Updates
- [PFRPG/3.5E] Added Type filter to campaign Items list.
- [5E] Unable to interact with some features on PC Actions tab, and display groups incorrect. Fixed.
JPG
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Updates
- [PFRPG/3.5E] Added Type filter to campaign Items list.
- [5E] Unable to interact with some features on PC Actions tab, and display groups incorrect. Fixed.
JPG
In CoreRPG, the party sheet shows the host version for both client and host.
Scripts Data_Desktop
["client"] =
{
{
icon="button_partysheet",
icon_down="button_partysheet_down",
tooltipres="sidebar_tooltip_ps",
class="partysheet_host", <------ to "partysheet_client"
path="partysheet",
https://www.fantasygrounds.com/forum...l=1#post274477
This has been noticed and fixed. Im not sure if its been pushed yet or not though.
Updates
- [CoreRPG+] Party sheet showing GM version on player client. Fixed.
- [CoreRPG+] Script error if reference list title missing in certain older modules. Fixed.
- [SW] Deadlands extension updated to resolve script errors.
JPG
Updates
- [CoreRPG+] Party sheet showing GM version on player client. Fixed.
- [CoreRPG+] Script error if reference list title missing in certain older modules. Fixed.
- [SW] Deadlands extension updated to resolve script errors.
JPG
Ammo isn't counted off when an f-key is used for the attack roll. This is apparent in 3.1.7 - see here
Hot keys are roll snapshots and are completely unlinked from the original source record. It would be a new feature to link the rolls. It's actually on my internal list, but not scheduled. Also, it would need to be done for each ruleset.
Regards,
JPG
Jolly good. I'm sure you answered the same question some months ago but I couldn't find it. Cheers MW.
Out of curiosity, is it possible to have both the live and test version installed at once at separate locations on the same machine, so that I don't have to keep switching back & forth (it takes a pretty long time to make the switch and it redownloads all the modules, etc)?
Yeah, the longer switch back to live is a result of an improved updater process for the new version, which cleans up the old version.
There's no way to install both the live and the beta version.
Regards,
JPG
Holy dooly!
Im not sure I like this...
Ive just loaded up 3.2.0 to start testing MoreCore (yes - its almost bloody ready) and (aprt from getting some more sidebar graphic made) - is there a way to modify the sidebar layout so as not to take up 30% of a default screen? Its not so bad 1920x1080 but even then if I load one or two more of Dulux_Ozs extensions Ill be back to 3 columns...
Attachment 14582
Additionally there is a new sidebar background element called shortcuts
Ill need to play with this one.Code:<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop.png" />
<left rect="450,0,25,144" />
<middle rect="475,0,50,144" />
<right rect="525,0,25,144" />
</framedef>
It looks like you can remove the sidebar by redefining the image and leaving the name blank...
Code:<framedef name="shortcuts">
<bitmap file="" />
</framedef>
You can also NOT have the large sidebar buttons "turned on" as well - then the sidebar stays its "one large button wide" size
I've already gotten into the habit of turning off those buttons I don't need/use a lot, and accessing the functionality via the Library Window (although, I must admit, I did prefer the system I had in place pre-v3.2 where the sidebar and the large sizebar buttons would size dynamically down to the width of a small sidebar button before adding a new colum)
So... Dulux... Ive sorted this out now - the new code is quite different and half my big icons were duplicated and going to the old (no longer present) window definitions. Now I need to work out how they are different so I can redefine my new window list....
Yeah, it was a PITA working that out - so here's how you do it:
Its all done via an array, which is described in the new data_library.lua file in Core. We don't use the old way of getting a large sidebar button displayed anymore, but the new data_library.lua files does it all - provided you enter the correct entries into the array
So go to it :)
I kinda freaked out when I saw this redesign as well. I had just finished new graphics for all my sidebar windows. Oof. I'm inclined to move at least some of these back to being small icons in order to improve the situation... and removing or replacing the 'sidebar' graphic is going to be essential... although that was previously designed as part of 'desktop' no??... so that shouldn't be a big deal to rearrange.
Yeah, its a PITA (as I said) - but once you do get your head around it it makes an elegant kind of sense, I actually like the new Categories system - although I miss the colour, the look and feel of the old category "pennants" - and I had to rewrite some of the new windowclass to get them to work with my existing extension code - but because we can get rid of all the old "*small" windowclass definitions it actually makes the overall code footprint smaller.
But as I said (Moon, you can treat this as a request) I really prefer my old "dynamically sizing" sidebar code (as I mentioned a few posts ago) - well, the functionality and more granular approach, at least :)
On the one hand.. I really felt there needed to be a redesign on the functionality of setting the graphics for the 'small tabs' at the bottom of all the sidebar windows.. as it was really pretty awful. I literally had JUST created new graphics for all of them. :(
I'm going to try and figure a way to use my new window graphics (pennants) along with the new functionality.. it might involve moving some stuff around to make it work... but hopefully it should be the best of both worlds.
I'll look forward to seeing what you can come up with :)
It seems to lose track of my sidebar selections when I /reload FG.
Yeah, I noticed that as well - it appears the selections are being written out to the Camapign Log file, which isn't done under a /reload but is when you use the return to launcher or exit options. it may also do it with a /save, but I haven't checked.
It'll also whipes a selection for an Extension that is no longer loaded, and won't put it back when the Extension is reloaded
Tested it with quitting out.. it retains my selections... it's only /reload that causes it to forget.
I tried /save.. it didn't help.
I was testing 3.2 because I was curious about the new features, and also I am a developer myself and thought I'd contribute a note about any bugs or bad behavior I encountered, which is something I enjoy doing. If I'm ever not a help then just let me know to keep my nose out from where it's not welcome :)
The sidebar change was pretty shocking. I liked the one column. For Dark Heresy I just added buttons back to story/npc's/items for quests/encounters/parcels. Leaves me with the old footprint. Add GM buttons to the data_library to get the old functioning back. There is a lot more you could do with modifying data_library. The bummer I found with the two stacking sidebar is the way it stacks, certain graphics just won't work well. Beveled edges, edge art, etc. It took some time to remap the frame defs to make it look right.
Moon Wizard how do we define what buttons are visible by default for players? Can see where to do it for GMs but players by default seem to pickup the default options which include GM only tools.
Do you have a guess as to when this might go live?
The folders / tabs i Mutants and Masterminds are a complete mess in 3.2.0. If you add any, all content vanishes. But if you don't everything is just in one confusing pile i a single folder. I get that M&M isn't made for core, but I sure hope it will get fixed.
Vires Animi
I dont think M&M should be affected by an upgrade to CoreRPG so there must be engine changes as well....
There are engine changes, so M&M may be effected.
I asked Moon about "Default Buttons" and there is an array where they can be listed - Moon has said that he doesn't want that list being modified, so there is noway to add or subtract to it except as part of an overright. The array is hard-coded in the data_library.lua file.
At least, that's how I understand things :)
But anything thats written in an XML can be overwritten...
Sets the default sidebar buttons for the GM to Characters, Story, Images, NPCs, Encounters, Items, Tables, Notes and Rolls.Code:LibraryManager.setDefaultSidebarState("play", "charsheet,story,image,npc,battle,item,table,note,cas");
Havent as yet found where to set it for the Client connection.
You'll have to forgive my lua newbishness, but couldn't you do a check for host/client status using an "if/then/else" function and setting defualts respectively that way?
Damned, the way it is set up is by modes not GM/client. "Play", "Live", "Local". I added to the "play" and made GM and client versions of "play". In the end I abandoned the effort, by adding the GM buttons to keep the stack single column. If you want to make changes it as Dulux states... "array" away!
Damned,
That's true, only modes are left. You have to take the "play" mode and change it to allow for gm and player stacks; ala "playplayer" and "playgm".
This is from the manager_library.lua first few lines.
aDefaultSidebarState = {
["play"] = "charsheet,note,image,table,story,quest,npc,battle ,item,treasureparcel",
["create"] = "charsheet",
};
change it to something like this:
aDefaultSidebarState = {
["playgm"] = "charsheet,note,image,table,story,quest,npc,battle ,item,treasureparcel",
["playplayer"] = "charsheet,note,table"
["create"] = "charsheet",
};
The functions: "function reset()" and "function resetSidebar" have to be changed to allow the new modes. I don't remember changing much else to make this work. If you want to change icon sizing placement etc, then you need to enter the manager_desktop.lua.