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View Full Version : Bug Report - While running PF1e with the Rise of the Runelords Module



SEGApostle
August 3rd, 2024, 00:11
I'm not sure if this is a module issue or a software issue in general, but I'm having saving issues when using ambient lighting and masking.

As you can see in the images attached, I am using no modules or extensions but the first Rise of the Runelords module.

61451

61452

After using ambient lighting, creating a mask, and adding light sources, everything looks fine.

61450

Once I leave the session and return to the login screen and reload the session, the lighting looks incorrect until I turn off lighting and turn it back on again.

61454

I also lose ambient lighting in any map after leaving the session and opening it again, so I assume it's some kind of ambient lighting issue with Fantasy Grounds are maybe the Pathfinder First Edition system.

Hopefully this is the right place to report this.

Thank you.

EDIT: Weird thing I just noticed. Toggling the camera from 2d to 3d and back to 2d also seems to fix the issue, so nothing is getting deleted. It's just some kind of graphical glitch.

EDIT: Tested a scene without masking and had the same light issue. I had to turn the lighting off and on to get it working correctly.

Laerun
August 3rd, 2024, 17:11
I'm not sure if this is a module issue or a software issue in general, but I'm having saving issues when using ambient lighting and masking.

As you can see in the images attached, I am using no modules or extensions but the first Rise of the Runelords module.

61451

61452

After using ambient lighting, creating a mask, and adding light sources, everything looks fine.

61450

Once I leave the session and return to the login screen and reload the session, the lighting looks incorrect until I turn off lighting and turn it back on again.

61454

I also lose ambient lighting in any map after leaving the session and opening it again, so I assume it's some kind of ambient lighting issue with Fantasy Grounds are maybe the Pathfinder First Edition system.

Hopefully this is the right place to report this.

Thank you.

EDIT: Weird thing I just noticed. Toggling the camera from 2d to 3d and back to 2d also seems to fix the issue, so nothing is getting deleted. It's just some kind of graphical glitch.

EDIT: Tested a scene without masking and had the same light issue. I had to turn the lighting off and on to get it working correctly.

Try some other maps to see if the issue is persistent. It could be that the map needs some optimization, or perhaps you could have other things going on. Sometimes too many books, assets, and extensions can create performance issues.

SEGApostle
August 3rd, 2024, 17:17
It happens in every scene with light sources even without any modules or extensions loaded. Turning the lighting off and on fixes it. Also switching from 3d back to 2d does as well. It's not a huge hassle, but definitely seems like a bug that needs to be addressed.

Moon Wizard
August 5th, 2024, 23:46
I was not able to recreate locally. I'm also running the latest beta test client, so there may be some differences there. Here's the steps I took:
* Open PFRPG campaign
* Load "Rise of the Runelords Chapter 1 Burnt Offerings" module
* Open "Map - Sandpoint Glassworks"
* Unlock map record
* Choose Lighting panel
* Select Ambient tool
* Change ambient color to pink
* Turn on ambient light
* Click to add an ambient light mask
* Draw a big square over the middle
* Return to FG launch screen
* Reload same campaign
* Open same map
* Seeing the same state that I left it in.

Perhaps you are choosing different steps? If it is incorrect immediately on load from an existing campaign, can you provide a copy of that campaign folder?

Regards,
JPG

SEGApostle
August 6th, 2024, 00:02
I was not able to recreate locally. I'm also running the latest beta test client, so there may be some differences there. Here's the steps I took:
* Open PFRPG campaign
* Load "Rise of the Runelords Chapter 1 Burnt Offerings" module
* Open "Map - Sandpoint Glassworks"
* Unlock map record
* Choose Lighting panel
* Select Ambient tool
* Change ambient color to pink
* Turn on ambient light
* Click to add an ambient light mask
* Draw a big square over the middle
* Return to FG launch screen
* Reload same campaign
* Open same map
* Seeing the same state that I left it in.

Perhaps you are choosing different steps? If it is incorrect immediately on load from an existing campaign, can you provide a copy of that campaign folder?

Regards,
JPG

Can you try adding a few light sources into the mask as well? That's where it usually happens.

Laerun
August 6th, 2024, 00:05
I'm not sure if this is a module issue or a software issue in general, but I'm having saving issues when using ambient lighting and masking.

As you can see in the images attached, I am using no modules or extensions but the first Rise of the Runelords module.

61451

61452

After using ambient lighting, creating a mask, and adding light sources, everything looks fine.

61450

Once I leave the session and return to the login screen and reload the session, the lighting looks incorrect until I turn off lighting and turn it back on again.

61454

I also lose ambient lighting in any map after leaving the session and opening it again, so I assume it's some kind of ambient lighting issue with Fantasy Grounds are maybe the Pathfinder First Edition system.

Hopefully this is the right place to report this.

Thank you.

EDIT: Weird thing I just noticed. Toggling the camera from 2d to 3d and back to 2d also seems to fix the issue, so nothing is getting deleted. It's just some kind of graphical glitch.

EDIT: Tested a scene without masking and had the same light issue. I had to turn the lighting off and on to get it working correctly.

Have you looked into newer video card drivers or video card settings yet?

Moon Wizard
August 6th, 2024, 00:25
Do you mean inside the building (i.e. in the part where ambient lighting is masked out)?

JPG

Moon Wizard
August 6th, 2024, 00:30
Okay, I tried these extra steps:

* Opened the campaign from above.
* Added 3 "Torch" preset lights inside the building.
* Turned on Player Preview mode.
* Returned to FG Launcher
* Loaded same campaign.
* Opened same map.
* I saw that the lights inside the mask were not drawing correctly; but the ambient light was fine.
* As you mentioned, toggling the camera mode fixed the issue.

Is that what you were seeing?

I'll write up the issue I found for our image developer to look at when he returns in a couple weeks.

Regards,
JPG

Moon Wizard
August 6th, 2024, 00:55
Can you provide a zipped up copy of your campaign folder?

I was able to recreate once; but not when I tried again. I'm thinking it's specific placement of lights/mask that cause issues; so an additional example from you will help our developer track down.

Thanks,
JPG

SEGApostle
August 6th, 2024, 01:10
Can you provide a zipped up copy of your campaign folder?

I was able to recreate once; but not when I tried again. I'm thinking it's specific placement of lights/mask that cause issues; so an additional example from you will help our developer track down.

Thanks,
JPG

Looks like you were able to replicate it, yeah. I zipped up my campaign folder. Where should I sent it?

Moon Wizard
August 6th, 2024, 02:28
Please send to [email protected]; and I’ll add it to the other info.

You can send a link or the file, depending on how big it is.

Thanks,
JPG

Laerun
August 6th, 2024, 05:24
Please send to [email protected]; and I’ll add it to the other info.

You can send a link or the file, depending on how big it is.

Thanks,
JPG

Were any NPCs or characters used and claimed or selected inside of the building structure? Sometimes the lighting or such will not show unless one has a player or NPC token claimed or selected on the map, especially in player preview mode.

Moon Wizard
August 6th, 2024, 05:29
@Laerun,

It's purely to do with specific complexity or elements of that map along with complex masking and internal lights. I had no tokens on the map when I recreated the issue locally. I'm planning to have Carl look at it when he returns; and use the two examples to help him investigate.

Regards,
JPG

SEGApostle
August 6th, 2024, 17:01
@Laerun,

It's purely to do with specific complexity or elements of that map along with complex masking and internal lights. I had no tokens on the map when I recreated the issue locally. I'm planning to have Carl look at it when he returns; and use the two examples to help him investigate.

Regards,
JPG

Awesome to see you're on the case. It's not a huge deal as for now I can swap the view quickly. Thanks, again!