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View Full Version : Fantasy Grounds Classic support ending June 24th



MadBeardMan
June 7th, 2021, 16:06
Folks,

Please read this.

https://www.fantasygrounds.com/forums/showthread.php?68964-Important-Notice-New-Product-Support-ending-June-24-2021-Fantasy-Grounds-Classic

Those of you who follow my ramblings will maybe remember from Feb this year I focused to FGU over FGC, though I still test in FGC as it's quicker for me to do so.

I welcome the removal of FGC, it means we no longer have to test two versions and add code tweaks to make both work.

I'm also going now on a crusade to get the load times down in MGT2 as that's where I excel at coding, profile, optimise = me happy.

It takes on my Windows PC 5.168 second to load MGT2 (look into your console.log file in your Unity folder and you'll see it), on Linux it's 4.711. So I hope to get MGT sub 5 seconds.

Cheers,
MBM

Fat Gnome
June 10th, 2021, 02:53
Keep up the great work! You are appreciated!

Ramid
June 10th, 2021, 09:20
Good to hear should cut down on the testing on FG's side :)

MadBeardMan
June 10th, 2021, 13:26
Good to hear should cut down on the testing on FG's side :)

Indeed, they should be quicker to turn this around.

When I 'do some code' and am happy with it I then push it to my code repo and then I using a new campaign test stuff (FGU). I then boot into windows, pull down the code and test in FGC, then I package it all up and send it off. It then gets tested by one of the community testers (Lord Nanoc does most of it, GregRex does some), finally it's sent to FG who then test it all, finally comes to you folks.

Long process, but for me, no need to do twice my own testing, so saves me time. More time = more stuff done.

Cheers,
MBM