View Full Version : Feedback Thread - FGU v4.5.0 and 2024-03 Ruleset Updates
Moon Wizard
February 14th, 2024, 18:20
This thread is to provide feedback on the latest changes located in the beta Test channel.
https://www.youtube.com/watch?v=qoWtA-9_psA
Be sure to check out the new SRD module updates as well as new asset images you can use for players and monsters in 3D mode and 2D mode.
Search Assets for
FG Heroic (for characters)
FG Fantasy (for monsters)
digimatt
February 14th, 2024, 18:44
Bug: edit an image, view in camera mode, then revert the changes (while still in camera mode). FGU will soft crash (no console, just a black screen with only the dice showing)
digimatt
February 14th, 2024, 19:08
In the Live version using Builder, you can open a link to a refman page, then drag that into a new page to link pages to others or add them elsewhere. In the Test branch (going via Modules > Books > Campaign) the only option is the Drag Record Link button in the top left. This is a link to the entire refman and not the page in question, so isn't as useful.
Moon Wizard
February 14th, 2024, 19:14
Thanks. Forwarded image issue to @pindercarl; and I'll take a look at adding a book page link back.
Regards,
JPG
Jiminimonka
February 14th, 2024, 22:56
In Savage Rifts, all the Frameworks windows are empty - just the name. They still work when dragged onto a character, adding Skills, Edges, Hindrances etc., Just all empty
59879
Jiminimonka
February 14th, 2024, 23:05
59880When navigating thru a Reference Manual pages using the arrows, this error pops up. Tried from Books in the Story window and also Reference Manual in the Modules window.
New SWADE campaign with just Rifts Setting and Rifts Theme loaded.
Doesn't navigate, although you can still use the left side "contents" to navigate as usual.
SilentRuin
February 14th, 2024, 23:09
When I bring up the host - then bring up a client for testing on my local machine (which as we all know requires special consideration as the machine/user name is same as host - always been this way) - I log in a character PC and then share the map from the host - all the red faction NPCs show on map with their vision active. This is with no extensions.
I have to test an extension which controls full ownership of NPCs so I noticed this right off in my testing. The only way to get the map (with my Assistant GM extension) to not show things the client did not own was to turn on and off the ownership of one of the NPCs with vision. Not sure how to fix it in normal raw FGU - but I did test it with normal FGU and the same thing occurs.
Will make life difficult even if this is because I'm on my local machine and someone has done less than stellar checking on who can see (owned) on client.
Moon Wizard
February 14th, 2024, 23:39
@Jiminimonka,
Just pushed update for Rifts Frameworks. Please update and try again. Will look at Ref Manual error.
@SilentRuin,
Might need more info to understand. If you add a token to a map from the CT without any extensions (not load, which might be preserving some data from extensions), do the NPCs show on player client with visiont/edit active?
Thanks,
JPG
SilentRuin
February 14th, 2024, 23:56
@SilentRuin,
Might need more info to understand. If you add a token to a map from the CT without any extensions (not load, which might be preserving some data from extensions), do the NPCs show on player client with visiont/edit active?
JPG
1) Bring up host where you have a CT that has green PCs and red faction NPCs all populated on map where NPC red is not within vision of PCs.
2) Select PC so it has vision so you can make sure as the things out of sight will become transparent icons.
3) Bring up client - log in a PC.
4) Share map from host to client.
You'll see something like this (until someone forces the vision onto a specific thing owned by player - I think).
Well I tried to put an image here but refused because of some missing security token. I'll send to your discord.
SilentRuin
February 15th, 2024, 00:02
I have no information on what happened to the treasureparcel windowclass - I had overrides going into that form and the anchors are all gone and I'm not sure what I'm looking at anymore. Lots of templates and no clear path to insert into the item list which used to have an itemframe and way to insert data between them. I'll have to spend time deconstructing it all and rewriting whole thing unless someone can explain what was done and how I insert my fields into the items list and form in general.
I'd rather have a hint or clue before I have to trial and error my way into figuring out where/how to insert my fields in the item list. For sure it can't work as it used to.
Ecks
February 15th, 2024, 01:18
Some initial feedback after poking around a bit:
Books:
Great change showing the title of the book for the heading of a Reference Manual window. Though, the ampersand in D&D looks strange in this font.
Why have the "Books" button be hidden under Story instead of on the sidebar? Seems like it would make sense to have a dedicated button under Library, and it's one fewer click and one less window to open.
Clicking "Books" then "Campaign" doesn't seem to be working to open the local reference manual, at least in 5E.
If you have the Books window open and then load a module, it doesn't refresh until you close and re-open it. The Story window does refresh.
Reference Manual Forward/Back buttons are throwing an error (with D&D Rime of the Frostmaiden anyways)
Story:
I like that this shows the pages from books.
I don't think the alphabetical sort makes much sense. Especially with adventures that have lots of pages with the same name (e.g. D&D RotF). I think the default ordering matching the book order would be more useful. Maybe there's use in having a sort button to toggle between book/alphabetical order.
The star icon indicating Advanced vs Basic story entries threw me off - I thought it would allow marking certain entries as "favorites" based on the icon.
Deleting an Advanced Story Entry from a read only source (e.g. D&D PHB) deletes the page in the Read Only Reference Manual.
Toolbar:
On an advanced story entry from the D&D Player's Handbook, the "Revert" button (Book icon) tooltip shows the name of the book. With this icon/tooltip I expected clicking this would open the corresponding Book/Refman to the same page. Instead, it appears to do nothing. When I shared the record it then changed to say it was "Modified" and the icon changed and clicking it brought up a revert dialog. Only then did I realize it was a revert button. I think this was a bit unintuitive. Maybe change the tooltip to say "Revert", and maybe disable the button if there's nothing to revert.
The PHB is read only, but sharing a record from the toolbar marks it as modified, doesn't seem like it should.
On the Revert button, I like that it has a confirmation prompt before reverting. One possible enhancement would be to add a shortcut to bypass the confirmation prompt (e.g. Shift + Click = no prompt).
A button to open the page in the Reference Manual (with the navigation pane expanded to the page) might be nice to have.
Misc:
In a new campaign, the Campaign Setup window doesn't have an X to close it. You either have to hit Next and go through this or right click to close it.
If you create a new Basic or Advanced Story Entry in the group of a Book (e.g. D&D Rime of the Frostmaiden), it lags really bad when typing the title of the story. After this, unloading the module locks up Fantasy Grounds for ~10 seconds.
jharp
February 15th, 2024, 03:34
My tool here https://forge.fantasygrounds.com/shop/items/358/view may assist with easing investigations. If it doesn't then just return it.
Jason
Jiminimonka
February 15th, 2024, 06:49
@Jiminimonka,
Just pushed update for Rifts Frameworks. Please update and try again...
Fixed
Moon Wizard
February 15th, 2024, 07:54
@SilentRuin,
I wasn't able to recreate on a Phandelver map, so I'm thinking there might be something specific with that map setup. Is that a map in an existing product in the store that we can grab easily; or can you zip up and send your campaign folder with that map/setup?
@SilentRuin,
All individual records are rewritten to make them more standardized at the top level, including parcels, images, stories and more. (except character sheet, which will come later.) If you merge or replace an existing record sheet for any built-in record types (npc, encounter, item, parcel, story, etc.), make sure to review the latest implementations. Almost everything has been stubbed out to a subwindow for easier layout.
@Ecks,
Thanks for your list. It will take me a bit to look through, and see what I can do.
Regards,
JPG
ddavison
February 15th, 2024, 14:40
Video #2: Floating and Flying Creatures
https://www.youtube.com/watch?v=Eudlt8L0T00
ddavison
February 15th, 2024, 14:52
I probably should have changed the campaign settings to Map Diagonal Distance = Raw for the height demo.
Muagen
February 15th, 2024, 17:23
This is looking fantastic!
Any chance we'll be able to import our own skyboxes for the backgrounds in first-person camera mode?
SilentRuin
February 15th, 2024, 17:54
@SilentRuin,
I wasn't able to recreate on a Phandelver map, so I'm thinking there might be something specific with that map setup. Is that a map in an existing product in the store that we can grab easily; or can you zip up and send your campaign folder with that map/setup?
@SilentRuin,
All individual records are rewritten to make them more standardized at the top level, including parcels, images, stories and more. (except character sheet, which will come later.) If you merge or replace an existing record sheet for any built-in record types (npc, encounter, item, parcel, story, etc.), make sure to review the latest implementations. Almost everything has been stubbed out to a subwindow for easier layout.
Regards,
JPG
Sent zipped campaign to your discord as I can't post files here for some reason - forum has been finicky about allowing that of late.
When you guys redo UIs with no easy way or directions to insert headers for list fields or new data in frames on different lines all buried in templates (worst misdirection possible as you have to look up embed after embed just to see how to fit in) then it adds many hours of work to deconstruct it all and piece back together what we have added. Adding things into forms should not be this hard - but it seems to get harder every time as you design them without any thought of how someone will add things into other areas of form outside of what you thought should be done. I've spent an inordinate amount of time to get my data back in parcels and I've had to kludge the anchors by trial and error to get things to line up properly. I'm still not done with it as anchors are the worst in this environment especially as they are are buried in template after template with no clear way to jump in without deconstructing it all - which takes to much time. All this work - I get nothing - just back to where I was.
ddavison
February 15th, 2024, 18:20
This is looking fantastic!
Any chance we'll be able to import our own skyboxes for the backgrounds in first-person camera mode?
Skyboxes are on our list of features we would like to review and hopefully add.
bayne7400
February 15th, 2024, 18:21
Did you guys intentionally change this template instead of deprecating it and making a new one?
string_record_name
I spent some serious time fumbling with this only to realize the template changed.
Moon Wizard
February 15th, 2024, 19:12
@SilentRuin,
With the new template layouts, you can more easily insert boxes above/below existing content by using the area_content_framed_groupbox_top/bottom or sub_content_framed_groupbox_top/bottom templates without having to have any knowledge of the specific anchors. The new anchors are set up so that any theme can specify the top/bottom/left/right anchors, and the records will just flow into the space defined.
@bayne7400,
I think that I was originally trying to preserve the template name for that one earlier on in the development, but I can see how it could be problematic with where everything ended up. Let me reorganize a bit.
Regards,
JPG
bayne7400
February 15th, 2024, 19:18
Thanks just wondering if there are anymore out there :)
Jiminimonka
February 15th, 2024, 21:40
My tool here https://forge.fantasygrounds.com/shop/items/358/view may assist with easing investigations. If it doesn't then just return it.
Jason
Needs an update, throwing errors. Button 2 doesn't work.
damned
February 15th, 2024, 23:43
June
Debug.console("sub_ref_header - DEPRECATED - 2023-06-27 - Use sub_record_header template instead");
Today
Debug.console("sub_record_header - DEPRECATED - 2024-03-05");
Moon Wizard
February 15th, 2024, 23:50
Yes, that's correct. The sub_ref_header was purely another name for sub_record_header; which is why it was retired last year. With the changes to the header with this more recent code, it has all been written to provide standardized headers for all windows, so the sub_record_header template is now retired. This is part of the exact scenario that @bayne7400 pointed out earlier as an ongoing issue when making changes.
Remember, you can always copy these templates into your ruleset and remove the warning. The issue is that they are being deprecated in order to support longer term improvements to the features and theming of windows; so you wouldn't get those changes.
Regards,
JPG
Moon Wizard
February 15th, 2024, 23:55
@bayne7400,
Pushing updates now that put string_record_name back to original template, with Debug.console warning for long-term deprecation. The new template was renamed to "string_record_header_name".
Regards,
JPG
Ecks
February 16th, 2024, 01:42
Some feedback on Images/Maps:
Map controls are way better
In 2D view, the new Zoom In / Zoom Out buttons seem inverted. Scroll Wheel Up = Down Arrow = Zoom In. Scroll Wheel Down = Up Arrow = Zoom Out. This might just be personal preference.
Lock Icon movement - the lock icon on images moved from the right to the left. The downside to this is that generally when you're unlocking an image you're going to interact with the image side panel, which is now across the window from the lock button, which is far on a wide monitor.
Toolbar buttons look better.
If you maximize an image, the Lock Icon moves back over to the right. I preferred this placement, but I never maximize map windows.
I like how the toolbar and menu bar combined when maximizing an image.
With an image maximized, it seems like there's plenty of space in the toolbar that it could show the map name as well.
With a map in the normal "windowed" mode, there's a lot of blank space to the right of the map name and to the left of the toolbar buttons. Seems like they could potentially be combined into one row, and then only if they don't all fit in one row split the toolbar down into a second row. Edit: Maybe not, I just realized if shows the "Unidentified" map name if there is one.
New Identify Button - the only way to see the unidentified name of the map is to unlock the image, before it showed both. EDIT: nevermind, it shows the "unidentified" name if one is set.
New identify button doesn't seem to work, player continues to see the name even if set to unidentified.
If you unlock an image, the old Identify button (Red Circle ID) is not synced with the new Identify button. The old button doesn't seem to do anything.
Clicking the "Share" button in the menu bar doesn't pop the image up on the client. Right Click share does.
Map ping is great!
Player client map ping wasn't working for me. Player client could see GM pings.
View Mode button: Tool tip always says "View Mode - Camera". Is this tool tip text supposed to change when the view changes?
3D mode: I put 2 PCs on the map and 1 dragon. On the player client, went into 3D mode, player can see their selected avatar but not the other PC or the dragon. When I turned off LoS and Lighting they became visible. In 2D mode the player could see both other tokens.
3D mode: you can draw on the map (with the drawing tool), but the drawing doesn't appear in 3D mode, it just disappears but it's visible in 2D mode.
3D mode: if you put a map into 3D view, then focus another window (e.g. story), then resize the map, it scales the map until you click on the image window again, at which point it's redrawn correctly.
NPC: Sharing the artwork directly from the NPC is a nice addition. One thing that's missing is that there's no way to have it unidentified. I often share the NPC art without identifying it, by sharing the image usually linked on the "Other" tab.
pindercarl
February 16th, 2024, 02:03
Some feedback on Images/Maps:
Map controls are way better
In 2D view, the new Zoom In / Zoom Out buttons seem inverted. Scroll Wheel Up = Down Arrow = Zoom In. Scroll Wheel Down = Up Arrow = Zoom Out. This might just be personal preference.
Lock Icon movement - the lock icon on images moved from the right to the left. The downside to this is that generally when you're unlocking an image you're going to interact with the image side panel, which is now across the window from the lock button, which is far on a wide monitor.
Toolbar buttons look better.
If you maximize an image, the Lock Icon moves back over to the right. I preferred this placement, but I never maximize map windows.
I like how the toolbar and menu bar combined when maximizing an image.
With an image maximized, it seems like there's plenty of space in the toolbar that it could show the map name as well.
With a map in the normal "windowed" mode, there's a lot of blank space to the right of the map name and to the left of the toolbar buttons. Seems like they could potentially be combined into one row, and then only if they don't all fit in one row split the toolbar down into a second row.
New Identify Button - the only way to see the unidentified name of the map is to unlock the image, before it showed both.
If you unlock an image, the old Identify button (Red Circle ID) is not synced with the new Identify button. The old button doesn't seem to do anything.
Clicking the "Share" button in the menu bar doesn't pop the image up on the client. Right Click share does.
Map ping is great!
Player client map ping wasn't working for me. Player client could see GM pings.
View Mode button: Tool tip always says "View Mode - Camera". Is this tool tip text supposed to change when the view changes?
3D mode: I put 2 PCs on the map and 1 dragon. On the player client, went into 3D mode, player can see their selected avatar but not the other PC or the dragon. When I turned off LoS and Lighting they became visible. In 2D mode the player could see both other tokens.
3D mode: you can draw on the map (with the drawing tool), but the drawing doesn't appear in 3D mode, it just disappears but it's visible in 2D mode.
3D mode: if you put a map into 3D view, then focus another window (e.g. story), then resize the map, it scales the map until you click on the image window again, at which point it's redrawn correctly.
NPC: Sharing the artwork directly from the NPC is a nice addition. One thing that's missing is that there's no way to have it unidentified. I often share the NPC art without identifying it, by sharing the image usually linked on the "Other" tab.
Player ping is disabled if player drawing is locked. This could be why your player ping isn't working.
Ecks
February 16th, 2024, 02:47
Player ping is disabled if player drawing is locked. This could be why your player ping isn't working.
Thanks, I didn't realize that was a thing, it works with it unlocked. It looks like the drawing layer is locked by default for maps from adventure modules (at least Rime of the Frostmaiden and Journeys through the Radiant Citadel). Is the only way to unlock the drawing layer via Right Click menu? It would be nice if the default was to have the drawing layer unlocked for adventure maps.
Ecks
February 16th, 2024, 02:57
PC > Picture and Tokens: If you lock the record and delete the Token (either Flat or Camera), the button to re-add the token is missing and dragging from assets doesn't work. Unlocking does not fix it. Closing and re-opening Picture and Tokens brings the add button back. Similarly, you can lock the record and add tokens still. Not sure what "Share" does for this window (only visible on GM client).
Ecks
February 16th, 2024, 03:15
Feedback on Player character sheets (5E):
Magnifying Glass icon seems to be missing
Powers on the action tab have a "Share" button in the menu bar on GM instance, doesn't seem to do anything
Items on the character sheet have a "Share" button in the menu bar on GM instance, doesn't seem to do anything. Not in menu bar on client.
The "Share" button on the PCs "Pictures and Tokens" window (click on portrait) interacts with other windows. Open an Item from the PC inventory. Open a Power from the PC action tab. Click "Share" on the PC's Pictures and Tokens window. Note that the "Share" button state toggles on the opened inventory/power windows.
Unidentified items show the actual name when opened on the player client from their inventory
If player client opens unidentified item in inventory and GM marks item as identified, player has to close and re-open item window for it to update.
SilentRuin
February 16th, 2024, 16:59
Assume my campaign is corrupted (has everything marked as owner - holder SilentRuin) and I think that is what causes my map issues on client. Unless someone else duplicates it I'd mark that off your list as bad campaign.
Jiminimonka
February 16th, 2024, 17:02
Player ping is disabled if player drawing is locked. This could be why your player ping isn't working.
Maybe a visual indicator (or tool tip text) for the player on the Ping icon so they know its disabled while the host has the map unlocked.
seanny
February 19th, 2024, 01:38
https://i.imgur.com/6sTUPts.jpg
In Test Build when I open an NPC record then I get this error log. The 4E game looks OK and plays OK otherwise. In the Live Build in contrast no error is thrown AND the NPC stat block has more elements to it (I think some powers are listed) and is formatted differently with the extra stuff included. Has anyone else encountered this issue?
Jiminimonka
February 19th, 2024, 07:42
https://i.imgur.com/6sTUPts.jpg
In Test Build when I open an NPC record then I get this error log. The 4E game looks OK and plays OK otherwise. In the Live Build in contrast no error is thrown AND the NPC stat block has more elements to it (I think some powers are listed) and is formatted differently with the extra stuff included. Has anyone else encountered this issue?
Got any extensions loaded, because they probably have not been updated to work in 4.5.0.
seanny
February 19th, 2024, 10:52
I use Full Map Mode and 2e menu and VLC Sound,
BUT they all work perfectly in 5E ,2E and PF1e that I have tried so far.
I don't think these 3 extensions are causing the error.
The error is with a Module that adds Monsters.
SevenEight123
February 19th, 2024, 10:57
On Test version, I can't add any NPC to any encounter. When I drag the record link over it, nothing happens. Has anyone besides me encountered this isuue?
Jiminimonka
February 19th, 2024, 11:16
Turn off all your extensions and if there is no error then its an extension. If you run an extension and there is an error in Test, report it to the extension developer. If you don't have any extensions then report it in The Laboratory.
Zacchaeus
February 19th, 2024, 11:19
On Test version, I can't add any NPC to any encounter. When I drag the record link over it, nothing happens. Has anyone besides me encountered this isuue?
And in what ruleset?
SevenEight123
February 19th, 2024, 11:58
And in what ruleset?
In DND 5e. I tried disabling all my extensions and modules besides bestiary - still doesn't work.
Zacchaeus
February 19th, 2024, 12:19
In DND 5e. I tried disabling all my extensions and modules besides bestiary - still doesn't work.
Ok, I can replicate this in 5e. Dragging in an NPC to a new encounter does nothing. Thanks for reporting.
Zeruel_Kagenie
February 20th, 2024, 07:03
As the host: On a dnd 5e campaign without extensions. Every time you enter ''view mode - camera'', in an image with only a grid, no walls, no lights, or anything, all hidden NPC tokens become completely visible; They are not translucent. If you click to hide them, they will look translucent.
As a player: Every time you enter ''view mode - camera'', all hidden NPC tokens will be visible to you.
Ecks
February 21st, 2024, 03:17
With 2024-02-20 updates, 5E ruleset:
Images / Maps:
When opening an image / map, my frame rate drops from 120 to about 10 (e.g. Map 12-1 from D&D JttRC). Goes back to normal once the map is closed. Performance hit only seems to apply to 2D mode, FPS returns to normal in 3D mode. GPU power draw goes from 40W to 220W with a map open in 2D mode (2080 Super).
Navigation hot keys and buttons don't always work when first opening map. They worked after switching between 2D/3D view mode.
Toolbar expand/collapse button. Toolbar starts expanded, but clicking the collapse button doesn't minimize it the first time even though the arrow changes. It works normally after that.
Player token not visible on player client until switching in/out of 3D mode.
Player can move token with WASD keys in Token view mode even if movement is locked
Story:
Navigation buttons missing for basic story entries
Options:
Search and Collapse/Expand is great
Background Decal: the default window size in a new 5E campaign (at least with my resolution) only shows 2 decals (1x2). It's just slightly too small for the default 2x3 grid. Not a big deal.
Death Markers: no defaults set anymore
Death Markers > Marker Sets: Marker sets for some categories are missing (Skull - Round/Square, Tombstone - Round/Square)
mattekure
February 21st, 2024, 15:08
The height indicator on the token preview in the upper left corner is not updating on height changes.
xJk6KcaLttU
pindercarl
February 21st, 2024, 21:01
I am unable to reliably reproduce the framerate issue. Are you are experiencing the reduced framerate on a host or player session?
With 2024-02-20 updates, 5E ruleset:
Images / Maps:
When opening an image / map, my frame rate drops from 120 to about 10 (e.g. Map 12-1 from D&D JttRC). Goes back to normal once the map is closed. Performance hit only seems to apply to 2D mode, FPS returns to normal in 3D mode. GPU power draw goes from 40W to 220W with a map open in 2D mode (2080 Super).
Navigation hot keys and buttons don't always work when first opening map. They worked after switching between 2D/3D view mode.
Toolbar expand/collapse button. Toolbar starts expanded, but clicking the collapse button doesn't minimize it the first time even though the arrow changes. It works normally after that.
Player token not visible on player client until switching in/out of 3D mode.
Player can move token with WASD keys in Token view mode even if movement is locked
Story:
Navigation buttons missing for basic story entries
Options:
Search and Collapse/Expand is great
Background Decal: the default window size in a new 5E campaign (at least with my resolution) only shows 2 decals (1x2). It's just slightly too small for the default 2x3 grid. Not a big deal.
Death Markers: no defaults set anymore
Death Markers > Marker Sets: Marker sets for some categories are missing (Skull - Round/Square, Tombstone - Round/Square)
Ecks
February 21st, 2024, 21:45
I am unable to reliably reproduce the framerate issue. Are you are experiencing the reduced framerate on a host or player session?
It happens on both host and player clients.
rigerco
February 21st, 2024, 23:31
I was not seeing any lag or map navigation issues last week. I just updated Test today and I've found that the map navigation tools do not work at all for several minutes when I'm in 2D mode. Overall, lag was pretty bad.
I can flip to one of the 3D modes and the map nav tools work just fine then. After a while 2D will start working. I don't have any FPS or GPU usage tools loaded on my PC running test to pass any details like that.
Also, Savage Worlds reference manual, the next page/previous page buttons at the bottom of the screen do not work. The page buttons work just fine in a reference manual I made for my campaign. The buttons seem bugged in every "official" SWADE publication I open.
Ecks
February 22nd, 2024, 02:16
Noticed that after updating on Test channel 3 campaigns were created:
Dev - 3.5E - 3.5E-monsters
Dev -5E - DD5E SRD Bestiary
Dev - PFRPG - PF-SRD-Bestiary
Expected?
ddavison
February 22nd, 2024, 02:29
Thanks for reporting that. That was unintentional.
Moon Wizard
February 22nd, 2024, 02:57
I just pushed a new build of v4.5.0 that should address the Image Record performance issue. Unfortunately, this one was not reproduceable by default in the developer editor/debugger; so it took a little longer to track it down. Thanks to everyone who provided info and sample campaigns.
Regards,
JPG
Moon Wizard
February 22nd, 2024, 02:59
Also, a few notes:
Known Issues
Image Token View mode does not support token lock, wall blocking or grid snap. This purely experimental, testing feature at this time.
Token visibility not always correct when switching in/out of Image Camera View mode.
Known Behavior Changes
Story navigation buttons only available for story entries that are part of Story Books.
More ruleset fixes coming soon.
Thanks,
JPG
rigerco
February 22nd, 2024, 17:17
Still not feeling it with this "books" thing. What determines when a "book" will appear there? I created a new campaign, activated the SWADE GM & Players guide... nothing shows up under Books or Story, and I still can't use page navigation buttons on store bought materials when I open them via Modules. When I activate a module I created it does appear in Books.
I opened up a 5E campaign and it appears everything created as a ref manual appears in Books there AND the page navigation tools work when I open a reference manual from Modules.
Is it having problems because the SWADE reference manuals are actually named for what book they represent instead of "reference manual"?
Moon Wizard
February 22nd, 2024, 17:53
It's because the concept of story books (i.e. reference manuals) was added in the last few years; and many of the older products (including SW) were built with just a list of Story entries. With the migration to basic story entries and the advanced story entries (i.e. reference manual pages) to both being able to be used for the story books; the buttons ended up navigating over the specific material added to the actual story books.
The old navigation had some sort of "just throw all the story entries in an alphabetical list" navigation method for basic story entries that was independent of books completely.
Regards,
JPG
fabiocm
February 22nd, 2024, 18:47
I was testing the v4.5 for a few hours and it is really promising. I noted some thing that I don't know if it is an issue or if it was planned:
- The clients don't have a ping button on the top of the map frame.
- There is no control of the height of the character first person view. There will be a way to adjust it?
rigerco
February 22nd, 2024, 18:54
Older, pre-SWADE, versions of Savage Worlds books do not have reference manuals, but the SWADE rule books are built as reference manuals - and the products that have been released since then have reference manuals, not stories. The authors just don't call them reference manuals, they rename them after whatever the product is. I tried to attach a screenshot but I'm told the security token is missing.
Anyway, something is keeping these from appearing as reference manuals in the new scheme, but they appear under the old way but are crippled.
pindercarl
February 22nd, 2024, 19:20
I was testing the v4.5 for a few hours and it is really promising. I noted some thing that I don't know if it is an issue or if it was planned:
- The clients don't have a ping button on the top of the map frame.
- There is no control of the height of the character first person view. There will be a way to adjust it?
There should be a ping button on the player map frame next to the view mode buttons. If player drawing is disabled, this will also disable the player ping, but the button should be visible. You may need to update. Are you running with any themes loaded?
When in first-person view, use the C/X keys to raise and lower the character. In the 2D view C/X will zoom in an out on the map. In camera view, C/X will lower and raise the view camera.
ddavison
February 22nd, 2024, 19:29
You can also use ALT+mouse wheel to raise or lower the height of tokens.
Moon Wizard
February 22nd, 2024, 20:14
The ping button is not visible on player client, if player drawing is disabled.
Regards,
JPG
Moon Wizard
February 22nd, 2024, 20:15
@rigerco,
Other than SWADE Core books, are there any others you can point me at to review?
Thanks,
JPG
rigerco
February 23rd, 2024, 03:09
@rigerco,
Other than SWADE Core books, are there any others you can point me at to review?
Thanks,
JPG
Mr. Wizard:
Nearly every "official" PEG product I checked suffers from the page navigation issue.
Savage Worlds: Player & GM's Guides
Savage Worlds Pathfinder Core Rules & GM's Guide,
Savage Worlds Pathfinder Advanced Players Guide,
Savage Worlds Pathfinder Bestiary,
Savage Worlds Pathfinder, Hollows Last Hope,
Savage Worlds Pathfinder, Map of Varisia
Savage Worlds Pathfinder, All modules for Rise of the Runeloreds,
Savage Worlds Pathfinder, Guide to Varisia
Rippers Resurrected Expeditions & Expedition Amazon (Both of these are listed as Reference Manual, so there goes the naming theory)
Rippers Resurrected SWADE version of the GM & Players guides that Doswelk just updated last month,
ETU - Degrees of Horror
Tales of the Doom Guard
Legend of Ghost Mountan: GM, Players and Ashen Order
Fantasy Companion
Secret Files of Section D: GM & Players Guides, as well as Trouble in Tripoli
Interestingly, Superhero Companion, both GM & Players, had working page buttons in the reference manuals. I'm assuming that Lonewolf worked on those at the same time that he did Doom Guard, and he did Ghost Mountain about the same time.
Finally, when the map has the Full Screen option utilized there's no way to get out of it, the control buttons disappear - I think that was already reported but I was doing a demo/test tonight and a player clicked on it and we got stuck for a while.
Jiminimonka
February 23rd, 2024, 06:37
Mr. Wizard:
Nearly every "official" PEG product I checked suffers from the page navigation issue.
Savage Worlds: Player & GM's Guides
Savage Worlds Pathfinder Core Rules & GM's Guide,
Savage Worlds Pathfinder Advanced Players Guide,
Savage Worlds Pathfinder Bestiary,
Savage Worlds Pathfinder, Hollows Last Hope,
Savage Worlds Pathfinder, Map of Varisia
Savage Worlds Pathfinder, All modules for Rise of the Runeloreds,
Savage Worlds Pathfinder, Guide to Varisia
Rippers Resurrected Expeditions & Expedition Amazon (Both of these are listed as Reference Manual, so there goes the naming theory)
Rippers Resurrected SWADE version of the GM & Players guides that Doswelk just updated last month,
ETU - Degrees of Horror
Tales of the Doom Guard
Legend of Ghost Mountan: GM, Players and Ashen Order
Fantasy Companion
Secret Files of Section D: GM & Players Guides, as well as Trouble in Tripoli
Interestingly, Superhero Companion, both GM & Players, had working page buttons in the reference manuals. I'm assuming that Lonewolf worked on those at the same time that he did Doom Guard, and he did Ghost Mountain about the same time.
Finally, when the map has the Full Screen option utilized there's no way to get out of it, the control buttons disappear - I think that was already reported but I was doing a demo/test tonight and a player clicked on it and we got stuck for a while.
I did the SPC. None of the Rifts stuff is doing this?
Moon Wizard
February 23rd, 2024, 09:46
I'll take a look to see what is different in those modules. Thanks for the list.
I just pushed a quick fix for the maximized/full screen map toolbar missing.
Regards,
JPG
Jiminimonka
February 23rd, 2024, 10:30
I'll take a look to see what is different in those modules. Thanks for the list.
I just pushed a quick fix for the maximized/full screen map toolbar missing.
Regards,
JPG
Maybe its Module Maker.export. I use Module Maker to build but export with the default FGU export.
rigerco
February 23rd, 2024, 15:17
I had personal issues with some of the Palladium folks back in the 80's so never got into Rifts. I don't own any of their products to test. I appreciate the work that you've put into it though!
Lonewolf
February 23rd, 2024, 18:06
Noticed that SWADE special ability / edges has icon for hindrance. Mouse over icon has hindrance tool tip.
59933
Lonewolf
February 23rd, 2024, 18:25
I'll take a look to see what is different in those modules. Thanks for the list.
Bug confirmed. Lets look at one product.
SWADE rules book - GM part - is simply called: Refmanual
in Test build the name changes to: Book - Savage Worlds Adventure Edition (SWADE) -GM
Buttons in Refmanual no longer function in new build. Fine in Live Branch
SWADE Refmanual also does not appear under the new fancy "books" menu.
All new SWADE books use the Refmanual as standard and story entires are usually just input for map pins. So the whole Book menu / title change thing is really confusing.
Moon Wizard
February 23rd, 2024, 20:01
As developers, people have been asking for better visibility of Reference Manuals, as well as reduce the duplication of Story vs. Reference Manual content. This change makes Story Books (aka Reference Manuals) more accessible, while making the advanced story records (aka Reference Manual Pages) a first class record type that can be used interchangeably with simple story records in Story Books.
My guess is that some of the SW "reference manuals" were built using a different data path than the current standard. While we standardized the data path for manuals over the last couple years, I'm assuming some of them were created before the path was standardized. If that's the case and the SW special cases are all similar/same paths, I'll look at adding a special registration for rulesets with custom data paths.
Regards,
JPG
Lonewolf
February 24th, 2024, 06:05
As developers, people have been asking for better visibility of Reference Manuals, as well as reduce the duplication of Story vs. Reference Manual content. This change makes Story Books (aka Reference Manuals) more accessible, while making the advanced story records (aka Reference Manual Pages) a first class record type that can be used interchangeably with simple story records in Story Books.
My guess is that some of the SW "reference manuals" were built using a different data path than the current standard. While we standardized the data path for manuals over the last couple years, I'm assuming some of them were created before the path was standardized. If that's the case and the SW special cases are all similar/same paths, I'll look at adding a special registration for rulesets with custom data paths.
Regards,
JPG
As SWADE developers we have being creating only Reference Manual content for a long time so this fixes a problems we don't have. I do however totally understand what you trying to achieve and standardized formats are the way ahead. I also understand how difficult it is when the Rule set developer is not around to help.
Be aware that this affects a lot of brand new books. SWADE and Savage Pathfinder have been using exclusive Reference Manual content for quite a while. With no story entry. New products due for release will also be impacted. The root cause of this is almost certainly the Module Maker export function. It creates what is now recently become a non standardized data path.
A good test candidate to experiment on is the new Interface Zero 3.0 Player guide. It is so new that it has not been released yet. Release build was to be delayed until FGU v4.5.0 came out. The new finished module is in SVN repo GMGIZ30PG. That should be a good example to test on as it contains the original data path and additional item fields.
Also note other SWADE products created before April 2023 and predate Module Maker have the same issue. The older original Reference Manual for Interface Zero 3.0 Player guide is still in the same repo if you need to look at older data.
Lonewolf
February 24th, 2024, 08:15
Maybe its Module Maker.export. I use Module Maker to build but export with the default FGU export.
Well you must be passing through Module Tweaker export to avoid the problems in native FGU export. Rifts needs lots of sorting categories. Module Tweaker export also does not do a random index on export. It therfore again avoids the unnecessary use of story entry to sort pages.
The good news is the output does look like it is following new standard data path.
fabiocm
February 24th, 2024, 18:02
There should be a ping button on the player map frame next to the view mode buttons. If player drawing is disabled, this will also disable the player ping, but the button should be visible. You may need to update. Are you running with any themes loaded?
When in first-person view, use the C/X keys to raise and lower the character. In the 2D view C/X will zoom in an out on the map. In camera view, C/X will lower and raise the view camera.
Thanks!
Ping. I think you should make more clear that behavior for the ping. I don't even know if this dependency is really necessary, since ping and draw are used in different ways.
Height. Hasn't a way to set a default height for the character? See the image, one of the characters is small. I wanted that every time the player goes the 1st person view, it be on a lower level than the others, like in the 2nd print. Maybe... to add a character height would make too complex?
59937
Print 1
59938
Print 2
pindercarl
February 24th, 2024, 18:11
Thanks!
Ping. I think you should make more clear that behavior for the ping. I don't even know if this dependency is really necessary, since ping and draw are used in different ways.
Height. Hasn't a way to set a default height for the character? See the image, one of the characters is small. I wanted that every time the player goes the 1st person view, it be on a lower level than the others, like in the 2nd print. Maybe... to add a character height would make too complex?
59937
Print 1
59938
Print 2
Currently, the view height in the token view is derived from the size of the token. Specifically, it is 80% of the token height. If you are using a smaller token, then a lower height should be the result.
SilentRuin
February 28th, 2024, 19:16
Flipped my 2d map to the new camera map on one of my SW5E maps with dynamic assets and tokens and other normal LOS jungle setting and got this error in TEST:
[2/28/2024 1:08:41 PM] [ERROR] API: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List1[T].set_Item (System.Int32 index, T value) [0x00009] in <eef08f56e2e042f1b3027eca477293d9>:0
at KMKEEBODIEI.EFMCNBFMJOK (System.Collections.Generic.List1[T] PPNBCFCIKCE) [0x0001e] in <dd2997490d624e5a9aa3ba0efcc63f94>:0
at FG.PaintStampObject.ENNCHLEMINP () [0x00598] in <dd2997490d624e5a9aa3ba0efcc63f94>:0
at FG.PaintStampObject.BuildMesh () [0x0000b] in <dd2997490d624e5a9aa3ba0efcc63f94>:0
at FG.PaintStrokeObject.HandleViewChange (CMLPBMMDHGG LCPDDGLLMLG) [0x00000] in <dd2997490d624e5a9aa3ba0efcc63f94>:0
at FG.CompImagePaintLayer.HandleViewChange (CMLPBMMDHGG LCPDDGLLMLG) [0x0001e] in <dd2997490d624e5a9aa3ba0efcc63f94>:0
at FG.CompositeImage.HandleViewChange () [0x000b0] in <dd2997490d624e5a9aa3ba0efcc63f94>:0
at HDACBIMOOAJ.CFEBOCJCJCD (CMLPBMMDHGG LCPDDGLLMLG, LKBBEJPOGJG ONBOFNKGDJI, MNHEAPNMPAB HNLENKBKDDL) [0x002d8] in <dd2997490d624e5a9aa3ba0efcc63f94>:0
at LBOKCEJMKEH.BDIKNGLJGOF (HDACBIMOOAJ JONBOGMOEOM, System.Int32 PHEIFCEIGBH) [0x0002f] in <dd2997490d624e5a9aa3ba0efcc63f94>:0
at HDACBIMOOAJ.KPGNFNHOFMO (System.IntPtr FAMBEIDCDAM) [0x0000e] in <dd2997490d624e5a9aa3ba0efcc63f94>:0
Moon Wizard
February 28th, 2024, 23:36
Thanks for the report. Just pushed a quick fix that should fix that issue from @pindercarl.
Regards,
JPG
SilentRuin
February 28th, 2024, 23:41
Appears to work.
rigerco
February 29th, 2024, 21:25
Just took a hot second to pop into a SWADE reference manual. The page navigation buttons now work, internal links seem to function correctly, and the SWADE reference manuals now appear in the new Books section.
Lonewolf
March 1st, 2024, 14:23
Just took a hot second to pop into a SWADE reference manual. The page navigation buttons now work, internal links seem to function correctly, and the SWADE reference manuals now appear in the new Books section.
However a future development of all new SWADE reference manuals is now uncertain.
Muagen
March 1st, 2024, 14:28
However a future development of all new SWADE reference manuals is now uncertain.
Would you care to elaborate on that? I might have missed some recent news.
Jiminimonka
March 1st, 2024, 15:12
Lonewolf is talking about the extension Module Maker which we use to make SWADE modules, it's due an update. I don't think it's going to hinder product creation because where it shines (building Reference Manuals) still works fine, you just have to use the default FG Export function to stop these problems. (Which I did for Savage Rifts, because the extension was not exporting Frameworks, and this is how we found there was a problem with the extension export in the first place, because all the Rifts stuff was fine but all the other SWADE stuff was not).
TLDR just export using FG default and Module Maker works fine for EVERYTHING else in module creation.
Mike Serfass
March 1st, 2024, 16:07
The module exports as expected now. Nice work!
However, when I open the campaign from Books in 4.5, here's what I see:
59965
Here's what it looks like in 4.4:
59966
So a slight difference there.
Muagen
March 1st, 2024, 16:10
Lonewolf is talking about the extension Module Maker which we use to make SWADE modules, it's due an update. I don't think it's going to hinder product creation because where it shines (building Reference Manuals) still works fine, you just have to use the default FG Export function to stop these problems. (Which I did for Savage Rifts, because the extension was not exporting Frameworks, and this is how we found there was a problem with the extension export in the first place, because all the Rifts stuff was fine but all the other SWADE stuff was not).
TLDR just export using FG default and Module Maker works fine for EVERYTHING else in module creation.
Thanks for the clarification! I got worried the Savage Worlds devs were abandoning me. Very glad to hear that's not the case.
Jiminimonka
March 1st, 2024, 23:35
OK, I just created a new campaign, made a mini-reference manual, some NPCs and other such. NO extensions at all. There is no Reference Manual option for export in Savage Worlds, so it doesn't get exported. This has nothing to do with Module Maker, its just missing from the options for Savage Worlds exports.
Think that needs to be addressed soon.
Zacchaeus
March 2nd, 2024, 00:37
OK, I just created a new campaign, made a mini-reference manual, some NPCs and other such. NO extensions at all. There is no Reference Manual option for export in Savage Worlds, so it doesn't get exported. This has nothing to do with Module Maker, its just missing from the options for Savage Worlds exports.
Think that needs to be addressed soon..
I don’t know about Savage worlds but there is no reference manual option now in the export window. Clicking on story will export story entries and reference pages as advanced story pages.
Lonewolf
March 2nd, 2024, 01:40
Lonewolf is talking about the extension Module Maker which we use to make SWADE modules, it's due an update. I don't think it's going to hinder product creation because where it shines (building Reference Manuals) still works fine, you just have to use the default FG Export function to stop these problems. (Which I did for Savage Rifts, because the extension was not exporting Frameworks, and this is how we found there was a problem with the extension export in the first place, because all the Rifts stuff was fine but all the other SWADE stuff was not).
TLDR just export using FG default and Module Maker works fine for EVERYTHING else in module creation.
Ironically Module Maker is exporting just fine now. There is patch needed to get it talking to builder but huge improvements.The main thing is the existing modules are working. New round of testing tomorrow.
Lonewolf
March 2nd, 2024, 01:44
.
I don’t know about Savage worlds but there is no reference manual option now in the export window. Clicking on story will export story entries and reference pages as advanced story pages.
Thank you very much for that information. I could not figure that out. We can do more test runs with that knowledge.
Ecks
March 2nd, 2024, 03:06
Most records and windows have a tooltip when minimized showing what the minimized window is. However, there is no tooltip for the following:
Books window
Individual Book / Reference Manual windows
Not really part of the beta, but another thought while looking through the minimized windows: most minimized records use the same "stack of books" icon. It might be nice if the minimized icon matched the record type icons in the sidebar (both for the main window and individual record windows). icons.jpg (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59967)
Vehicles / Notes preface the record name with the record type, but none of the other records do. If the icons matched the sidebar images, maybe the record type doesn't need to be prepended.
5E ruleset
Ecks
March 2nd, 2024, 03:25
Image Record > Edit > View Type:
The tooltip for the View Type dropdown says "FX type"
Is there a space before "Free Camera 3D"? It looks unaligned compared to the other items in the dropdown menu.
Image Record > Edit > Actions:
Zoom to Fit is disabled (removed) on the toolbar when View Type is set to 3D, but the "Zoom Extents" button on the Edit panel is still there and looks like it should do something - perhaps it should be faded like other disabled action settings?
Ecks
March 2nd, 2024, 04:05
Combat List feedback (5E):
Really like the new Combat List option at the top left
The health status circle in the bottom right corner of a token is hard to see (at least at 1440p)
No tooltip for the Party View / Combat List button
Right click Combat List > Delete > Confirm Delete maybe does nothing?
If you set an image (e.g. Acolyte.webp from PHB) as a PC's Flat token, the GM Combat List shows the token, but the Player Client Combat List shows an auto-generated token
On player client, drag an NPC in the Combat List to the Combat List (or anywhere), it'll throw a console error:
Script execution error: [string "CoreRPG:scripts/manager_combat.lua"]:1403: attempt to index local 'draginfo' (a nil value)
These might be expected behavior:
Dragging actors from the Combat List to the Combat Tracker creates a new actor
Dragging actors from the Combat List to a token on the Combat Tracker replaces the token
Dragging actors from the Combat List to a PCs Pictures & Tokens: Token - Flat box will update the token
Dragging actors from the Combat Tracker to the Combat List creates a new actor
Ecks
March 2nd, 2024, 04:31
Image pointer measurement size seems smaller on Test than Live, and it gets smaller when zooming in. It's pretty much unreadable on my monitor with some maps (3440x1440, Scale UI 100).
To recreate:
New 5E campaign
Load module Tomb of Annihilation
Open Player Map - Dungrunglung
Draw a 200' square pointer. The measurement box is about half of the cursor size.
Zoom in to see the square size, the measurement just shrinks away and isn't ever readable. At high enough zoom it isn't even connected to the pointer anymore.
eriktedesco
March 2nd, 2024, 11:07
Hi all!! After the last update, FGU in test channel mode doesn't start anymore on my Mac.
Attached you will find the link to the problem report outputted by the system.
https://drive.google.com/file/d/1k-nX3MPOFROUtfilCcr-yiYgn9W_OdoS/view?usp=drive_link
Zacchaeus
March 2nd, 2024, 11:15
I can't access your file - I presume that you haven't given access to view it.
eriktedesco
March 2nd, 2024, 11:20
I can't access your file - I presume that you haven't given access to view it.
Ok, now you should have access to it.
Any idea?
Zacchaeus
March 2nd, 2024, 11:54
This may help (sorry I have no mac knowledge but it looks like a permissions issue) https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2108456961/Mac+App+or+Updater+Do+Not+Run+After+Update
eriktedesco
March 2nd, 2024, 12:03
This may help (sorry I have no mac knowledge but it looks like a permissions issue) https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2108456961/Mac+App+or+Updater+Do+Not+Run+After+Update
The problem is the main app and, unfortunately, I'm not a M1/M2 Mac user.
Zacchaeus
March 2nd, 2024, 12:21
The problem is the main app and, unfortunately, I'm not a M1/M2 Mac user.
My reading of that article suggests that it isn't just for M1/M2 users but any mac user. If the solutions suggested don't work you may need to re-install. Also does the application run ok in Live mode or is it just test mode that's the issue.
eriktedesco
March 2nd, 2024, 12:44
My reading of that article suggests that it isn't just for M1/M2 users but any mac user. If the solutions suggested don't work you may need to re-install. Also does the application run ok in Live mode or is it just test mode that's the issue.
I admit that I gave the document a glance more than a read, but it seemed to me it was focused on M1/M2 processor.
Anyway, I tried the solution suggested in the link you provided and FGU works finally.
Thumbs up for Zac!!!
Jiminimonka
March 2nd, 2024, 23:03
.
I don’t know about Savage worlds but there is no reference manual option now in the export window. Clicking on story will export story entries and reference pages as advanced story pages.
Interesting. I can't test this Story export though, because the campaign I am testing with has "lost" its Reference Manual, does not appear in the Books > Campaign window (that is a blank Reference Manual). So where did that vanish too?
EDIT: Copied the same campaign back from Live into Test and the "Book" is there now, so maybe this got patched. :)
Moon Wizard
March 3rd, 2024, 02:12
@Jiminimonka,
SW modules will show up in the Story Books list (since I enabled an alternate path for pulling book listings); but do not show up when the "Campaign" button is pressed, because the button can only really point to one place.
Module Maker really needs to be updated to generate reference manuals that are broken out like all the other ones, and everything will work as expected (including listing all book pages in the Story campaign list). Because of the structure that was chosen by the creator of Module Maker, there's no way for me to pull that data (since it's inline with all the book index data, not in a standard group like all other records).
I'll have to look at the export thing; but most likely, I will just look to see if I can update Module Maker.
Regards,
JPG
Moon Wizard
March 3rd, 2024, 02:53
@Ecks,
Thanks for all the feedback. Just pushed some fixes based on your feedback.
For the items you mentioned as possibly expected, they are expected. The combat list is treated interchangeably as the combat tracker window.
Regards,
JPG
Mike Serfass
March 3rd, 2024, 04:18
I figured out the problem I posted in #79; my ref manual / book is blank.
In db.xml, under the <reference> node is a <manual> node with empty chapters and subchapters. That causes the module to load empty.
I don't know what put the <manual> node there. It's in my 4.4.9 version also. So something pre-4.5 added it.
I removed the <manual> node and all sub nodes, now it populates as expected.
My other setting module is populating as expected and it never had <manual>.
If I leave the <manual> in place, and update the blank book, it adds child nodes to <manual>. Is this the new format, or is it supporting a hold-over?
Should there be a conversion from <refmanualdata> and <refmanualindex> to <manual>?
Jiminimonka
March 3rd, 2024, 08:43
@Jiminimonka,
SW modules will show up in the Story Books list (since I enabled an alternate path for pulling book listings); but do not show up when the "Campaign" button is pressed, because the button can only really point to one place.
Module Maker really needs to be updated to generate reference manuals that are broken out like all the other ones, and everything will work as expected (including listing all book pages in the Story campaign list). Because of the structure that was chosen by the creator of Module Maker, there's no way for me to pull that data (since it's inline with all the book index data, not in a standard group like all other records).
I'll have to look at the export thing; but most likely, I will just look to see if I can update Module Maker.
Regards,
JPG
They are showing up when the Campaign button is pressed now, so whatever you did fixed that. When I posted this first, I was a couple of builds back with an older campaign to test in Test. I copied over a fresh copy of the campaign and a few others yesterday, and now all the "Books" show up in the "Campaign" just like they used to in "Builder".
Jiminimonka
March 3rd, 2024, 09:27
@Moon Wizard - so I just did some more testing... without the SW - Savage Rifts setting, clicking on Campaign bring ups the Book as expected, but with the SW - Savage Rifts setting, the Book is a blank to be rebuilt, and turning off the extension does not fix it.
I haven't test with other SW Settings extensions, will do that now.
EDIT: Use the SW Setting Deadlands Noir and it also breaks the Campaign Book (formerly known as Reference Manual)
GIFs on Discord: https://discord.com/channels/274582899045695488/274634463860883458/1213781696248414209
EDIT: OK, tested again, its doing this without the extension. Will keep checking for a cause.
Moon Wizard
March 4th, 2024, 00:19
@Jiminimonka,
I might need more information on exactly what is and what is not working. If a campaign was opened in the Test channel and the Campaign story book option opened before the Module Maker version was built, then it will have created the skeleton of a story book in the database, and thus will always exist going forward.
As I mentioned, the fix I put in place was to allow Module Maker books to be read; not necessarily as a full compatibility system. I might need help migrating Module Maker since Ikael is not around; and it needs to be migrated to build with the standard like everything else, instead of doing it's own thing.
Regards,
JPG
Mike Serfass
March 4th, 2024, 01:03
Look in the db.xml file, find the <reference> node. Is there a <manual> node under that?
You may be experiencing the same issue I am. See my post 99.
Moon Wizard
March 4th, 2024, 02:15
The standard location for Story Book information (i.e. story book index definition/links) is "reference.refmanualindex".
The standard location for Story Book pages (i.e. "advanced" story page data / just called reference manual pages before) is "reference.refmanualdata".
If there is a reference.manual node in the db.xml of a campaign, then that was generated by some other tool, such as Module Maker. Also, those modules generated by Module Maker appear to have the reference pages intermixed with the index data.
The Campaign button will only open "reference.refmanualindex".
Regards,
JPG
johnecc
March 4th, 2024, 22:30
Hi Doug
Just watched the latest update video and am highly impressed. There was some talk recently mentioning “Combat List”, was that refering to the cycling initiative tracker in the top left?
In regards to that, I hope it is optional, and if I read correctly you can set a limit on how many to show, correct? And is it a GM or Player setting? Asking because the last session I played in had over 20 in the tracker, and that would take up a lot of real estate at the top.
Now just got to get GM aware of it. Most of the group don’t follow the forums.
Moon Wizard
March 4th, 2024, 22:39
There is now a per-user setting that controls how many entries appear in the Tabletop Combat List (6,8,10,12), which is a per-user setting because the size desired is usually tied to screen real estate, not the campaign.
Also, each user can decide whether they want to show the Tabletop Party List or Tabletop Combat List on the tabletop.
Regards,
JPG
Jiminimonka
March 4th, 2024, 23:04
Hi Doug
Just watched the latest update video and am highly impressed. There was some talk recently mentioning “Combat List”, was that refering to the cycling initiative tracker in the top left?
In regards to that, I hope it is optional, and if I read correctly you can set a limit on how many to show, correct? And is it a GM or Player setting? Asking because the last session I played in had over 20 in the tracker, and that would take up a lot of real estate at the top.
Now just got to get GM aware of it. Most of the group don’t follow the forums.
The Combat Cycler is optional, for players and GM.
rhagelstrom
March 5th, 2024, 01:41
Maybe there is a reason but
Combat Tabletop List view, the widgets displaying the conditions/effects don't support hover and don't seem to follow the same behavior as the token when the options are set for Icon IconHover Mark MarkHover. I would also expect there to be tooltip text?
Moon Wizard
March 5th, 2024, 02:10
They are not the same as the tokens; and are not designed to support hover options. The effects/health will either be shown or not.
I'll have to look into whether tooltip text can be supported. Token widgets and Control widgets are actually two different beasts in the client.
Regards,
JPG
LordEntrails
March 5th, 2024, 21:03
5E Sample Campaign (and any others) should be updated with the new NPC icons.
Ecks
March 6th, 2024, 02:17
Quick Map:
Fantasy Grounds hangs if you select more Enemy locations (1x, 2x, 3x...) than NPCs in Combat Tracker or Encounter
I think the Party/Enemy position grids could use some help text. It wasn't obvious at first how the Enemy grid worked (e.g. must select a square for enemies to be added to map and CT)
Actually, it might be helpful if the Enemy grid started with one square already selected for them
If an NPC in an Encounter is marked as Faction: Friend, they are placed with the Enemies. However, when using placement direct from CT (no Encounter), NPCs with Faction: Friend are not placed at all.
Maybe the "Enemy" box should be titled "NPCs" since it also places Friend/Neutral factions?
ddavison
March 6th, 2024, 14:52
5E Sample Campaign (and any others) should be updated with the new NPC icons.
Thanks. That campaign could probably use a full overhaul.
rigerco
March 6th, 2024, 15:56
I don't play 5e and never had a sample campaign. I downloaded the files that Moonwizard posted a couple years ago and pasted that campaign into Test, but the tokens are clearly old (when loaded they're all hovering in the air facing down). Is there a way to force an update to the sample campaign?
ddavison
March 6th, 2024, 16:03
It is probably good to just create a new 5E campaign and then grab some monsters from the SRD for testing purposes.
LordEntrails
March 6th, 2024, 16:18
I don't play 5e and never had a sample campaign. I downloaded the files that Moonwizard posted a couple years ago and pasted that campaign into Test, but the tokens are clearly old (when loaded they're all hovering in the air facing down). Is there a way to force an update to the sample campaign?
No, you can't update a campaign (outside of through the FG interface). The sample campaign is available on the forums, but it does not have the new icon options in it so it would be of little use for this testing.
ddavison
March 6th, 2024, 22:58
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johnecc
March 6th, 2024, 23:22
Congrats guys, that is a HUGE feature. My GM could have used that for our game last weekend.
Keep up the fine work
Evilthorne
March 10th, 2024, 03:08
Well I just updated to the new system of FG. We use it only for pathfinder 1e and it is basically unplayable to me. I guess I will have to watch a bunch of videos to see what to do. Also, as soon as I click settings button from the launcher the program crashes. I cannot load my logs onto this forum because of the stupid security token nonsense.
I appreciate all the work and effort people put into this product, the support on the forum is great, with people trying to help each other. Just frustrating, I always feel like I am not clever enough for this program, that it is one step ahead of me always.
ddavison
March 10th, 2024, 03:17
Turn off all your extensions and then try again, or create a new Pathfinder 1E campaign and test it out there. Then add extensions back 1 at a time until you find the root cause of errors. Contact that extension author to see if they have an update.
Evilthorne
March 10th, 2024, 03:19
60104
60105
I think if I just reply through the quick response window and not go to advance mode I can upload files.
Evilthorne
March 10th, 2024, 03:21
The error seems attached to the window. It also does not help the fact I cannot open the settings on the launcher
But I will try a new campaign and see what happens.
LordEntrails
March 10th, 2024, 03:24
60104
60105
I think if I just reply through the quick response window and not go to advance mode I can upload files.
It's going to be oneor more of your 36 extensions.
Here my generic response when extension cause error on update:
One of your extensions needs to be updated or disabled. First try updating all your extensions and see if that fixes it. If not, create a new campaign with no extensions to test that FG itself is not an issue. Then add in one extension at a time until you find which one (or combination) is/are causing the issue. Then talk with the extension developer and see if they can update and fix their extension.
If none of that works, please Compile Logs and attach to this thread. Instructions on how to do that; https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1242136781/How+to+Compile+Logs
As you have probably no doubt heard before, if you are going to use lots of extensions, you are going to need to do a lot of testing and research with every update to FG. I suggest that each time an FG update comes out, you do the following;
- Check to see if it updates any rulesets or core application functions (see Forums> City Hall), if so do not update until:
- Wait 5-10 days after the update, then
- Check the forum or DMsGuild or Discord thread for each extension and determine if anyone else has reported problems with it and if the developer reports it being fixed
- Update any non-Forge extensions manually
- At least 3 days prior to your gaming session, update and test. Using a second instance of FG to connect as a player and test player things.
- Identify which extensions still have issues and if you can't get a fix before game time, disable it for that session.
Evilthorne
March 10th, 2024, 03:39
I am very slowly doing that right now. So far no extension no problem I have gotten through at least five of them...all good
Kelrugem
March 10th, 2024, 06:18
Well I just updated to the new system of FG. We use it only for pathfinder 1e and it is basically unplayable to me. I guess I will have to watch a bunch of videos to see what to do. Also, as soon as I click settings button from the launcher the program crashes. I cannot load my logs onto this forum because of the stupid security token nonsense.
I appreciate all the work and effort people put into this product, the support on the forum is great, with people trying to help each other. Just frustrating, I always feel like I am not clever enough for this program, that it is one step ahead of me always.
If you use my extensions: They are certainly not compatible with the most current patch :) I had sadly no time yet to look at the new code, I was very busy :)
Evilthorne
March 10th, 2024, 07:35
It is the effect builder plug ins
LordEntrails
March 10th, 2024, 17:10
Note, this thread is in the Laboratory and was used while this build was in public Beta testing. Issues with the Live build should be addressed with new threads in the House of Healing. The Test build is not longer supported and should not be in use.
Closing this thread so further discussion is in the right place.
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