sloejack
June 19th, 2007, 23:38
On 05/14 - 05/22 I created 10 adventure modules using the /export function within FG2.
All 10 modules are part of a linked series and after I created them I started a fresh campaign and loaded the modules into it, each one loaded fine and I could have multiple open at the same time and not have any issues with the story frame as each module would load its data under the same 5 banners I had created to group the types of data.
Today I attempted to do the same thing and it does not seem to work at all and in fact causes FG2 to crash in some conditions. When I open one module it loads fine into the story area. When I load the next module, instead of it using the same banners as the first module it spawns a duplicate set that exceeds the width of the frame. I can only assume something changed in the client to break the desired behavior it had before. Now when I have these modules open, if I try to open more than two at a time it's possible the client becomes unstable so that when I attempt to close one it may crash to desktop.
All 10 modules are part of a linked series and after I created them I started a fresh campaign and loaded the modules into it, each one loaded fine and I could have multiple open at the same time and not have any issues with the story frame as each module would load its data under the same 5 banners I had created to group the types of data.
Today I attempted to do the same thing and it does not seem to work at all and in fact causes FG2 to crash in some conditions. When I open one module it loads fine into the story area. When I load the next module, instead of it using the same banners as the first module it spawns a duplicate set that exceeds the width of the frame. I can only assume something changed in the client to break the desired behavior it had before. Now when I have these modules open, if I try to open more than two at a time it's possible the client becomes unstable so that when I attempt to close one it may crash to desktop.