared on the first time load in a session.

Thanks for providing the links, I was on my phone and searching for threads and fetching + copy pasting links is a pain there.

I will investigate the error messages. But I think I've seen them before and they were unrelated to my theme. Could you check if this still happens without my theme active?

Regarding your custom calendar: Most likely your changes prevent my theme from overwriting anything, as it doesn't "know" about them and has no corresponding definitions. If you could send me your extension/calendar file I will take a look. The calendar is a little bit special, as most colors are lua script defined and therefore easier to break.

Cheers

eporrini
September 6th, 2021, 17:39
I've recently shifted to a new campaign, but I am using the same campaign in FGU. I cleared out all of the characters from the marching order area and started adding in the new ones. Once I dropped them in I could not move them around and it kept duplicating character tokens. I loaded up an alternate campaign with one of the simple default themes and (almost) all of the same extensions and I was able to set a marching order and re-arrange it to my liking. Is there a known issue with marching order area related to this theme?

SirMotte
September 6th, 2021, 18:10
I've recently shifted to a new campaign, but I am using the same campaign in FGU. I cleared out all of the characters from the marching order area and started adding in the new ones. Once I dropped them in I could not move them around and it kept duplicating character tokens. I loaded up an alternate campaign with one of the simple default themes and (almost) all of the same extensions and I was able to set a marching order and re-arrange it to my liking. Is there a known issue with marching order area related to this theme?

This would be a first. I can't think of anything that could cause this.
Can you try without any extension but my theme?

eporrini
September 6th, 2021, 18:29
This would be a first. I can't think of anything that could cause this.
Can you try without any extension but my theme?

Tested on it's own and you are correct, it worked without issue. I went back into my main campaign and tried again, still no luck. I clicked on the little movement compass on the bottom right of that tab and where there was no grid present prior a grid appeared. Once the grid appeared movement worked fine. Not sure what caused this, but it seems to be working well now and it was not your theme. As always, your quick response is much appreciated and sorry for any confusion.

SirMotte
September 6th, 2021, 18:34
Tested on it's own and you are correct, it worked without issue. I went back into my main campaign and tried again, still no luck. I clicked on the little movement compass on the bottom right of that tab and where there was no grid present prior a grid appeared. Once the grid appeared movement worked fine. Not sure what caused this, but it seems to be working well now and it was not your theme. As always, your quick response is much appreciated and sorry for any confusion.

Don't you worry, I appreciate your input anytime. FG is a beast and I'd rather have a false alert than non at all, just to find out I broke the internet ;).

eporrini
October 21st, 2021, 04:51
SirMotte, I was recently troubleshooting an error and I came across some warnings in the log for the theme. I'm not sure if it's something to be concerned about or not, but wanted to call it out.

[10/20/2021 11:40:18 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PRIVATE]
[10/20/2021 11:40:26 PM] MEASURE: RULESETS LOAD - 7.7105356 - 5E
[10/20/2021 11:40:36 PM] [WARNING] windowclass: Window class (ct_combat_timer_host) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:36 PM] [WARNING] windowclass: Window class (ct_combat_timer_client) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:36 PM] [WARNING] windowclass: Window class (chat_font_selection) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:36 PM] [WARNING] windowclass: Window class (font_selection) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:38 PM] [WARNING] windowclass: Window class (theaterofmindpanelwindow) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:38 PM] [WARNING] windowclass: Window class (ct_theaterofmind_combat) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:38 PM] [WARNING] windowclass: Window class (shops) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:38 PM] MEASURE: EXTENSIONS LOAD - 12.0807161 - 32
[10/20/2021 11:40:42 PM] MEASURE: MODULE LIST BUILD - 3.7470142 - 66
[10/20/2021 11:40:42 PM] MEASURE: REFRESH IMAGE ASSETS - 0.1671158
[10/20/2021 11:40:42 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0069809
[10/20/2021 11:40:42 PM] MEASURE: REFRESH TOKEN ASSETS - 0.1496274
[10/20/2021 11:40:42 PM] MEASURE: ASSET LIST BUILD - 0.3247218
[10/20/2021 11:40:45 PM] MEASURE: LOAD - PART 1 - 27.3820018

SilentRuin
October 21st, 2021, 05:04
SirMotte, I was recently troubleshooting an error and I came across some warnings in the log for the theme. I'm not sure if it's something to be concerned about or not, but wanted to call it out.

[10/20/2021 11:40:18 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PRIVATE]
[10/20/2021 11:40:26 PM] MEASURE: RULESETS LOAD - 7.7105356 - 5E
[10/20/2021 11:40:36 PM] [WARNING] windowclass: Window class (ct_combat_timer_host) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:36 PM] [WARNING] windowclass: Window class (ct_combat_timer_client) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:36 PM] [WARNING] windowclass: Window class (chat_font_selection) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:36 PM] [WARNING] windowclass: Window class (font_selection) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:38 PM] [WARNING] windowclass: Window class (theaterofmindpanelwindow) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:38 PM] [WARNING] windowclass: Window class (ct_theaterofmind_combat) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:38 PM] [WARNING] windowclass: Window class (shops) defined with merge attribute, but asset name does not match existing asset. [Theme_SirMotte_Hearth] [graphics/extension_graphics.xml]
[10/20/2021 11:40:38 PM] MEASURE: EXTENSIONS LOAD - 12.0807161 - 32
[10/20/2021 11:40:42 PM] MEASURE: MODULE LIST BUILD - 3.7470142 - 66
[10/20/2021 11:40:42 PM] MEASURE: REFRESH IMAGE ASSETS - 0.1671158
[10/20/2021 11:40:42 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0069809
[10/20/2021 11:40:42 PM] MEASURE: REFRESH TOKEN ASSETS - 0.1496274
[10/20/2021 11:40:42 PM] MEASURE: ASSET LIST BUILD - 0.3247218
[10/20/2021 11:40:45 PM] MEASURE: LOAD - PART 1 - 27.3820018

These are nothing to worry about - his code is trying to support many extensions some of which are not in use. Those not in use will generate a warning when it tries to merge his changes into them - because they are simply not there. Or so I remember, he can correct me if I wrong on that.

SirMotte
October 22nd, 2021, 05:22
Thanks for reporting, Eporrini.
This is a known, but harmless warning. Like silent ruins already explained, this happens if my theme tries to tie into non existent extensions.

Please take a look at my github issue tracker in case you find other oddities. https://github.com/SirMotte/FGU-Theme-Hearth/issues/25


On an other note:

A small update is due this weekend that adds in missing 4E frames, thus adding in basic 4E support.

Still No eta on 3.0.