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lostsanityreturned
October 22nd, 2020, 14:36
Please don't force hard LoS borders on images that cannot be removed, if a GM wants to put blocking walls, we can put walls. It was great before, but this makes it a pain if players randomly decide to go off map mid combat and the map had LoS enabled.

As it is I have to put a large blank image under each map image, and toggle LoS to make sure it won't come up as an issue mid session again.

As for the asset window
- There is too much padding on the bottom bar
- There is no page number indicator and the asset window doesn't remember position or any display settings (icon/list size, mode or page number).

This currently makes it a messier solution than the scroll bar was. Ideally being able to "favourite" folders in a similar way to how spell preparation works in 5e/PF rulesets would be a good system.
Toggle between All/Favourited modes in the bottom bar where the "All" mode has checkboxes next to each folder (or at least the ability to right click a folder to add/remove from favourites)

LordEntrails
October 22nd, 2020, 15:39
I believe the 'hard' limit to LOS on map images is a performance requirement. If LOS does not end somewhere, then FGU has to calculate LOS infinitely since a map is infinitely large. Infinite calculations take time :)

Your solution is a simple and easy workaround if the devs can not come up with a different solution.

lostsanityreturned
October 22nd, 2020, 17:46
I believe the 'hard' limit to LOS on map images is a performance requirement. If LOS does not end somewhere, then FGU has to calculate LOS infinitely since a map is infinitely large. Infinite calculations take time :)

Your solution is a simple and easy workaround if the devs can not come up with a different solution.

The issue with implementing a solution like mine is that
A) not all GMs are going to think of it
B) not all GMs who think of it will have blank images ready to go
C) it only works when you turn LoS on and off, meaning you have to unshare the map and reshare the map if you didn't have the forethought to do it before a game

If it is a performance issue that cannot be solved then shifting to a unit based area size would be ideal similar to how Roll20 and Foundry VTT have handled it.
It will be a real shame if a better solution cannot be found though, it was one of the areas that FG:U absolutely thrashed the completion in and now it is worse than them even with my hacky workaround.

Kelrugem
October 22nd, 2020, 18:04
Please don't force hard LoS borders on images that cannot be removed, if a GM wants to put blocking walls, we can put walls. It was great before, but this makes it a pain if players randomly decide to go off map mid combat and the map had LoS enabled.

As it is I have to put a large blank image under each map image, and toggle LoS to make sure it won't come up as an issue mid session again.

As for the asset window
- There is too much padding on the bottom bar
- There is no page number indicator and the asset window doesn't remember position or any display settings (icon/list size, mode or page number).

This currently makes it a messier solution than the scroll bar was. Ideally being able to "favourite" folders in a similar way to how spell preparation works in 5e/PF rulesets would be a good system.
Toggle between All/Favourited modes in the bottom bar where the "All" mode has checkboxes next to each folder (or at least the ability to right click a folder to add/remove from favourites)

Oh, I never realized that, I always thought that this hard border is dynamic, but indeed, new tiles are "cut off" in the vision until one turns it off and on again. For certain tiles like bushes it does not happen though, maybe because of their "fractal" boundary? So, it looks like that a dynamic adjustment of this border is possible but not always done. Maybe even a bug?

(and some time ago this was not the case, the reason for its addition was not performance when I remember it correctly. Vision just means what you can see, (hah!) so, when the GM turns it off, then you see everything and have no performance problems but it is the same as having vision without walls. I do not know the code of course, but I think the performance just depends on the number of nodes for the LoS (and computer specs))

pindercarl
October 22nd, 2020, 18:30
Oh, I never realized that, I always thought that this hard border is dynamic, but indeed, new tiles are "cut off" in the vision until one turns it off and on again. For certain tiles like bushes it does not happen though, maybe because of their "fractal" boundary? So, it looks like that a dynamic adjustment of this border is possible but not always done. Maybe even a bug?

(and some time ago this was not the case, the reason for its addition was not performance when I remember it correctly. Vision just means what you can see, (hah!) so, when the GM turns it off, then you see everything and have no performance problems but it is the same as having vision without walls. I do not know the code of course, but I think the performance just depends on the number of nodes for the LoS (and computer specs))

The LOS border at the image bounds should be dynamic. Sounds like a bug. I'll take a look. Thanks for reporting.

Kelrugem
October 22nd, 2020, 18:37
The LOS border at the image bounds should be dynamic. Sounds like a bug. I'll take a look. Thanks for reporting.

cool, thank you very much :)

pindercarl
October 22nd, 2020, 21:11
cool, thank you very much :)

The implied LOS boundaries of the image were not being updated when a layer was moved or added, unless that layer contained walls. This has been fixed and image boundaries should be dynamic for LOS. This should be in the next release.

Kelrugem
October 22nd, 2020, 21:22
The implied LOS boundaries of the image were not being updated when a layer was moved or added, unless that layer contained walls. This has been fixed and image boundaries should be dynamic for LOS. This should be in the next release.

ui, thanks a lot, that was a fast fix :) That really helps for a dynamic map building; as lostsanityreturned said, that is indeed something the other major VTTs do not really allow in their map building in that way (as far as I know), hence, this is pretty cool that FG allows it :D

lostsanityreturned
October 23rd, 2020, 04:56
The implied LOS boundaries of the image were not being updated when a layer was moved or added, unless that layer contained walls. This has been fixed and image boundaries should be dynamic for LOS. This should be in the next release.

Ty, glad to hear that wasn't intended.