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Jiminimonka
May 15th, 2021, 20:11
Player has not light source, room has a fireplace up a corridor casting light, which should only be seen when the door is open.

At first I thought the LOS was not complete, so I went over it and double the walls. Still getting this;

46748

46749

Moon Wizard
May 15th, 2021, 20:16
Can you please provide the campaign folder zipped up, as well as which map and token is affected?

Thanks,
JPG

Jiminimonka
May 15th, 2021, 20:27
Can you please provide the campaign folder zipped up, as well as which map and token is affected?

Thanks,
JPG

Made a ticket - SUPPORT-11867

Jiminimonka
May 15th, 2021, 20:30
All PC tokens are affected, I used 7 PCs on the CT - all of them can see the light from the fireplace.

Josith
May 16th, 2021, 00:57
Hello,


Thanks for providing your campaign files. I can't see what was causing the issue with the original door. But after deleting the door and remaking it, everything seems to be working fine. I'm not sure if you used the square tool or the line tool, but I always use the square tool to make doors.
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Here is a video of the map you shared with me.
https://youtu.be/2QMiUP05pN0

Jiminimonka
May 16th, 2021, 01:27
Cool thanks. I think I used the line tool.

EDIT: No, I used the square tool.

seansps
May 18th, 2021, 14:23
I think I am seeing a similar issue. I just tested the lighting out, added a bunch of torches to a dark dungeon. The player can see all the torches, even when they are not within line of sight.

Here's a screenshot: 46873

The map uses walls and square doors. I don't think it has to do with doors.

Jiminimonka
May 18th, 2021, 14:35
I think I am seeing a similar issue. I just tested the lighting out, added a bunch of torches to a dark dungeon. The player can see all the torches, even when they are not within line of sight.

Here's a screenshot: 46873

The map uses walls and square doors. I don't think it has to do with doors.

Have you got the player token selected. Because if you haven't then you should see the lights. If you have and can see them then that is a bug.

seansps
May 18th, 2021, 14:36
Oh yes I should clarify - I was testing it with one of my players just now prior to our session tomorrow.

That screenshot was from his machine.

I guess in the meantime I can turn off the lights before they get there, then turn them on.

Egheal
May 18th, 2021, 17:35
Correct me if I'm wrong but imo the problem is caused by the double walls of your rooms. You have to draw a single line for a wall, not squares (it is the case for doors and windows but not for walls).46879

seansps
May 18th, 2021, 17:39
Correct me if I'm wrong but imo the problem is caused by the double walls of your rooms. You have to draw a single line for a wall, not squares (it is the case for doors and windows but not for walls).

Hmm… this is using an official map from the Princes of the Apocalypse module.

I can check again but I believe the walls are drawn as lines. And it draws around all the edges because there are thick cavern walls. Not just small 6 inch walls. So it makes sense to draw around them all.

Either way, light shouldn’t be going through a wall, regardless of one line or two. Right?

Egheal
May 18th, 2021, 17:46
Perhaps, it is very strange though, the walls don't seems to be thick in the video (my post is for the op not for you, see the yt video).

seansps
May 18th, 2021, 17:51
Very weird! I just restarted FG and tried again, this time locally logging in as a player in a separate window and works as expected.

My guess is something weird happened with his token, so tomorrow I'll try deleting and re-adding him to the map, and maybe that'll fix it.

Jiminimonka
May 18th, 2021, 17:55
Correct me if I'm wrong but imo the problem is caused by the double walls of your rooms. You have to draw a single line for a wall, not squares (it is the case for doors and windows but not for walls).46879

I did it with single walls first and when I could see the light I started over with double walls. The door needed redrawing for some reason anyway. It's a bug for sure but I can live with it.

Zacchaeus
May 18th, 2021, 18:56
Correct me if I'm wrong but imo the problem is caused by the double walls of your rooms. You have to draw a single line for a wall, not squares (it is the case for doors and windows but not for walls).

Unless the walls are very thin (where a single line will have to do) you would normally draw LoS on each side of the wall and snap the doors to those lines.

Amerisun
May 18th, 2021, 19:50
I have had strange problems where some of my players will have some lag, or my computer (Being the DM) has a lot of dropped packets and my players will create different versions of themselves or their token will become disconnected from their character. So they act like tokens on the map, but they are not associated with the player. This will make it so the token doesn't see LOS because it's just a "generic" token to the game engine.

I remove them from the combat map, and place them back on from the combat tracker and it fixes it.

I only know this because my ISP is super fast but every few days it will start dropping packets like crazy (every 2 or 3 packets are dropped), I have a backup internet though that is much slower but is solid.

Egheal
May 18th, 2021, 19:53
double post sorry.

Egheal
May 18th, 2021, 19:54
@Zacchaeus : Ho, ok, my bad. I will try that on my maps. Thanks.

seansps
May 18th, 2021, 20:03
I have had strange problems where some of my players will have some lag, or my computer (Being the DM) has a lot of dropped packets and my players will create different versions of themselves or their token will become disconnected from their character. So they act like tokens on the map, but they are not associated with the player. This will make it so the token doesn't see LOS because it's just a "generic" token to the game engine.

I remove them from the combat map, and place them back on from the combat tracker and it fixes it.

I only know this because my ISP is super fast but every few days it will start dropping packets like crazy (every 2 or 3 packets are dropped), I have a backup internet though that is much slower but is solid.

That’s interesting!! I think I have the SAME problem. I often have to do that as well, and I think is what will fix this issue for my player that was testing earlier.

I also have super fast speeds (FiOS user) but I am not sure if packets are being dropped. Sounds likely though. And I think FG uses UDP, so maybe there’s a bug there when they don’t get certain things from the server.

Griogre
May 18th, 2021, 20:10
In Doug Davidson's video on how to make LOS he uses double walls. The double walls setup still might have problems if things don't connect exactly. It's probably a safer method if you are doing LOS by hand for tile sections that you want to stamp and have LOS. Though if you don't put the the wall rectangles inside of the walls at least a few pixels it can look weird because they won't see the wall texture.

LordEntrails
May 18th, 2021, 21:08
Please keep threads to a single issue. If you wish to report/discuss a different issue, please start a new thread. Multi-issue threads are very difficult to use for troubleshooting or by the devs for bug fixes.

Moon Wizard
May 19th, 2021, 18:20
@Jiminimonka,

We were investigating the original report; and we couldn't find the "Lankhmar: Siren's Call" module in our DLC catalog. So, either I missed it, or it's from somewhere else. I sent an email requesting a copy through support ticket; but let me know if it's in one of the DLC products and I missed it somehow.

Regards,
JPG

Jiminimonka
May 19th, 2021, 19:25
@Jiminimonka,

We were investigating the original report; and we couldn't find the "Lankhmar: Siren's Call" module in our DLC catalog. So, either I missed it, or it's from somewhere else. I sent an email requesting a copy through support ticket; but let me know if it's in one of the DLC products and I missed it somehow.

Regards,
JPG

It was Triple Cross not Sirens Call (which I made for FG from the PDF) and I remade the door as GM Source (Joseph?) did for his video.

Jiminimonka
May 19th, 2021, 19:35
Here is the .mod file - its from a free resource https://www.drivethrurpg.com/product/241919/Lankhmar-Sirens-Call

46911

pindercarl
May 20th, 2021, 17:28
It was Triple Cross not Sirens Call (which I made for FG from the PDF) and I remade the door as GM Source (Joseph?) did for his video.

Can you provide a copy of Triple Cross? Thanks.

Jiminimonka
May 20th, 2021, 23:55
I'm away from the PC now but Triple Cross is included in one of the Lankhmar packages on the store I think. Not sure if it's one of the free SWD ones or part of the Savage Foes or City of Thieves etc. products.

It must have been in the campaign uploaded already because Joseph made a video with the map in it.

Jiminimonka
May 20th, 2021, 23:56
Hello,


Thanks for providing your campaign files. I can't see what was causing the issue with the original door. But after deleting the door and remaking it, everything seems to be working fine. I'm not sure if you used the square tool or the line tool, but I always use the square tool to make doors.
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Here is a video of the map you shared with me.
https://youtu.be/2QMiUP05pN0

This one

Moon Wizard
May 21st, 2021, 03:56
It's in this DLC package ID: PEGFGSWLANKHMAR

Cheers,
JPG

pindercarl
May 22nd, 2021, 15:39
This one

After getting the correct modules, I was able to load the Slayer's Apartment map. I am not able to reproduce the error and the door is functioning as intended. I did notice, in the screenshot from your initial post, the door is open. For clarification, the hover text on doors indicates the state of the door, not the mouse action. I.e. "open" means the door is currently open, not that clicking the mouse opens the door. I'm not trying to pedantic, just trying to cover all of the possibilities.

Jiminimonka
May 22nd, 2021, 17:54
After getting the correct modules, I was able to load the Slayer's Apartment map. I am not able to reproduce the error and the door is functioning as intended. I did notice, in the screenshot from your initial post, the door is open. For clarification, the hover text on doors indicates the state of the door, not the mouse action. I.e. "open" means the door is currently open, not that clicking the mouse opens the door. I'm not trying to pedantic, just trying to cover all of the possibilities.

Elimating ID 10 T errors is acceptable. However, the door was closed, which was why I made the post ;)

After I did as Joseph suggested and remade the door, the problem has not returned.

Valdemar
June 9th, 2021, 13:38
I am intermittently having a similar issue where people with dark vision can see through walls/doors out to their vision distance. This does not happen all the time, and turning on and off LoS fixes the issue - (but gives the party a very short view of the whole map).

Moon Wizard
June 9th, 2021, 17:03
We'd need to get specific maps and token layouts when this is occurring, so that we can see what might be causing the issue. If this happens during play, please immediately type /save; and save off a copy of your campaign folder to share the current state with us along with directions on which map/tokens affected.

Regards,
JPG