For the group filtering I believe that is because that module is missing a <group> tag. I saw that with Rome but haven't investigated yet.
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For the group filtering I believe that is because that module is missing a <group> tag. I saw that with Rome but haven't investigated yet.
Also, some of the filtering perhaps needs tidying up. Foe example, with SW Players Guide and Fantasy Companion loaded, the option of 'medieval' weapons yields no results, but medieval melee gives results.
That could be a result of the way each module has the items grouped
Yeah, probably. It needs standardising across all the modules really. It might be easier to simplify these filters in the meantime? Not sure, I am just reporting stuff
I'm just throwing ideas at you here as I am nowhere near a computer right now.
It doesn't help much either that until 2 weeks ago there was no real standardisation across any of the FG content. Every community dev had his own little way of doing things. Enter the idea of the master record and the only way it will work is to set the standard. Which they did with the news letter they sent to the devs on the 7th. The information in the newsletter is freely available on the wiki under Developer Guides there are two recent entries by JPG.
Add to that some of the content has been around a few years and likely in need of a bit more than a bit of tweaking.
This is hitting ALL the rulesets layered on CoreRPG. We Savages just appear to be the most vocal right now
This phone is about to meet its end under the tracks of a freaking excavator...another double post
While using the Savage Worlds ruleset I ran into an issue. Has anyone had problems with the Images & Maps tab? I created a new group and could not move anything into the group. When I restart the campaign the Image & Map group I created has now disappeared. I have some images in the Image folder under the Campaign folder and one of the images is automatically grouped into the super powers group. Any ideas would be helpful. Also I don't know if its been reported yet but the NPC button/tab does not have a label. Sorry if someone else has already brought this up but I really don't feel like reading 37 pages of this thread.
I randomly have problems with Groups with every ruleset. So far, deleting the campaign I'm working in and creating a new one clears the problem, so technically it's working just something in there isn't updating every time.
I just jumped on the Test version, and I gotta say, I'm pumped. It took me a hot minute to figure out what was going on, but as a GM this is going to save me a ton of time and make gameplay a lot smoother and easier. Thanks guys, and keep up the good work!
I was using the Forge in 5e, though, and I couldn't get magic items to drop into the magic item side... they'd pop into the equipment side (which of course meant the Forge wouldn't do anything with them).
Oh, and I don't know if this is the right thread for it, but is there any way to sneak in an option to get HP damage counters to count DOWN instead of up in 5e? This still causes confusion with my players, even the veterans occasionally.
This would actually be a big change as a lot of underlying code is effected. Damage would have to count down, healing would have to count up, colour coding for damage would have to be changed, etc., etc..
Keep smacking your players around the head until they get it. ;-)
EDIT: But, you may also want to add this to the FG wishlist so the devs can at least consider the option for future inclusion. https://fg2app.idea.informer.com/
Thanks for the link. I was thinking making the option toggle between current usage and displaying some sort of "holder" value that's (HPmax - damage). You wouldn't have to change the program itself, just make the output to the boxes where current HP is displayed (character sheet, party sheet, combat tracker). The change would be superficial only and not effect how the rest of the program works, i.e. color coding, healing, etc.
Of course, I have no idea how this program is written, so I don't know how hard it would be to add a variable like that, keep track of it for each player/npc (in the combat tracker), and swap out the displayed values in all the places where damage is shown. I've done a little programming, so I know that even a superficial change can mean months of work ;)
I had thought myself that maybe there was a way to make the change would be superficial, but then the expectation from most FG users is that wounds/healing would be dragged to this new "holder", which would then require the code changes I mentioned above. So, a lot of FG users would lose functionality they're used to, and/or get confused when they couldn't do what they've done before.
And, yes, a lot of FG users do drag/drop damage/healing onto the wounds field. Discussed very recently here: https://www.fantasygrounds.com/forum...l=1#post290882
With Fantasy Grounds being around for 10 years it can sometimes be an issue when making seemingly minor, superficial changes from a user experience perspective, a coding perspective and a community development perspective (breaking people's extensions).
Anyway, as mentioned, add it to the wishlist and let the devs make the decision on how difficult this would be to implement, what the impact would be to existing use and code, and whether they wish to consider it for a future release.
I understand what you're saying about adding the option - but doing this would require drag/drop functionality to be maintained for both options and that is where all of the coding has to be updated for the new option. You can't just change the interface without impacting underlying code and functionality. Anyway, thanks for adding to the wishlist. :)
OK, something "broke" on the FG Client-side in the latest update re:Under FGv3.1.7 a FG Client will run fpDealWithNewNode() without problem. Under FGv2.0 only the FG Host runs the function. Also, onChildAdded is also "failing" in the same way.Code:DB.addHandler("mynode.*","onAdd",fpDealWithNewNode);
Is this a "feature" or a bug - because either way its gone and broken a sh!tload of code. If its a "feature" what is now the process to get an FG Client to run a function on a (public) node being added? If it is a bug, then at least we now know about it :)
Looking forward to getting this one resolved ASAP (talk about a massive speedhump :( )
Cheers
Okay, lots of good feedback. Here is feedback, updates and questions through Sep. 21 posts. I'll post again later with Sep. 22 onward.
SW Sidebar Underlay Issue
Identified, and addressed in next push.
Pregens
Originally, this was brought up by Mortar, in regards to SW archetypes, but it is relevant to all systems which support pregens.
This is expected behavior right now for any record type, so it would need to be customized to do anything different for pregens/archetypes. (i.e. all records in player loaded modules are always visible to them, any records in GM loaded modules which are shared are also visible to them, otherwise GM loaded module data is not visible to players)
Or, possibly, the archetypes should be moved to the GM modules only, or presented differently, or ... It's unclear to me what the desired behavior should be.
* Should players be able to peruse archetypes and pregens, and select one that way?
* Should the GM control which archetypes are added to the Characters window, and the player shouldn't even see the Archetypes?
* and so on...
Script error when adding files to Images folder
I was able to recreate, and looking into this right now.
SW Race Links
WansumBeats (or anybody else who can recreate), can you send me a character with an incorrect race link?
Perhaps your links are different somehow, such as different display class or different fields? I used the common format in the SW Deluxe and other DLC modules.
Thanks,
JPG
Well, <pregens> is a CoreRPG thing so don't ALL the rulesets support it?
<archetypes> are specific to Savage Worlds but they are sorta-kinda-really-but-not-really the same thing. LOL They're more frameworks to drop onto the Character window so a player can very quickly make his own character using that framework that is close enough to a "class" concept he had in mind. Whereas a pregen is just that - a fully developed character ready to play with no tweaking.
So yes, an Archetype will be listed in the Player's Guide (under any setting which has them) under the Character Creation chapter so players should definitely be able to see them. Pregens should remain as-is where the GM imports them to his campaign. If I'm allowed to make a "wish list" it's that the pregen window also showed the basic stats that the normal character window would show. (level, class for a level and class game, which Savage Worlds is not, so I'm hoping in the future "we" can get it to show rank at a minimum on the character window).
SW does support an old method of clicking pregens into the game, which I'm told was the inspiration for the new <pregens> code which is far superior. Either way, the CoreRPG <pregens> method has been repeatedly tested by myself and Mortar, possibly a few others and it works perfectly.
Simple answer is "no". Not every ruleset is based on Core, though I do believe the majority is, by now.Quote:
Well, <pregens> is a CoreRPG thing so don't ALL the rulesets support it?
Vires Animi
SW Race Links
WansumBeats (or anybody else who can recreate), can you send me a character with an incorrect race link?
Perhaps your links are different somehow, such as different display class or different fields? I used the common format in the SW Deluxe and other DLC modules.
Thanks,
JPG[/QUOTE]
Hey Moon, Heres a picture of what happens.Attachment 15484
So the characters are pregens that i made awhile ago.
The pregens are the atlantean, the half-orc, and the humans... infact all the premade character ive checked in my "commoners" setting do the same thing ive got 8 different ones i think.. im just showing you three of them for example.
When i update to 3.2 and click on the grey button beside race on the character sheet it opens the blank windows.. with just race header.
All characters were drag an dropped outta the SW core books and you can see the core book is open.
Also the core book opens pages correctly you can see i opened the android window by clicking on the page from the core book.
Tonight i created a new blank character and dropped saurian race from SW core book onto the race slot on the PC sheet and it opened the link properly when i clicked on it.
So this appears to be a problem only with characters already created.
The Atlantean race grey circle button opens the Atlantean window with no text.. same for half orc and human... bottom sheet is new pc i made tonight and dropped saurian and its working.
Powers set to "rest" with any number of uses causes that power to be hidden in combat mode similar to unprepared spells. However powers does no offer the option to select prepared or not.
For example, here is the settings with all uses on daily
https://puu.sh/rruB1/0f87424f3c.jpg
here is how it looks on combat instead of prep. All things showing correctly
https://puu.sh/rruBo/40323f5768.jpg
Here is the settings for rest
https://puu.sh/rruCX/0a6227af24.jpg
Here is how it looks on combat
https://puu.sh/rruDF/41647e4c0b.jpg
OK, our server spike this weekend was very distracting, as I have been rewriting portions of our update system. Apologies for the slow response and updates this last week.
Picking up where I left off last time...
SW Race Links (WansumBeats)
Thanks for the pics. I'd like to get a copy of the pregens module or campaign, or the export of those characters, so I can see what the links look like in the older version. I'm trying to figure out what display window they're trying to use, and figure out where that information came from.
SW CT attack script error (Skellan)
Identified, and will be fixed in next push.
SW missing Hellfrost Bestiary group (Skellan)
Skellan, I'm seeing this on my machine without issue. Can you verify that you don't have a "TAG30002FG2_Hellfrost_bestiary" folder in modules that might be overriding? Also, can you try reverting the module in the Module Activation window (Modules button in Library, then right click on module entry and select Revert).
SW party sheet quest/xp tab (Skellan)
This has not been implemented yet. The existence of the quest records is part of the underlying CoreRPG layer. I can hide the Quests completely, if not useful for now.
SW graphical errors in Deadlands and Hellfrost extensions (Skellan)
I assume you are talking about the sidebar buttons not matching and the character and campaign list frames. If so, these are known, and I'm working with the extension developers to address. If you are referring to something else, let me know.
SW NPC Wildcard filter options (Skellan)
I looked at this briefly, but I needed to write an alternate type of filter to support visible tags different than underlying data. (i.e. the wildcard field data for npcs is 0 or 1) I'll see what I can do.
SW Data Typing (Skellan, Mortar)
This is a known issue, and something beyond what I was trying to tackle at this point. Part of the problem is that each setting book classifies items differently, so it's not clear whether to impose a different type scheme that is globally useful but different than the setting book, or to use the type specified in the setting book.
Disappearing Empty Groups (BOOT KNIFE)
This is expected behavior at this point. It automatically cleans up data between sessions, and avoids some issues of loading/unloading modules leaving orphan groups.
Missing NPC list label (BOOT KNIFE)
I'm not seeing this in my version. I see "NPCs" at the top of the list. Are you running any extensions?
Images automatically placed in groups incorrectly (BOOT KNIFE)
Hmm, not sure on this one. I might want to take a look at your campaign folder if you want to zip it up and e-mail to me. ([email protected]) Just reference this thread.
Reporting items (BOOT KNIFE)
Don't worry about duplicate reporting. If it's a duplicate, someone might say so just for clarity. However, it's useful to me to ensure that I don't miss anything, plus it lets me know multiple people are encountering.
Random Problems with Groups (Talyn)
Any information that you can provide me on these issues? I don't have enough information to look into this.
Forge in 5E (chillman0122)
All the items in the items list, including magic items, will only drop in the equipment side of the forge; as these are complete items. If you check the DMG in the library, there's another link for "Magic Item Templates" which are the modifiers that can be applied to items. Let me think how to proceed with this. I might add a item templates record type for 5E to handle these.
HP Count Down (chillman0122)
Yeah, it's been one of those things that would be really cool to fix. However, the issue is deeply ingrained in several sections of the code from before my time. It will eventually bug me enough to address, regardless of priorities.
FG Client side onAdd events (dulux-oz)
A lot of code had to be rewritten with regards to events to keep up with memory limitations and the massive influx of DLC. Part of the reason for the v3.2.0 version bump. I saw your e-mail, and I'll be following up as I investigate.
SW Pregens vs. Archetypes (Talyn)
Yeah, I thought about that when I was making changes to the SW ruleset, but the variety of completeness among these records across the settings is quite wide. Since they are similar concepts, it made sense to lump them together. Otherwise, you'd have 2 different places to go looking for these record types.
Perhaps the answer is that "archetypes" should be in player modules only, whereas "pregens" should be in GM modules only? Even then, I'm sure there are different views.
Some 5E Powers not visible in combat mode (spite/Zacchaeus)
Just added to my list to investigate. It might be in next push, or the one after.
Thanks,
JPG
That seems to be how the Savage crowd likes things in Fantasy Grounds anyway. When I first started Lankhmar and I was doing the Reference Manual system rather than the old Story page style, I figured why not match the Book/PDF exactly and have both in the same product so the RefManual had all the content nice and neat and easy to get to. But I was out-voted so it's split into Player and GM Guides.
Regardless, Players should not be seeing the "pregens" list at all, only the GM.
On that note: is it the new intent that all the various content be available on the campaign sidebar? If so, should we still bother hand-coding (or PAR5E-ing) the lists, indexes, collapsible indexes, etc. on the Library page like we currently see in all the FG products?
The thing is that pregens and archetypes are so similar that they actually overlap in the settings books. My plan is to leave them as a single sidebar button and record type, but to possibly move "adventure pregens" for specific adventures into GM modules and move "general settings pregens" from setting books into the player modules. Is that what you were thinking too?
On the indexing, that's a good question we're still figuring out. The way that some internal developers are solving is just to point a link to the master list (Ex: class="masterindex" recordname="item") from the module library section.
Regards,
JPG
I was considering doing exactly that, but I haven't bothered yet to figure out what the class names, etc. for the various campaign sidebar windows are...
Do you have any examples off the top of your head of settings that mix archetypes and pregens? I don't own all the SW settings but the ones I do have are quite explicit in separating them, and as I said above the archetypes are always in the character creation section because they are designed specifically for very fast character creation. Choose an archetype, give it a name, gear and start playing.
From a FG XML code perspective, yes they're identical (or very nearly so) to pregens.
Thanks for the offer, I'll keep it in mind for the next round of changes/updates. The current FGv3.2 versions are working (unless Moon changes something radically) so at the moment its all good - thanks.
FYI my "onAdd" issue is dealing with a brand new Ruleset which is still in alpha/pre-alpha, so I don't need any help with that yet (apart from Moon fixing the underlying issue, if that's what's best to happen).
Glad you like the Extensions :)
Cheers
Having issues across my campaigns that if players are in the combat tracker when people join, they are visible and work correctly, but any new players added to the tracker as friendly are invisible to people already connected. Turning them to enemies reveals them, but returning them to friendly doesn't change how they appear (they still show as enemy)
5th edition ruleset that is
Tested again, no extentions, new campaign and recreated.
Can we get the Modules list, where we turn on/off modules to sort (maybe optionally) as their module type like the Library does? Core Books, Adventures, etc. I have an awful long list of modules available.
I watched the video on the new version. I can't tell you how stoked I am about it. It's been too long. :)
Is there a discussion somewhere about the "foldering" system of the modules and how the updates are changing?
I have the Complete D&D Bundle, so as we have noted, updating both Wizards and Steam content is excruciating. Part of that is because all of the modules are merged into a single huge file. When you do an update, the file is regenerated (apparently) even if there are no changes. This causes you to need nearly 2GB to even do an update as well as the time to physical recopy the file into the new one. How is the new update engine different?
Will this change also help out on the FG Initial load time and/or Campaign load times? Will this or some other changes help out on the client load time when people join your game? If this has already been discussed in relation to 3.2, please point me to it.
Thanks!
Has anyone noticed the color of enemies in the combat for trackers is almost green now?
https://puu.sh/rvCXN/ce8fa39757.png
This is only for players connected, for the GM, it remains the normal red as pictured
https://puu.sh/rvDBt/10593e7669.png