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Moon Wizard
October 11th, 2024, 04:40
This thread is to provide feedback on the latest changes located in the beta Test channel. Please post any feedback/issues to this thread.

Regards,
JPG

humby
October 11th, 2024, 09:09
Love the new text tool, definitely looking forward to the end of MouseScrawl (my handwriting is practically illegible when I'm using a pen, never mind a mouse!). Have picked up on several small issues however:


Using the buttons to increase or decrease the size of the window switches the sidebar back to the Play tab and resets the settings on the Text tab (if you're using on the other tabs, such as Lighting, doing this switches to the Play tab but the settings you've selected remain).
If you set Outline Width, Shadow Offset or Shadow Blur to a value of 1 - 49, the sliders reset to zero after you click on the map to place the text. If you set them to a value of 50 - 100 then the sliders reset to 1 after you click. Clicking to place the text a second time without adjusting the sliders uses the original (non-zero) values.
Changing the text size resets the sliders to zero.
Changing the Shadow Offset by itself does not work - you have to change the Outline Width first (even if you just scrub the slider up and then down again).
Clicking on the slider labels causes different behaviour depending on which slider it is:
Clicking on Blur on the Effects tab or any of the slider labels on the Text tab causes the slider value to be set to zero and the slider indicator circle to appear at the clicked point - see attached image.
Under the Lighting tab, clicking on Speed under Select Light or Add Light sets the value to zero but the slider indicator circle appears in the correct place (far left of the slider). Clicking Speed under Token Light causes the slider to be set to zero and the indicator circle to appear at the clicked point, and clicking on Direction or Length under Ambient Lighting does nothing.
Using an italic font, such as Vujahday Script causes the rightmost portion of the last character to be cut off. The amount varies letter by letter and seems to depend on what exactly has been typed, but "Test" and "Sheep" cause very noticible issues with the Vujahday Script font.
Several fonts have letters that appear to extend beyond the text item when used as the left- or rightmost character. For example, when writing "Test" in the Bebas Neue font, there is a small black bar that appears on the right of the text at the height of the crossbar for the T and examining the first T shows that the left side ends abruptly. The left-hand cutoff is more noticable when using Noto Sans to write the word "Sheep" - see attached image

Feedback: It's not obvious that you can click on the number for the slider to amend it - all of the other amendable fields have boxes around them to indicate this.

All of this was tested in a brand new 5E campaign with only the FG maps module loaded and no extensions or themes.

fabiocm
October 11th, 2024, 14:19
The 2.5 object can have a tile attached to it, or it will always have to be independent entity?

pindercarl
October 11th, 2024, 15:57
Love the new text tool, definitely looking forward to the end of MouseScrawl (my handwriting is practically illegible when I'm using a pen, never mind a mouse!). Have picked up on several small issues however:


Using the buttons to increase or decrease the size of the window switches the sidebar back to the Play tab and resets the settings on the Text tab (if you're using on the other tabs, such as Lighting, doing this switches to the Play tab but the settings you've selected remain).
If you set Outline Width, Shadow Offset or Shadow Blur to a value of 1 - 49, the sliders reset to zero after you click on the map to place the text. If you set them to a value of 50 - 100 then the sliders reset to 1 after you click. Clicking to place the text a second time without adjusting the sliders uses the original (non-zero) values.
Changing the text size resets the sliders to zero.
Changing the Shadow Offset by itself does not work - you have to change the Outline Width first (even if you just scrub the slider up and then down again).
Clicking on the slider labels causes different behaviour depending on which slider it is:
Clicking on Blur on the Effects tab or any of the slider labels on the Text tab causes the slider value to be set to zero and the slider indicator circle to appear at the clicked point - see attached image.
Under the Lighting tab, clicking on Speed under Select Light or Add Light sets the value to zero but the slider indicator circle appears in the correct place (far left of the slider). Clicking Speed under Token Light causes the slider to be set to zero and the indicator circle to appear at the clicked point, and clicking on Direction or Length under Ambient Lighting does nothing.
Using an italic font, such as Vujahday Script causes the rightmost portion of the last character to be cut off. The amount varies letter by letter and seems to depend on what exactly has been typed, but "Test" and "Sheep" cause very noticible issues with the Vujahday Script font.
Several fonts have letters that appear to extend beyond the text item when used as the left- or rightmost character. For example, when writing "Test" in the Bebas Neue font, there is a small black bar that appears on the right of the text at the height of the crossbar for the T and examining the first T shows that the left side ends abruptly. The left-hand cutoff is more noticable when using Noto Sans to write the word "Sheep" - see attached image

Feedback: It's not obvious that you can click on the number for the slider to amend it - all of the other amendable fields have boxes around them to indicate this.

All of this was tested in a brand new 5E campaign with only the FG maps module loaded and no extensions or themes.

Thanks for the feedback on the text. I'll take a look at these.

pindercarl
October 11th, 2024, 15:58
The 2.5 object can have a tile attached to it, or it will always have to be independent entity?

The objects are independent from other layers. If you want to group an object with an underlying image, you can put both into a folder.

Vass_Dts
October 12th, 2024, 01:38
on camera and token view, it appears you can no longer 'look up.' Holding middle mouse you can look down/left/right, but you can't push 'upwards'

EDIT: It appears that you can, but it's buggy. It's very difficult to explain, I shall have to make a video to showcase, which I can't right this moment.

EDIT2: With Tokens Locked, holding alt for the GM when moving tokens, no longer puts out a movement path. It just moves the tokens as if alt was not being pressed.

pindercarl
October 12th, 2024, 03:56
on camera and token view, it appears you can no longer 'look up.' Holding middle mouse you can look down/left/right, but you can't push 'upwards'

EDIT: It appears that you can, but it's buggy. It's very difficult to explain, I shall have to make a video to showcase, which I can't right this moment.

EDIT2: With Tokens Locked, holding alt for the GM when moving tokens, no longer puts out a movement path. It just moves the tokens as if alt was not being pressed.

Thanks for the report. A fix for the mouse look issue has been submitted and should be available in the next update.

SilentRuin
October 12th, 2024, 04:33
Dynamic (not sure on other types) Assets don't work in map coming from LIVE. Nor does the code used to place them work anymore. You should already have the info from discord. While I was told you fixed what you could see, that was not all you could see given that campaign.

pindercarl
October 12th, 2024, 12:29
Dynamic (not sure on other types) Assets don't work in map coming from LIVE. Nor does the code used to place them work anymore. You should already have the info from discord. While I was told you fixed what you could see, that was not all you could see given that campaign.

When I open Map-4 from your Polymorphism Demo campaign, the image is the same for me in Test as it is in Live. The pointer is still present, as are all of the layers. I don't see the stinking cloud in either Live or Test as I don't have that asset. Be sure that you are opening a "clean" copy of the campaign. If you previously opened the campaign with the Test build, the missing layers could be caused by the earlier build. I'd need more information on the code used to place them. I haven't used, nor am I familiar with your extension.

SilentRuin
October 12th, 2024, 15:16
When I open Map-4 from your Polymorphism Demo campaign, the image is the same for me in Test as it is in Live. The pointer is still present, as are all of the layers. I don't see the stinking cloud in either Live or Test as I don't have that asset. Be sure that you are opening a "clean" copy of the campaign. If you previously opened the campaign with the Test build, the missing layers could be caused by the earlier build. I'd need more information on the code used to place them. I haven't used, nor am I familiar with your extension.

I left you a discord DM with a link to what I already posted and Moon Wizard gave to you. I have no idea what you mean by a "clean" copy of the campaign. We live in a world of context which includes extensions, modules, etc. If you guys make changes that breaks that world (usually every single update) then what are we to do about it if its all in engine code?

The campaign has the data the DM in discord showed. Images don't lie. It works in LIVE. Totally fails in TEST. With errors if you share in client. If there is something going wrong in data transfer from LIVE to TEST then there is no way I will be able to tell that or know about that.

Contact me in Discord to save time. You have all the information I can give you already - or I thought you did - so DM is best to find out why you don't have it.

Moon Wizard
October 16th, 2024, 00:21
@humby,
Carl just provided fixes for the majority of the items you reported; and the latest version is available in the Test channel for update. Resetting image to Play mode when switching image window states (floating to background) is expected.

@SilentRuin,
Carl is continuing to look at additional items that you brought up; but are more complex to resolve.

Regards,
JPG

fabiocm
October 16th, 2024, 02:54
Hello. Folders on the image layers are not working. When we put something into a folder, the layer becomes invisible and the folcer can't be expanded.

fabiocm
October 16th, 2024, 18:03
Is multi-line support on roadmap? A soft break, similar to what's found in software like Wonderdraft, Inkscape, Gimp, and Inkarnate, would be ideal. While a pop-up box would be great, simply enabling line wrapping would be sufficient.

pindercarl
October 17th, 2024, 13:58
Hello. Folders on the image layers are not working. When we put something into a folder, the layer becomes invisible and the folcer can't be expanded.

Thanks for the report, I'll be looking at folders today. I've taken a look at supporting multiline text, it's unlikely to be in the 4.6.0 release, but I will add it to the short-term list.

Vass_Dts
October 18th, 2024, 01:52
When tokens are locked, holding ALT as the DM to move them in a manner that designates their path and distance counter, no longer works. Have not tested client side to see if that is an issue that also affects players for token locked movement.

Vass_Dts
October 18th, 2024, 01:53
Radial menu: Exit Program and Quit to Launcher have the same icon. I don't think that was intentional.

EDIT: Hmm.. on the very next campaign I loaded, the icons were correct. O_o

deer_buster
October 24th, 2024, 17:25
I wonder if it would be worth it to add some kind of validated level to extensions, modules, and rulesets (for that matter). And when one of those is loaded, it checks and says "yep, I am validated for that version of the ruleset" and places a "VALIDATED" (or "UNVALIDATED", as applicable) next to the announcement of whatever was loaded.


Example:


Extension XYZ's extension.xml properties includes
<ruleset>
<name>5E</name>
<version>2024-03-19</version>
</ruleset>


Ruleset 5E's base.xml would have
<version>2024-03-19</version>
<importruleset source="CoreRPG" version="2024-03-19" />




For example, when CoreRPG gets updated, but 5E doesn't, "UNVALIDATED" gets appended to the ruleset announcement text to warn users that "hey, there may be some issues, so be on the lookout".


Same with the extension if 5E gets updated, but the extension doesn't have the ruleset version updated. Potentially, with extensions, provide a popup that warns and gives the option to not load the extension on startup of the campaign. Keeps the extension in the list, but disables for that session.

SilentRuin
October 24th, 2024, 17:40
I wonder if it would be worth it to add some kind of validated level to extensions, modules, and rulesets (for that matter). And when one of those is loaded, it checks and says "yep, I am validated for that version of the ruleset" and places a "VALIDATED" (or "UNVALIDATED", as applicable) next to the announcement of whatever was loaded.


Example:


Extension XYZ's extension.xml properties includes
<ruleset>
<name>5E</name>
<version>2024-03-19</version>
</ruleset>


Ruleset 5E's base.xml would have
<version>2024-03-19</version>
<importruleset source="CoreRPG" version="2024-03-19" />




For example, when CoreRPG gets updated, but 5E doesn't, "UNVALIDATED" gets appended to the ruleset announcement text to warn users that "hey, there may be some issues, so be on the lookout".


Same with the extension if 5E gets updated, but the extension doesn't have the ruleset version updated. Potentially, with extensions, provide a popup that warns and gives the option to not load the extension on startup of the campaign. Keeps the extension in the list, but disables for that session.

What a horror that would be if nothing needed to be updated. My dream is my extensions just work on every update with me doing nothing - as in no extra work.

AT ALL. Including what your suggesting.

Farratto
October 24th, 2024, 17:54
I wonder if it would be worth it to add some kind of validated level to extensions, modules, and rulesets (for that matter). And when one of those is loaded, it checks and says "yep, I am validated for that version of the ruleset" and places a "VALIDATED" (or "UNVALIDATED", as applicable) next to the announcement of whatever was loaded.


Example:


Extension XYZ's extension.xml properties includes
<ruleset>
<name>5E</name>
<version>2024-03-19</version>
</ruleset>


Ruleset 5E's base.xml would have
<version>2024-03-19</version>
<importruleset source="CoreRPG" version="2024-03-19" />




For example, when CoreRPG gets updated, but 5E doesn't, "UNVALIDATED" gets appended to the ruleset announcement text to warn users that "hey, there may be some issues, so be on the lookout".


Same with the extension if 5E gets updated, but the extension doesn't have the ruleset version updated. Potentially, with extensions, provide a popup that warns and gives the option to not load the extension on startup of the campaign. Keeps the extension in the list, but disables for that session.

I like the idea. Seems to work well for WoW extensions.

deer_buster
October 24th, 2024, 18:57
I like the idea. Seems to work well for WoW extensions.
I will say that I love the way Factorio handles mods

SilentRuin
October 24th, 2024, 19:49
I can safely say its bad enough I have to check every TEST for breaking me - but you want me to edit all my files every time a ruleset changes (weekly) too? If this gets implemented consider my extensions off the menu. They will always say invalid. There is no way I'm taking on more work and delivery to forge every week to make users feel safe with extensions.

EXTENSIONS = RISK

You will never be safe if you use them. Period.

Vass_Dts
October 25th, 2024, 03:02
- FX layers behave.... wrong. If you turn visibility off, they never reappear when you turn it back on.
- Adding more FX layers will only make the latest FX layer visible. The rest will disappear... forever.
- Locked tokens still do not path-move for GM when ALT key is being pushed (I mentioned this issue in a previous post).
- 2.5 assets (like walls) flicker when they overlap (though understandably, us making sure they don't overlap is a legit guideline, but I thought I'd mention it anyway).
- WebM assets on 2.5 randomly disappear. And adding new ones doesn't seem to work.

General feedback for the 2.5 assets. Eh... I can't make it work properly. First of all, if I want to create walls, the tiles are always oriented towards a specific facing (not talking about camera-facing ones, but the ones that are supposed to have a fixed facing) and I have not been able to find how to rotate them in that axis (in fact, I cant' figure out what the rotation controls currently present even do). It appears we cannot edit placed 2.5 tiles. Also, assets randomly appear below the map instead of on top. I have not been able to consistently recreate this to tell *when* it happens. The whole system seems to still be very, very rough.

On a more positive note, as a longtime Photoshop user, I love the new Create Folder behavior when having multiple layers selected. It was something I've been wanting to add to the Feature Requests list but hadn't gotten around to it.

pindercarl
October 25th, 2024, 14:52
- FX layers behave.... wrong. If you turn visibility off, they never reappear when you turn it back on.
- Adding more FX layers will only make the latest FX layer visible. The rest will disappear... forever.
- Locked tokens still do not path-move for GM when ALT key is being pushed (I mentioned this issue in a previous post).
- 2.5 assets (like walls) flicker when they overlap (though understandably, us making sure they don't overlap is a legit guideline, but I thought I'd mention it anyway).
- WebM assets on 2.5 randomly disappear. And adding new ones doesn't seem to work.

General feedback for the 2.5 assets. Eh... I can't make it work properly. First of all, if I want to create walls, the tiles are always oriented towards a specific facing (not talking about camera-facing ones, but the ones that are supposed to have a fixed facing) and I have not been able to find how to rotate them in that axis (in fact, I cant' figure out what the rotation controls currently present even do). It appears we cannot edit placed 2.5 tiles. Also, assets randomly appear below the map instead of on top. I have not been able to consistently recreate this to tell *when* it happens. The whole system seems to still be very, very rough.

On a more positive note, as a longtime Photoshop user, I love the new Create Folder behavior when having multiple layers selected. It was something I've been wanting to add to the Feature Requests list but hadn't gotten around to it.

Thanks for the report. I'm able to reproduce the FX layers and I'll take a look at that now. I'll take a look at the WEBM errors, as well.

claedawg
October 25th, 2024, 18:46
-

On a more positive note, as a longtime Photoshop user, I love the new Create Folder behavior when having multiple layers selected. It was something I've been wanting to add to the Feature Requests list but hadn't gotten around to it.

I'm not in the TEST environment, but I noticed yesterday while working on a map in FG it would sometimes add a folder (and one time an FX layer) when I add a new stamp. Is this what you are talking about?

Vass_Dts
October 25th, 2024, 18:58
I'm not in the TEST environment, but I noticed yesterday while working on a map in FG it would sometimes add a folder (and one time an FX layer) when I add a new stamp. Is this what you are talking about?

No, nothing of the sort.

In photoshop, if you have multiple layers selected, when you push the Create Folder button, it creates the folder AND places the selected layers inside that folder.

Now FG does the same thing, and it’s a major quality-of-life improvement. At least for me. :)

claedawg
October 25th, 2024, 20:05
No, nothing of the sort.

In photoshop, if you have multiple layers selected, when you push the Create Folder button, it creates the folder AND places the selected layers inside that folder.

Now FG does the same thing, and it’s a major quality-of-life improvement. At least for me. :)

Cool

Jiminimonka
November 9th, 2024, 11:24
Are we going to get a demo of how to use this 2.5d before it goes live - I just played around with it and got confused (but I didn't spend a long time on it).

jwatmough
November 10th, 2024, 00:50
Yes, I am going to be doing a showcase of these features this month on the Fantasy Grounds Fridays stream. I believe it is currently slated for the 22nd

Vass_Dts
November 14th, 2024, 17:24
Yes, I am going to be doing a showcase of these features this month on the Fantasy Grounds Fridays stream. I believe it is currently slated for the 22nd

Wait, are you sure that's not for tomorrow? That's what was said in the stream two weeks ago. :p ...Unless it was updated somewhere.

Back to main topic:
Feedback Update

The overall experience with 2.5 assets has been improved significantly. I found it a lot more straightforward, so all cool there.

There is only one bug I have encountered so far, and that is regarding WebM placeables on 2.5. They disappear. Like, a lot. Sometimes the placeable is there, and when you switch to 2d and back to 3d it's gone. An putting down new ones doesn't work (they are not visible).

I dunno if it matters, but I'll mention that I'm running on an M1 Mac. Also, as always, tested on clean campaign with no extensions. (also, I should note, that when I tested on a regular campaign with several extensions loaded, I did not notice any extension breakage--though I did not do a very thorough test there. But I will).

pindercarl
November 14th, 2024, 17:30
Wait, are you sure that's not for tomorrow? That's what was said in the stream two weeks ago. :p ...Unless it was updated somewhere.

Back to main topic:
Feedback Update

The overall experience with 2.5 assets has been improved significantly. I found it a lot more straightforward, so all cool there.

There is only one bug I have encountered so far, and that is regarding WebM placeables on 2.5. They disappear. Like, a lot. Sometimes the placeable is there, and when you switch to 2d and back to 3d it's gone. An putting down new ones doesn't work (they are not visible).

I dunno if it matters, but I'll mention that I'm running on an M1 Mac. Also, as always, tested on clean campaign with no extensions. (also, I should note, that when I tested on a regular campaign with several extensions loaded, I did not notice any extension breakage--though I did not do a very thorough test there. But I will).

Thanks for the feedback. I'll be sure to spend some time looking at webm in the camera view today.

Pharoid
November 18th, 2024, 17:00
Any plans of adding a "side" and "back" image to static objects? :-) I did notice the disappearing assets (I think) once or twice. I'll spend some more time and get something more concrete. great stuff!

Here's what I mean by the side and back. I did a side and back for this starship. it would be cool if I could make it one object. probably a feature request, but I'll wait until your done. :-)

https://youtu.be/Rx5dhxvbrcg

fabiocm
November 18th, 2024, 22:34
Great work!

masteryogurt
November 19th, 2024, 02:45
Wanted to report heavy memory usage I'm seeing on MacOS. Opening the Assets window steadily ramps Memory usage upwards. I maxed at 33GB, when MacOS locked FG and forced it to quit.

This ramp-up continues until I close the Assets window, and does not go back down (it stops increasing when Assets is closed, and starts climbing again when opening Assets again).

Returning to the FG Launcher reduced memory use to <2gb.

I first noticed this adding about three walls with LOS lines with a reasonable number of nodes. This persisted even after reverting the modified maps back to the original version.

Adding walls and painting with colors (not assets) does not trigger this behavior. I run a consistent 2.8GB with that kind of work. All maps and images are the built-in ones (Smiteworks battle maps and shockbolt).

Running on M2 Mac Mini (base model) with Sequoia 15.1. Using today's Test Version (2024-11-18). Clean 5e test campaign (2014) with no mods. On 4.5.10, there is no hit on memory when opening Assets.

pindercarl
November 19th, 2024, 03:05
Wanted to report heavy memory usage I'm seeing on MacOS. Opening the Assets window steadily ramps Memory usage upwards. I maxed at 33GB, when MacOS locked FG and forced it to quit.

This ramp-up continues until I close the Assets window, and does not go back down (it stops increasing when Assets is closed, and starts climbing again when opening Assets again).

Returning to the FG Launcher reduced memory use to <2gb.

I first noticed this adding about three walls with LOS lines with a reasonable number of nodes. This persisted even after reverting the modified maps back to the original version.

Adding walls and painting with colors (not assets) does not trigger this behavior. I run a consistent 2.8GB with that kind of work. All maps and images are the built-in ones (Smiteworks battle maps and shockbolt).

Running on M2 Mac Mini (base model) with Sequoia 15.1. Using today's Test Version (2024-11-18). Clean 5e test campaign (2014) with no mods. On 4.5.10, there is no hit on memory when opening Assets.

Thanks for the report. I'll take a look at the memory usage when the asset window is open.

Chidgey
November 25th, 2024, 06:46
You can now longer change images on an Advanced Story Item by dragging a new image over the old image in edit mode.

LordEntrails
November 25th, 2024, 19:30
You can now longer change images on an Advanced Story Item by dragging a new image over the old image in edit mode.
This thread was for reporting issues during the public beta testing. The devs will probably see it here, but they might not. It is best to start a new thread with details including steps to reproduce after testing in a new campaign with no extensions.

Moon Wizard
December 17th, 2024, 22:21
Thanks for the report. This should be addressed in v4.6.2 of the client. Please run a new Check for Updates, and let us know if you are still having an issue.

Regards,
JPG