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sciencephile
October 7th, 2020, 03:57
Hello,

I tried running a game. I tried sharing several images. Two images (very small sized) worked fine. I also tried sharing 2 maps. Each map was approximately 3 Mb in size. Two of the players were able to see the map. The other two could not (it never rendered). We tried several times and several restarts. Unloaded and loaded the module. I even tried to host both on cloud and direct and on different computers. Due to the fact that some players saw the files and others didn't, it doesn't sound like a server issue (otherwise, nobody would see it).

Is this a FGU issue?

Each map was approximately 3 MB, had occluders, and had story pins.

Thanks,
Danny

Moon Wizard
October 7th, 2020, 05:10
Did the map show up with a Red Box with X and question mark in it; or they just couldn't see at all?
If they couldn't see at all (i.e. only grey/black), were you using LoS for the maps? Did they have PC tokens on the map dragged from the combat tracker?
What ruleset?

Regards,
JPG

sciencephile
October 7th, 2020, 06:15
Sorry, I guess I was not clear on that aspect.

The players who could not see the map only saw a Red Box with an X and question mark in it.

Moon Wizard
October 8th, 2020, 00:16
Hmm, all I can think of is that there was some network issue that prevented the files from being transferred, or they got corrupted. Can you have the players try deleting the cache folder, and then connect again to see if you see the same issue? If so, please send me the campaign and images.

Thanks,
JPG

sciencephile
October 8th, 2020, 01:44
We tried clearing cache and reconnecting. Nothing worked.

I had a theory and did a test with my players. It panned out and I no longer need the assistance. However, I do think the problem still exists and I did a workaround to fix my specific issue. Therefore, I am going to explain what I did and what I think the issues is in case it will be useful for you and Carl for other related issues (or just for developer knowledge).

When I started looking at the xml code, I noticed that FGU uses a different coding standard for images than FGC. In FGC, the <bitmap> xml node was not in a <layer> node. Since I had developed the Fantasy Grounds module in FGC, I used the original module file from FGC and just replaced a couple of image files with more robust image files. I basically cheated and ran the module in campaign mode (for FGC) to have it add the nodes for the two new maps. Then I copied that data to the existing module and then copied the entire module over to the FGU data folder. This generally works, but it was having an issue with images that were over 2 MB for some reason.

I have no idea why 2 people got both maps rendered fine and 2 did not.

However, I decided to try to create a FG Unity campaign and import the images in there and re-create the module strictly in Unity. This way, the images were encapsulated within the <layer> nodes. Then I exported the (still in FGU) to a module. This module then ran fine an all my players not only could read it, but it opened fast.

So that leads me to believe that thee is some difference between the reading of the FGC native files and the reading of the FGU native files. I don't think this situation will be common but it does exist, obviously.

Like I said, I'm good as I have come up with a solution to my immediate problem and will just rebuild my campaign strictly in FGU. I do hope this helps you guys if the issue pops up again for someone.

Thanks,
Danny

Moon Wizard
October 8th, 2020, 04:04
Can you provide me with the campaign folder and module that had the issue; so I can see if I can recreate here?

Regards,
JPG

sciencephile
October 8th, 2020, 05:34
Can you provide me with the campaign folder and module that had the issue; so I can see if I can recreate here?

Regards,
JPG

I sent the files to you via email.
-Danny