View Full Version : Issue with map conversion to 4.1
TheDarkMantle
March 15th, 2021, 16:12
I installed the 4.1 test today to play with the lighting on my day off. When I opened (a copy of) the module that I've been working on for our next session in 2 weeks.
I noticed that 2 of the doors on my first map (multi-floor area) were converted to walls.
To do a test, I reverted to 4.0.10 and opened the original version, and the door was fine. I wanted to make sure I remembered the door. :)
So the conversion to 4.1 messed up the doors for me. That map only has 3 doors, so it 2/3 of them.
EDIT SOLVED: Near the end of the thread, it was mentioned that there's an issue when using undo (Ctrl + z) changing doors to walls. I'm 100% I did undo at some point, and 90% sure it was before I checked the doors, so this was probably the issue.
Neovirtus
March 15th, 2021, 16:20
I noticed this with some third party map packs as well.
LordEntrails
March 15th, 2021, 17:23
Have you switched to test before? If so, switching and updating will not update the test version of the campaign.
Otherwise, I would zip both versions of the campaign and upload here or via a support ticket via the support portal and link to this thread. Either way, please give exact steps to reproduce/verify the behavior.
TheDarkMantle
March 15th, 2021, 19:18
I've already fixed the map, but this was my first time on the test server. I was just wanting to play around (not going to run my game on test).
The steps I followed were
* I switched to the test server
* Backed up my entire Fantasy grounds data folder by making a copy.
* Installed the update, checked that it said the right version number after.
* Copied my campaign to a new folder and added "Light test" to the folder name.
* I opened the "light test" version of the custom module I was making to play with the lights
* Applied lights etc.
* Put an NPC on to see how it looks, noticed I couldn't open a door.
* Went to the walls settings and noticed there was no door.
* Added doors so I could check the lighting in the "elevator shaft" that should be REALLY dark, but not black.
I'm getting error messages trying to upload the zip files for the campaigns. They are about 8.6MB in size, and it says they are too large to process.
Zacchaeus
March 15th, 2021, 19:25
When you switch over to the test server and update it creates a new folder inside FGData called channels and inside that there's a folder called Test. Did you copy your campaign into the channels/Test/campaigns folder? Any modules you want to use that you created yourself would also need to be copied over to the channels/Test/modules folder.
TheDarkMantle
March 15th, 2021, 19:29
When you switch over to the test server and update it creates a new folder inside FGData called channels and inside that there's a folder called Test. Did you copy your campaign into the channels/Test/campaigns folder? Any modules you want to use that you created yourself would also need to be copied over to the channels/Test/modules folder.
It made that channels folder automatically, I'm assuming that's where it opened the campaign from. Looking at the save times, it seems that's what happened. The one in the /channels/test folder was saved today. The main folder was last saved yesterday.
Zacchaeus
March 15th, 2021, 20:23
Yes, it will have opened it from that location if you had copied your campaign folder from live and added it to there.
TheDarkMantle
March 15th, 2021, 21:36
Yes, it will have opened it from that location if you had copied your campaign folder from live and added it to there.
I did not copy it, the program did that automatically.
I'm not sure what that has to do with the doors disappearing when I opened it though. That's what the post was about.
Zacchaeus
March 15th, 2021, 21:55
It's explaining what happened really. I'm not sure how but you have opened a campaign in TEST which was in your live folder. If you then opened that campaign in Live and then went back to TEST then you'll see what you saw - that is all occluders will change to walls. At least I think that's what happened. When you start up in TEST you should only see the campaigns that are in the channels/Test/campaigns folder. And if this is the first time you have ever been in Test then I think you should see nothing. When I look at my campaign list in TEST I only see campaigns I have either created in TEST or have copied over from Live. So, in order to see a campaign that exists in Live you need to copy it to the channels/Test/campaigns folder. So I'm not at all sure what's happened in your case.
Kelrugem
March 15th, 2021, 21:59
About the procedure of campaigns coyping over to Test: At the very first time FG will copy the campaigns and stuff to the test directory; afterwards one needs to copy stuff manually :)
Zacchaeus
March 15th, 2021, 22:11
About the procedure of campaigns coyping over to Test: At the very first time FG will copy the campaigns and stuff to the test directory; afterwards one needs to copy stuff manually :)
Ah, yes. Now you are correct. It's so long ago that I started up TEST that I had completely forgotten that. And I think I now remember deleting any campaigns from Test that I didn't want in there.
TheDarkMantle
March 15th, 2021, 22:20
It's explaining what happened really.
No it's not explaining why two of the three doors the doors got changed into walls. You're explaining why it opened a copy of my campaign. Which I'm fine with, it's a test, and I'm glad it did that. :)
I'm not sure how but you have opened a campaign in TEST which was in your live folder.
Because when I installed the test build, it copied my live campaigns into the /channels/test folder. So I was able to add lighting to my custom map.
If you then opened that campaign in Live and then went back to TEST then you'll see what you saw -
This is not relevant. I did not go back to live until after I saw the errors. I was checking to make sure that I did make doors there, which I had. So they should have been in the test version of the map too.
that is all occluders will change to walls.
So it's supposed to change doors, windows, and terrain into walls? That doesn't sound like a good idea since it means all the maps will need to be fixed. Also, why did it only change 2 of the 3 doors into walls if all of them should have been changed?
When you start up in TEST you should only see the campaigns that are in the channels/Test/campaigns folder. And if this is the first time you have ever been in Test then I think you should see nothing.
I did not see nothing, it automatically duplicated my campaigns folder in the /channels/test directory, so I saw the copies in there.
When I look at my campaign list in TEST I only see campaigns I have either created in TEST or have copied over from Live. So, in order to see a campaign that exists in Live you need to copy it to the channels/Test/campaigns folder. So I'm not at all sure what's happened in your case.
That's great that it won't let me break the live campaign when I'm testing the lighting! :D
But it sounds like you're saying doors are supposed to be changed into walls automatically in the new version. :cry: I don't understand the logic behind that, but I will make sure not to build too far ahead in my campaign then. It will be less maps for me to fix after the update.
Kelrugem
March 15th, 2021, 22:22
No it's not explaining why two of the three doors the doors got changed into walls. You're explaining why it opened a copy of my campaign. Which I'm fine with, it's a test, and I'm glad it did that. :)
Because when I installed the test build, it copied my live campaigns into the /channels/test folder. So I was able to add lighting to my custom map.
This is not relevant. I did not go back to live until after I saw the errors. I was checking to make sure that I did make doors there, which I had. So they should have been in the test version of the map too.
So it's supposed to change doors, windows, and terrain into walls? That doesn't sound like a good idea since it means all the maps will need to be fixed. Also, why did it only change 2 of the 3 doors into walls if all of them should have been changed?
I did not see nothing, it automatically duplicated my campaigns folder in the /channels/test directory, so I saw the copies in there.
That's great that it won't let me break the live campaign when I'm testing the lighting! :D
But it sounds like you're saying doors are supposed to be changed into walls automatically in the new version. :cry: I don't understand the logic behind that, but I will make sure not to build too far ahead in my campaign then. It will be less maps for me to fix after the update.
Zacchaeus meant that a test campaign would have such things as walls if you would copy it back to live, and that is why Zacchaeus is mentioning it because he assumed you may have done that :) No worries, there is no plan to convert all stuff to walls :D So, maybe you found a bug then if you did not go back, but I didn't follow your thread closely (there were also reports about such errors with some official maps in combination with Ctrl+Z)
Neovirtus
March 15th, 2021, 22:22
Yeah I am not sure what the discussion about copying campaigns has to do with the issue. I noticed that the Castle Ravenloft Players Map pack I downloaded from DM's Guild by Grim Press and Trevor Armstrong has several windows that became walls when opened in 4.1. I closed the module and reverted changes and the issue persisted. The LoS definitions were fine when opened in the Live version of FGU.
TheDarkMantle
March 15th, 2021, 22:31
Maybe I didn't explain it well originally.
I went back to the live channel and opened the **original** and it had doors. I was checking that I didn't forget the doors when they weren't in the 4.1 version when I was playing with lighting.
It seems to be happening with purchased modules too based on what Lavoiejh is saying.
Zacchaeus
March 15th, 2021, 22:31
No it's not explaining why two of the three doors the doors got changed into walls. You're explaining why it opened a copy of my campaign. Which I'm fine with, it's a test, and I'm glad it did that. :)
Because when I installed the test build, it copied my live campaigns into the /channels/test folder. So I was able to add lighting to my custom map.
This is not relevant. I did not go back to live until after I saw the errors. I was checking to make sure that I did make doors there, which I had. So they should have been in the test version of the map too.
So it's supposed to change doors, windows, and terrain into walls? That doesn't sound like a good idea since it means all the maps will need to be fixed. Also, why did it only change 2 of the 3 doors into walls if all of them should have been changed?
I did not see nothing, it automatically duplicated my campaigns folder in the /channels/test directory, so I saw the copies in there.
That's great that it won't let me break the live campaign when I'm testing the lighting! :D
But it sounds like you're saying doors are supposed to be changed into walls automatically in the new version. :cry: I don't understand the logic behind that, but I will make sure not to build too far ahead in my campaign then. It will be less maps for me to fix after the update.
No, I'm not saying that it is expected. I forgot that campaigns were copied over into test when you first updated to test so I got the wrong theory as to what happened. I've seen this myself once in Alpha testing but put it down to user error or an update that fixed it since I've been unable to replicated the issue.
TheDarkMantle
March 15th, 2021, 23:09
No, I'm not saying that it is expected. I forgot that campaigns were copied over into test when you first updated to test so I got the wrong theory as to what happened. I've seen this myself once in Alpha testing but put it down to user error or an update that fixed it since I've been unable to replicated the issue.
I'm glad to hear the doors aren't supposed to convert to walls. :D
I'm not sure if it will happen again, but below is a link to the campaign I opened in 4.1.0. It might cause the error again. This is the original 4.0.10 version of the map. I'm hoping the import will have the same issue.
I only opened the map called "Base Level 1" (or something like that) to play with the lighting on. I didn't check the other maps.
https://drive.google.com/file/d/1oA0o88ORrvkO4KD9w5CHx-JmWRupPAgf/view?usp=sharing
Moon Wizard
March 16th, 2021, 00:44
Non-wall occluders being converted to wall occluders in one of the issues that will occur if a campaign is opened in v4.0 after being opened in v4.1.
Additionally, there is currently a bug in v4.1 that we're tracking where using Undo (CTRL+Z) on a module image can cause this to occur sometimes.
Regards,
JPG
TheDarkMantle
March 16th, 2021, 01:28
Non-wall occluders being converted to wall occluders in one of the issues that will occur if a campaign is opened in v4.0 after being opened in v4.1.
Additionally, there is currently a bug in v4.1 that we're tracking where using Undo (CTRL+Z) on a module image can cause this to occur sometimes.
Regards,
JPG
I never opened it in 4.0, after opening in 4.1. So this is not relevant.
This happened the very first time I opened the map in 4.1.
As I was loading the test version, it was very clear that anything I opened in 4.1 would not open in 4.0 after. I have not tried this.
The error happens when opening the map in 4.1 for the first time.
I have explained this MULTIPLE times through this thread.
* I installed 4.1 test.
* The install copied my campaigns over to the /channels/test directory.
* I opened the campaign in 4.1.
Since this seems to be missed every time.
I OPENED IT IN 4.1!!!!!! NOT 4.0.10!!!!!
* When I opened the map for the first time, IN 4.1 the doors had been changed to walls.
TheDarkMantle
March 16th, 2021, 01:34
Just re-read and saw the comment about CTRL+Z (undo) doing this, and I probably did Undo at some point while I was playing with the lights, before I tested the doors and saw the issue. So that could be the bug that caused the issue.
Neovirtus
March 16th, 2021, 02:38
Non-wall occluders being converted to wall occluders in one of the issues that will occur if a campaign is opened in v4.0 after being opened in v4.1.
Additionally, there is currently a bug in v4.1 that we're tracking where using Undo (CTRL+Z) on a module image can cause this to occur sometimes.
Regards,
JPG
edit: deleted
Looks like my recollection was incorrect. Based on what I was seeing in 4.1 I assumed something had been a window but was not when I reloaded into 4.0. Can't confirm after all.
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