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brennanmorton
February 14th, 2024, 00:49
I updated tonight and suddenly all of the player maps for mad mage are completely grey. I've never had a problem with maps, no matter how big, loading. Just the mad mage. No extensions are on, it was working fine before the update. Is there some new thing I have to click or do?

Tsabotavoc
February 14th, 2024, 01:01
I have an similar issue with another module. Half of the maps are blank. Funny enough: If I create a completely new campaign the maps work. At monday everything was still fine. Updated an hour ago - half the maps are broken in my running campaign. I am seasoned user with over 300 hours of use of the software so I tried... really many things which usually work in similar situations.

Nothing worked.

Zacchaeus
February 14th, 2024, 01:07
For any images that show blank right click over the image name in the image list and select revert changes.

Tsabotavoc
February 14th, 2024, 01:23
Yeah but that way I would lose any note and any annotation I did to the map. We are talking about dungeonmaps with over 50 detailed descriptions I have added :D Not the most pleasant solution even if it would work out :D

Nevertheless: Thanks for the fast reply. If nothing else works I will do this step but I really hope I can avoid it

LordEntrails
February 14th, 2024, 02:05
Make a backup of your campaign.
Create a new campaign, load the module, open the map, make a single change to it.
Close FG, go to the data folder, open the campaign module sub-folder, open the xml file.
Check the name of the map image, see if the file extension has changed.
If so, after you have verified you have a copy of your original campaign in a safe place, open the same file you opened above but for your original campaign.
Compare the image file names and extensions, update the old one to match the new one.
Open FG, open your image and see if it now works.

If that doesn't work, the second approach you can try is in your original campaign (after you verify your backup). Open the image that doesn't work. Goto Assets and search for the image for the map from the module folder. Add the asset to the image as a new layer, move to the bottom. Align it as needed to match your previous markups.

brennanmorton
February 14th, 2024, 02:37
That worked! THANK YOU!!!

Tsabotavoc
February 17th, 2024, 12:58
If that doesn't work, the second approach you can try is in your original campaign (after you verify your backup). Open the image that doesn't work. Goto Assets and search for the image for the map from the module folder. Add the asset to the image as a new layer, move to the bottom. Align it as needed to match your previous markups.

This works out too for me. Only thing is: I have now over 50 maps to rework. Ouch :D

But at least it works again.

Zacchaeus
February 17th, 2024, 16:01
This works out too for me. Only thing is: I have now over 50 maps to rework. Ouch :D

But at least it works again.

The only maps that should be affected are ones which you have edited. Any that haven't been changed in any way should work as expected. If the map shows a pen and paper symbol next to it in the image list will have been edited. Unless you need to keep the changes you can revert the changes via right click on the image name.

caderly
February 18th, 2024, 18:33
@Zacchaeus. Thank you! I thought a had gone mad preparing for our Tuesday session. We haven't played in 3 weeks and my maps would not show up. I tried everything before coming to the forum thinking I did something. The revert works awesome and I did not know about that :)

Tsabotavoc
February 18th, 2024, 18:51
The only maps that should be affected are ones which you have edited. Any that haven't been changed in any way should work as expected. If the map shows a pen and paper symbol next to it in the image list will have been edited. Unless you need to keep the changes you can revert the changes via right click on the image name.

I have made changes to over 50 maps and I want to keep them. I know now what I can do to get them working again. What I dont know is what caused this. Cause until the last update everything worked fine and from one to day to another it was a total mess.

caderly
February 18th, 2024, 19:23
I just spent some time redoing a couple of my maps. I had to look at what I did and make an image of it and try to recreate it once I reverted them. Wasnt fun, but hopefully this wont happen in any future releases.

Zacchaeus
February 18th, 2024, 19:33
I have made changes to over 50 maps and I want to keep them. I know now what I can do to get them working again. What I dont know is what caused this. Cause until the last update everything worked fine and from one to day to another it was a total mess.

I updated the graphics from .jpg to .webp so the file names changed. Changing image names isn't something that usually ever done; but I'm in the process of updating everything for the forthcoming 3d image functionality. So unfortunately images needed to change.

Zacchaeus
February 18th, 2024, 19:37
I just spent some time redoing a couple of my maps. I had to look at what I did and make an image of it and try to recreate it once I reverted them. Wasnt fun, but hopefully this wont happen in any future releases.

As I noted in a post above; using a text editor (like notepad++ or similar) you can open the Dungeon of the Mad Mage.xml file that you'll find in the moduledb folder inside your campaign folder. You can do a search for the image names (or just search for .jpg) and change the .jpg to .webp. This will preserve your changes. Make sure that you back up the original file first in case you make a mistake and can rectify that by replacing the original file.

If you aren't confident doing this then post the file here and I'll do it for you.

damned
February 18th, 2024, 20:21
Make a backup first...!

Tsabotavoc
February 19th, 2024, 03:15
I updated the graphics from .jpg to .webp so the file names changed. Changing image names isn't something that usually ever done; but I'm in the process of updating everything for the forthcoming 3d image functionality. So unfortunately images needed to change.

I see. I appreciate the change from jpg to webp as it allows many features jpg is missing and is generally considered the superior file format. Sometimes we need to kill the past to get a better future. I will overwork everything as I have now a solution. I put much work in the changes to the originals. So a few more hours of work... does it really make a difference? At last no.

jaydarkson
February 20th, 2024, 17:01
Oh man, I wish I saw this last week. I’ve already deleted the old campaign and started a new one. 﫠

Blackwolfe
February 21st, 2024, 23:38
That reverted the map to the original format, which lost My changes. And oddly the map vanished from the images list.

Blackwolfe
February 21st, 2024, 23:41
I updated the graphics from .jpg to .webp so the file names changed. Changing image names isn't something that usually ever done; but I'm in the process of updating everything for the forthcoming 3d image functionality. So unfortunately images needed to change.

this is frustrating, a thing my players and I have no interest in, has (I hope temporarily) destroy tons of prep work and current play. :/

Blackwolfe
February 21st, 2024, 23:47
Yeah but that way I would lose any note and any annotation I did to the map. We are talking about dungeonmaps with over 50 detailed descriptions I have added :D Not the most pleasant solution even if it would work out :D

Nevertheless: Thanks for the fast reply. If nothing else works I will do this step but I really hope I can avoid it

Ditto. I have days worth of custom map prep lost. Thank God I make backups every week.

Blackwolfe
February 21st, 2024, 23:49
Make a backup of your campaign.
Create a new campaign, load the module, open the map, make a single change to it.
Close FG, go to the data folder, open the campaign module sub-folder, open the xml file.
Check the name of the map image, see if the file extension has changed.
If so, after you have verified you have a copy of your original campaign in a safe place, open the same file you opened above but for your original campaign.
Compare the image file names and extensions, update the old one to match the new one.
Open FG, open your image and see if it now works.

If that doesn't work, the second approach you can try is in your original campaign (after you verify your backup). Open the image that doesn't work. Goto Assets and search for the image for the map from the module folder. Add the asset to the image as a new layer, move to the bottom. Align it as needed to match your previous markups.

OR, just never update FGU again... *sigh* Did no one think this would be a giant pain for the customers?

ddavison
February 21st, 2024, 23:55
in the moduledb folder will be an XML file for every module that you have modified. Within there, you will find a link to the old JPG file that has been renamed to a webp version. If you restore that file to your moduledb folder from your backup, you can edit that and it should restore your efforts.

Our intention is not to change maps or tokens for this reason because it breaks in progress campaigns and requires them to be reverted or the moduledb xml files to be edited. We are also investigating some method where an image will look for a webp version if the jpg or png version is not found.

Blackwolfe
February 22nd, 2024, 00:36
in the moduledb folder will be an XML file for every module that you have modified. Within there, you will find a link to the old JPG file that has been renamed to a webp version. If you restore that file to your moduledb folder from your backup, you can edit that and it should restore your efforts.

opened moduledb folder from current updated and pre updated back ups / found DD Dungeon of the Mad Mage HTML (xml) file / replaced updated version with pre update version

What do I do from here? What do "you can edit that" mean? - (Highlander movie quote)

ddavison
February 22nd, 2024, 00:45
Edit the xml file in notepad++.

Look for the map name and change the extension for the filename in the xml from .jpg to .webp. Then reload the campaign and you should see the map image instead of the grey box, along with whatever else you added to the map.

Blackwolfe
February 22nd, 2024, 00:57
Edit the xml file in notepad++. Look for the map name and change the extension for the filename in the xml from .jpg to .webp. Then reload the campaign and you should see the map image instead of the grey box, along with whatever else you added to the map.

back into folders, opened with notepad, Find / Replace - all worked for Level 3 (My test) Now just 12 more levels to fix. *L*
Thank you for the help.

ddavison
February 22nd, 2024, 13:16
Sorry for the trouble. Glad the fix is working for you.

Lazybones1969
February 22nd, 2024, 16:15
In my case I had to edit the base db.xml file in the campaign folder for the fixes to take effect. That could be because I didn't keep the original WotC module installed after I had extracted the maps I needed. I had thought that I was saving time by repurposing some existing maps for my current campaign rather than creating new ones. I'm just glad that this change doesn't affect the thousands of maps I've created from images found online.

Blackwolfe
February 22nd, 2024, 16:19
In my case I had to edit the base db.xml file in the campaign folder for the fixes to take effect. That could be because I didn't keep the original WotC module installed after I had extracted the maps I needed. I had thought that I was saving time by repurposing some existing maps for my current campaign rather than creating new ones. I'm just glad that this change doesn't affect the thousands of maps I've created from images found online.

I do that too, grab art maps from online and bring them into the game, I put the DM image on the same file as a layer only I see for labels and such, and the FGU players map for the premade FGU walls. So when this happened all 13 currently prepped maps went wonky.

Nylanfs
February 23rd, 2024, 16:04
back into folders, opened with notepad, Find / Replace - all worked for Level 3 (My test) Now just 12 more levels to fix. *L*
Thank you for the help.

You can use the Find and Replace function in Notepad++ to help speed it up.

Blackwolfe
February 23rd, 2024, 17:24
You can use the Find and Replace function in Notepad++ to help speed it up.

Yes, that's what I posted. :)

Blackwolfe
February 25th, 2024, 18:58
You guys replaced chapter jpg images with webp files? Why? (don't bother answering that)

Zacchaeus
February 25th, 2024, 19:03
You guys replaced chapter jpg images with webp files? Why? (don't bother answering that)

Every image was changed to webp. It's faster and easier to do that and then globally replace all of the links to .webp in the db.xml of the campaign file.

Blackwolfe
February 26th, 2024, 00:28
Every image was changed to webp. It's faster and easier to do that and then globally replace all of the links to .webp in the db.xml of the campaign file.

I did say don't bother answering, but since you did, I'm glad Smiteworks Faster and Easier was more important than customer game disruption for a thing that is not out out yet. :) Cheers.

Zacchaeus
February 26th, 2024, 00:35
I did say don't bother answering, but since you did, I'm glad Smiteworks Faster and Easier was more important than customer game disruption for a thing that is not out out yet. :) Cheers.
Leaving the prep work until after the thing was released would mean there would be nothing for users to work with when it is released. The changes to modules were not trivial. I’ve been working on this for the last six weeks so that you can take advantage of the new features when it’s released without moaning your face off.

If you want to post the xml file for Dungeon of the Mad Mage here I’ll fix it for you.

LordEntrails
February 26th, 2024, 01:57
Actually, doing all of the images is easier for users, since all we have to do is a single find & replace. No need to figure out which ones need to be updated and which ones don't. Just do all of them found inside the moduledb xml.

Blackwolfe
February 26th, 2024, 14:37
Actually, doing all of the images is easier for users, since all we have to do is a single find & replace. No need to figure out which ones need to be updated and which ones don't. Just do all of them found inside the moduledb xml.

Leaving the prep work until after the thing was released would mean there would be nothing for users to work with when it is released. The changes to modules were not trivial. I’ve been working on this for the last six weeks so that you can take advantage of the new features when it’s released without moaning your face off.

If you want to post the xml file for Dungeon of the Mad Mage here I’ll fix it for you.

Nope. Thank you for the kind offer, but I have altered many of the maps, simply replacing ALL jpg's with webp removes all My customized map files for 13 dungeon levels. (Yes, I tried it) I have to replace JUST the files I did not build new map layers for.