View Full Version : Multi-Layered Maps, not Transitioning correctly.
dbawldy
October 13th, 2020, 17:58
Hoping I've uploaded the images correctly
So here goes, I have a multi-tiered/layered Map,
the image with the Red Q Marks, is what I see, the other what my players see.
My issue is not the question marks, I know what has caused this, My issue is the images the players are seeing as it appears the map is not uploading to my players correctly, this is something that was demonstrated on FG Stream on Sat 10th Oct 2020 by Joshua Watmough
I have asked in the discord, who suggested it could be a LoS issue, however I don't believe it is as they would still the artwork in their Los. any help would be appreciated.
Many Thanks
dbawldy
(TheCaptain)
LordEntrails
October 13th, 2020, 18:42
Your layer display on the various panting and asset layers is not set to GM Only is it? Does it change/resolve if you toggle the layer visibility and set it back to All?
dbawldy
October 13th, 2020, 20:16
Tried this, double triple and quadruple checked it,
LordEntrails
October 13th, 2020, 20:43
Can you upload your campaign here? I think someone is going to have to take a look at it.
dbawldy
October 13th, 2020, 20:46
How do I do this, Do I export it as a module?
dbawldy
October 13th, 2020, 20:58
Managed to Export it as a module, hopefully someone can find time to help me fix it :(
LordEntrails
October 13th, 2020, 21:07
Better if you just go to your FG Data directory (folder icon from FG launch screen) and then into the campaigns sub-folder. Zip the entire folder that matches yoru campaign name. Upload it here or to a shared folder if it is too large.
dbawldy
October 13th, 2020, 21:17
Hopefully that works (prays to the almighty deity, Tim)
Zacchaeus
October 13th, 2020, 21:22
As far as I can see the LoS is working; but I don't understand the map so that may be the reason I'm not seeing anything wrong. The Los on the DM map is the same as the player's view; but the players are clearly not seeing the same graphic as the Dm is but that'll be becasue of the various layers that should or should not be on at any one time
Jaybob32
October 13th, 2020, 21:26
I was unable to reproduce the bug with the mod file. It seemed to be working properly. There were definite small glitches in the LOS due to a few points not closing completely. Also there is a bit of an issue when you transition from the upper to the lower map, but seemed to be fixed by also turning off the LOS on the upper level once you hide it. Seems like it didn't quite do it properly for me.
Not much help I know.
dbawldy
October 13th, 2020, 21:28
That was a very confusing comment, and took a bit of working out, "i think" I know what you're getting at. However in the demonstration that was done on the Twitch Stream Sat night the 10th Oct, it was said that it should be possible to just turn the top "group layer" off and the players see the graphic underneath. there was also "some", Graphical rubbish on the top layer, but I am not so worried about that as I am with the fact that something demonstrated isn't quite working correctly. Don't get me wrong not annoyed at you guys by any stretch of the imagination. However I think something here does need fixing, not sure what though. I am wondering if it is the fact that FGU is struggling to handle the 2 seperate layer groups in the way that is intended
dbawldy
October 13th, 2020, 21:29
I was unable to reproduce the bug with the mod file. It seemed to be working properly. There were definite small glitches in the LOS due to a few points not closing completely. Also there is a bit of an issue when you transition from the upper to the lower map, but seemed to be fixed by also turning off the LOS on the upper level once you hide it. Seems like it didn't quite do it properly for me.
Not much help I know.
Did u access the game as a player or as a gm, the gm side seems to work correctly, its the player side that doesn't see the graphics
dbawldy
October 13th, 2020, 21:31
I was unable to reproduce the bug with the mod file. It seemed to be working properly. There were definite small glitches in the LOS due to a few points not closing completely. Also there is a bit of an issue when you transition from the upper to the lower map, but seemed to be fixed by also turning off the LOS on the upper level once you hide it. Seems like it didn't quite do it properly for me.
Not much help I know.
u only get the graphical glitch from a second machine and/or from the players perspective, as a gm it will work absolutely fine
Moon Wizard
October 13th, 2020, 21:41
Thanks for reporting. I've forwarded to Carl to look at. He's also looking at Joshua's issue as well.
Regards,
JPG
dbawldy
October 13th, 2020, 21:59
Thanks for reporting. I've forwarded to Carl to look at. He's also looking at Joshua's issue as well.
Regards,
JPG
Thanks so much, I'm more relieved this isn't just something I have done wrong or wrong with my system <3 love to all the devs working so hard
Sincerely The Captain of the SSAdventurer
Jaybob32
October 13th, 2020, 22:27
u only get the graphical glitch from a second machine and/or from the players perspective, as a gm it will work absolutely fine
Yes. Sorry I only tried as GM. I get the same glitch as you do on the player side. It seems to not be showing the graphics from the lower level. The LOS seems mostly intact.
Still not much help, but it's not just you.
Jaybob32
October 14th, 2020, 16:41
So I did a bit more investigation. If you turn off the backgrounds on the lower layers (Gnome tunnels and Kruthiks Tunnels) you can at least see the walls. The backgrounds are in a different folder on the gnome tunnels. However I moved them out and placed them on the last layer, which should make it work, but you get the same issue until they are turned "not visible".
Decorations on the "Gnome tunnels" layer are on the layer marked light source. This layer for some reason is hidden by the walls layer. If you turn off walls then the decorations are visible by the player, however the walls are now gone.
I tried moving these layers around, it seemed to effect the DM's view but not the player except when a layer is turned off.
I made another map with 3 layers and LOS. I didn't have an this same issue, granted it wasn't as complex as I was just testing the concept of layered maps.
I wonder if the layers are sending to the player out of order. As there is no way for the player to open the map to see the layers I'm not sure.
pindercarl
October 14th, 2020, 17:26
So I did a bit more investigation. If you turn off the backgrounds on the lower layers (Gnome tunnels and Kruthiks Tunnels) you can at least see the walls. The backgrounds are in a different folder on the gnome tunnels. However I moved them out and placed them on the last layer, which should make it work, but you get the same issue until they are turned "not visible".
Decorations on the "Gnome tunnels" layer are on the layer marked light source. This layer for some reason is hidden by the walls layer. If you turn off walls then the decorations are visible by the player, however the walls are now gone.
I tried moving these layers around, it seemed to effect the DM's view but not the player except when a layer is turned off.
I made another map with 3 layers and LOS. I didn't have an this same issue, granted it wasn't as complex as I was just testing the concept of layered maps.
I wonder if the layers are sending to the player out of order. As there is no way for the player to open the map to see the layers I'm not sure.
Thanks, Jaybob32. What you are describing is the same issue that Josh was having with one of the maps from his stream. The issue has been identified and should be fixed in the next release.
dbawldy
October 14th, 2020, 22:52
Okay so a player of mine and I have been tinkering, and it apears to not just solely be the background layer but also, certain other layers as well, I think it is just a case that FG is not seeing the layers in the correct order. thanks again devs for your hard work
Jaybob32
October 18th, 2020, 01:09
Thanks, Jaybob32. What you are describing is the same issue that Josh was having with one of the maps from his stream. The issue has been identified and should be fixed in the next release.
Just an FYI Carl. I just made another map and tested it with a "player" on the same computer. Everything except for the shadow area on the base layer was working. So there still seems to be some issues. Looking really good though. Thanks
pindercarl
October 18th, 2020, 01:52
Just an FYI Carl. I just made another map and tested it with a "player" on the same computer. Everything except for the shadow area on the base layer was working. So there still seems to be some issues. Looking really good though. Thanks
Can you attach a copy of the campaign with the issue?
Jaybob32
October 18th, 2020, 01:57
It was just the map in the campaign. Was a new campaign so i could export it without all my other maps. When I opened it as a player the shadow layer on ground layer was below the ground I assume, as I could not see it. Campaign attached. Conan2d20 ruleset though.
pindercarl
October 19th, 2020, 19:25
It was just the map in the campaign. Was a new campaign so i could export it without all my other maps. When I opened it as a player the shadow layer on ground layer was below the ground I assume, as I could not see it. Campaign attached. Conan2d20 ruleset though.
Thanks for sharing the campaign. I was able to reproduce and identify the error. It should be fixed in the next release.
Jaybob32
October 19th, 2020, 19:33
Thanks for sharing the campaign. I was able to reproduce and identify the error. It should be fixed in the next release.
Excellent. Thank you very much
TheBluePsion
October 23rd, 2020, 04:31
Just ran an update a few minutes ago and it looks like some of the client view layer issues are resolved!! Now testing some of the LOS data in layers that are stacked directly on top of one another. That's looking ok in client view, maybe just a little wonky on the server view (ironically) but might just be me. Will play with it and report back.
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