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Zacchaeus
December 27th, 2024, 13:23
It would seem that a recent update has more or less borked LoS.

I'm unable to draw walls (or indeed any other occluder types), nor can I select and edit points. Existing occluders are still present but can't add new ones.

To reproduce, in a new campaign, load up the FG Battlemaps module; select any map and then try to draw or edit anything.

I have reports on Discord of other users having the same issues.

jharp
December 27th, 2024, 17:59
maybe its time for a long term support version with a non-LTS for those that want it. SW would need to update modules with LTS rather than not.

No more updates for update sake.

jason

Zacchaeus
December 27th, 2024, 18:23
maybe its time for a long term support version with a non-LTS for those that want it. SW would need to update modules with LTS rather than not.

No more updates for update sake.

jason
I don’t know what this means.

ju95
December 27th, 2024, 18:50
Hey Zacchaeus,
For 4.6.2 (12-17-2024), Core RPG, I seem to be able to draw and select walls and other occluders.
I did see that the edit options aren't highlighting correctly sometimes when points are selected, but they still work when clicking on them. I had updated my client when I saw this post.
Do you have any further information to help recreate the issue?

Sulimo
December 27th, 2024, 18:52
I don’t know what this means.

LTSR, LTSB, LTSC*, all pretty much mean the same thing: a separate release that is stable and only gets Security updates for a significant amount of time (usually years), but receives no feature updates. It's something that OS and some software uses to provide a more stable platform for users. Just as an example, mainstream Windows 10 gets feature updates about twice a year (Windows 11 the same) along with Security updates every month. LTSC versions of Windows only get Security updates, that way there is less to test out when a new update is released. It's a good solution for industrial type settings where you might not be interested in Feature updates but still want Security updates.

I do not think it's a realistic option for SmiteWorks, their team is simply too small to manage that.

Better option is to come up with a robust roll-back plan (and I'm not referring to using the prev channel) when things go badly.


*LTSR Long Term Servicing Release
LTSB Long Term Servicing Branch
LTSC Long Term Servicing Channel

Unless you work with computers (IT or development) you will probably never encounter these terms

Griogre
December 27th, 2024, 19:31
Sulimo beat me with a succinct reply using OSs as examples, though game engines use the strategy too. Here's my longer winded explanation.

He wants two release versions of FGU: one which only updates once or twice a year this is the LTS (long term support) version. And another version that is the way it is now.

Periodically, the shorter-term version is rolled into the long-term version. The idea is your LTS changes rarely, and there *should* be little risk when it does get updated since you should have found all the bugs in the regular release version.

That's the theory. However, it greatly complicates your version control system management. That alone, in theory, is not an issue - but the more complicated something is, in practice, the more likely something will go wrong even in a LTS release. The other issue is for this to work right, a significant number of users have to use the regular release version to actually find the bugs. Because of these issues - for small projects you can easily get the *worst* of both worlds - where your version control needs a full-time guy who still might mess up so your LTS gets just as buggy as your regular releases since you don't have enough people finding bugs on the regular release.

IMO Smiteworks' fear is pretty justified since they don't get much testing in the Laboratory (which would be like the regular release version above). There is another issue with testing FGU, in general, because it is a multiplayer app where a group of people connect for hours in regular use. The multiplayer and hours of use means that when you check a feature it can look good when you quickly run the test with one or two users, but it can still have a problem with it is used realistically over the course of a few hours. It can take thousands of hours to realistically test a release which a small team will never have available.

With a team as small as Smiteworks, they have said in the past they won't do multiple release versions. This suggestion, unfortunately, comes up after a bad release. If FG was the only game in town it they might have the luxury of having slower release cycles, but they do have VTT competition.

LordEntrails
December 27th, 2024, 21:43
Two release streams has been discussed before and rejected. It's also not relevant to this thread.

Zacchaeus
December 27th, 2024, 23:59
Hey Zacchaeus,
For 4.6.2 (12-17-2024), Core RPG, I seem to be able to draw and select walls and other occluders.
I did see that the edit options aren't highlighting correctly sometimes when points are selected, but they still work when clicking on them. I had updated my client when I saw this post.
Do you have any further information to help recreate the issue?

I was testing in 5e. I'll have another look tomorrow; it's a bit late now to be messing with my computer. My wife will complain :)

Zacchaeus
December 28th, 2024, 09:18
I loaded up a CoreRPG campaign this morning and I still see the same issue as the original Post. It says version 4.6.2 (2024-12-17) in chat but I have a feeling that there was an update after that date which might be the culprit.

pindercarl
December 28th, 2024, 12:59
I loaded up a CoreRPG campaign this morning and I still see the same issue as the original Post. It says version 4.6.2 (2024-12-17) in chat but I have a feeling that there was an update after that date which might be the culprit.

Can you verify that the layer you are editing is not locked? There was a bug that allowed locked layers to be edited that was fixed.

Zacchaeus
December 28th, 2024, 18:46
Can you verify that the layer you are editing is not locked? There was a bug that allowed locked layers to be edited that was fixed.

Well, yes indeed the layer was locked. I wasn't aware of this bug; nor did I even think to check what the layer status was. And once the layer is unlocked then you can draw all the LoS that you want. Thanks, Carl. Issue solved.

Elawyn
December 31st, 2024, 06:57
63108

Hi all, I don`t know, if this is the right thread, but I have partial the same issue. As you can see in the screenshot, the provided LOS of the example tree are not fitting. the bottom of the used tree tile is transparant and four times bigger than the shown tree, so the LOS are in the wrong place. I can reproduce this for any tile with pre-definded LOS. Also I am not able to use the Action tabs for dealing with the LOS nodes.

I used for the shown case only FGU Core RPG without any extensions. Is this also an issue of the locked layer case? and if so, how do I unlocking a layer? I can`t interact with the locked layer button on the right hand side in layers tab, only with the tiny lockers beneath that, used for the single items.

Thanks in advance
Elawyn

pindercarl
December 31st, 2024, 11:03
63108

Hi all, I don`t know, if this is the right thread, but I have partial the same issue. As you can see in the screenshot, the provided LOS of the example tree are not fitting. the bottom of the used tree tile is transparant and four times bigger than the shown tree, so the LOS are in the wrong place. I can reproduce this for any tile with pre-definded LOS. Also I am not able to use the Action tabs for dealing with the LOS nodes.

I used for the shown case only FGU Core RPG without any extensions. Is this also an issue of the locked layer case? and if so, how do I unlocking a layer? I can`t interact with the locked layer button on the right hand side in layers tab, only with the tiny lockers beneath that, used for the single items.

Thanks in advance
Elawyn

There is a known bug wherein the Action tab options are not highlighting properly based on the LOS selection. This has been addressed and should be fixed in the next Release update. You should be able to interact with the buttons regardless of the highlight state.

The lock buttons for each layer are individually toggleable. The lock icon above them is just a column header showing what should be in that column. However, the screenshot shows the layers unlocked, so that should not be the issue. You should be able to select and drag the points.

I am not able to reproduce the error with the LOS on the pine tree asset from the art pack. Can you provide a zipped copy of your campaign? https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1725825027/How+to+ZIP+Your+Campaign+for+Support+Developers

Thanks.

Elawyn
December 31st, 2024, 14:22
Thank you for your quick response. I attached the zipped folder with the pine tree example. It is only my test campaign for such show cases. I tried out the interaction with the dots and it is working as you mentioned.

Thank you in advance!

Kind Regards
Elawyn

pindercarl
December 31st, 2024, 15:52
Thank you for your quick response. I attached the zipped folder with the pine tree example. It is only my test campaign for such show cases. I tried out the interaction with the dots and it is working as you mentioned.

Thank you in advance!

Kind Regards
Elawyn

Thanks for sending the campaign. I discovered a bug applying the LOS data when using the tile tool. It has been addressed and will be fixed in the next Release update. In the meantime, you can drag assets from the Asset Window directly to the image and the LOS data will be applied correctly.

Elawyn
December 31st, 2024, 16:39
Thank you very much! I will do so :)

Moon Wizard
January 10th, 2025, 19:26
We just pushed a new update that should fix this issue. Please run a new Check for Updates, and let us know if still seeing an issue.

Regards,
JPG

Elawyn
January 11th, 2025, 08:12
Hi all, i`ve tested the fix with same campaign, same image and same stamp. LOS with stamps from the tile tool are now working as expected.

thx!