.....and at this point FGNET woke and decided that humans were a threat.....(que Terminator theme music!).
Printable View
Creating an encounter: drag the NPC icon directly from the NPC list onto the encounter does not show NPC icon nor allow number of creatures to be changed BUT if the NPC record is opened and then dragged onto the encounter, it works as it should.
Just pushed a bunch of data updates to 5E modules, so you'll probably see some updates today.
JPG
El Condoro
I just tried this on my local version without any issues. (i.e. created a new encounter, opened NPC list, dragged an acolyte and black dragon into the encounter record, it created the entries correctly)
Any steps I am missing? Are you running any extensions?
Thanks,
JPG
[scratches head] I just tried again - after updating, removing extensions and with them - and it all works as it should. I guess that's good!
Keeps crashing when I have many modules open and try to open items.
Module count is all official modules, non-crashing when SRD modules arent open, but will freeze and crash if they are.
NATO Mils - that seems to be the standard used by most of the world's militaries
And for those that need/want the definition (as I remember it from my military days): 1 mil is the angle subtended by 1 metre at a distance of 1 kilometre (yes, there are 6400 in a circle)
spite,
I'm going to look into it, but the current FG client has always had troubles dealing with very large lists of any sort, and even with having lots of modules open at once. I just don't know if the architecture can handle all those modules open at once, at this point.
I'm guessing that you would have seen some slowness in the primary Story list and NPC list even with v3.1.7 with that many modules open.
With v3.2.0, we're talking ~2500 NPCs and ~4800 items with just the 5E modules I have on my machine, and trying to display those in a single list.
There are two things I think might be going on:
* The drawing code is having trouble handling thousands of individual list record windows (and possibly some numerical boundary considerations).
* The memory limit is getting reached, since having all those data modules open plus all the memory used by the windows.
I'm close to 1.7GB with my module set and that's about the boundary for 32-bit applications (2GB including stack) unless the OS supports the extra memory option (which bumps it to 3GB including stack). If it hits this boundary, it will cause a crash. This is what I guess is happening.
Regards,
JPG
Fantastic tool for measuring/judging distance if you know the size of an object, and mils are way more accurate than degrees for shooting bearings/azimuths...17.78mils to a degree.
MW...awesome work sorting out all the issues we create for you :D Haven't found anything else with the SW rules set under 3.2.0 yet.
That's cool Moon, I figured it might be something to do with memory, but thought I'd at least throw it out there for completeness' sake.
In another note, I am aware this quite possibly is intentional, but if my players are rolling using FG, and I have my manual rolling on, any rol they make in the tower comes up on my manual rolling window. If this is accidental, there ya go. If it's intentional, what is the reasoning behind it?
In my thinking about this since last night's discovery and now, I was wondering about having a button on the manual roll window that would allow you to bypass the manual roll and let it go through with a RNG roll like normal? This was thought about since sometimes you want to manually roll certain rolls and not others (tables, and roll on tables spring to mind for me personally) and rather than having to go into options before a roll (especially for players rolling in the tower) and click the option on and off repeatedly, you could select an RNG option.
I think that came out clearly, but if I am doing a confusing job of explaining, let me know. It's a suggestion tacked onto the end of what I considered strange behaviour between the manual rolling and the dice tower.
In the continueing saga of the Mutants and Masterminds ruleset...
Now that tabs are back, they are not working properly. When I started up my campaign and made new tabs for my various story elements. It turns out, that when I moved them to a new tab, it made a duplicate of the original. The supposedly moved object, was still in the first / main tab. That persisted between reloading of the campaign. Not sure what exactly is going on, but it is not working as intended.
Maybe the "copy" is a link.. I dunno.
Vires Animi
Lots of Modules and Data (spite)
Doug and I actually have been going back and forth constantly about the large data set issue since your post. We knew that it was a risk with moving to a master index approach, but the functionality was just too good once it was prototyped. After quite a bit of optimization, we got it to the point it was workable. However, the debate is the fact that the content keeps coming out. So, we are debating about slipping v3.2.0 after Gencon to implement a slightly different model where results are paged in 20-100 at a time, similar to a web store. We're thinking that should improve the performance quite a bit, but there is still some question, since the filtering/sorting still needs to be handled by the ruleset. I was sort of hoping the current approach would hold up for now, but it's borderline for the reason you mentioned.
Dice Tower Rolls (spite)
To tell you the truth, I didn't think about dice tower rolls much in conjunction with the manual roll option. So, I consider it "unspecified" behavior. ;)
Let me think about it a bit, but I think I'm going to lean towards the dice tower always bypassing manual rolls for now.
Links and Tabs (viresanimi)
Let me take a look at this again. I thought I checked that, but I have been working on a lot of different things.
Thanks,
JPG
In regards to the large data sets and lots of modules open... I connect to a lot of peoples computers to help them setup bits and pieces. I see a lot of GMs have the SRD and Basic and Licensed core books all open. Massive duplication and completely unnecessary. I also see 2 or 4 or more Adventure modules open. If you are running PotA why is CoS open? Not to mention how many of them have over shared this stuff to players - both sharing duplicate combinations of Basic/SRD/Licensed and sharing Adventure modules.
Is there too much data if you are using a realistic data set? Admittedly I dont have additional resources of Monsters and NPCs which will be coming, but GMs not selecting the unused stuff would go a long way to making the whole platform run more smoothly....
Just my 2c...!
Updates
- [CoreRPG+] Dice tower rolls will bypass the manual roll option.
- When using a category tab control, all records were displaying in the unnamed category. Fixed.
- Chat entries dragged onto windows overlaying chat window were also echoing drag to chat. Fixed.
- [CoreRPG+] The TOWER tag was not being added to dice tower rolls. Fixed.
JPG
The funny thing is that issue has probably been around for years, but only now an issue since you can drag and drop links into notes which could possibly be over the chat window. ;)
JPG
I still think I should be charging you for all the Q/A I do (a.k.a. breaking things).
Seriously though, it happens with stories too, so it was possible all along. I think most GMs aren't crazy like me to only use one monitor.
Manual roll window, minus die aren't applying correctly, they are adding instead.
Case in point; bane on monster brings up this window https://puu.sh/q4g2l/5f41847faa.jpg
putting in the result of a 9 and a 3, should be 6 + att modifier. Instead results in additive https://puu.sh/q4g4g/6897f3d6a6.jpg
Hey Dulux-Oz when will we see an update to the DOE extensions for this? I love the features of 3.2.0 but i rely pretty heavily on the DOE locations, weather, organizations, and Alignment graph?
I get what you mean, but I didn't roll a -3, my dice only go from 1 to 4, haha.
I will do the -3 for the meantime, but to me it doesn't make sense to input a minus where a dice result is expected and the window shows that it thinks it is minusing that result
Today, not sure what has changed but opening any campaign, or opening a new campaign even results in https://puu.sh/q6iM5/f9640101c0.jpg
Only on 5th edition ruleset
Well I think the window shows only what you tell it to show, the actual figures are only relevant to determine what input slots are available, in your case a d20 and a d4. the algorithm seems to only be able to translate dice and modifiers, but adding a negative, mathematically is the same thing as subtracting a positive, and i imagine the coding for having it determine whether it is adding or subtracting a die or many dice is rather complicated especially considering how the program saves die codes in xml, whereas this is an addition to allow manual entry, so where the coding is complex it is probably easier to simply let the player do the math. Just one arses opinion.
I think there may be some sort of incompatibility issue with the 3.5E Magic Items, the Complete SRD Magic Items and the d20 Magic Items Module files. If you have any 2 of them loaded (I know that's redundant), the items tab takes forever to do anything. I was wondering what else might be having this problem?
I was wondering if anyone would take at look at the vampire the masquerade ruleset from Earthworm3. We're on a sort of summer hiatus, but my players are anxious get going again and I've tried to make it work, but sadly don't have the skills to do it. All I want is for it to load up again and work.
Moonwizard wrote that the problem was: "The missing ruleset file message means that your VtM ruleset is trying to include the "campaign/campaign_story.xml" file. In the last version of CoreRPG, that file was also in the base ruleset, so it would just fall through and load the same file twice. That file has been removed from CoreRPG, so that includefile tag just needs to be removed from VtM ruleset also."
I would be very grateful to any helpful soul.
Vires Animi
unzip it to a subfolder in your rulesets directory and find base.xml and open in notepad or notepad++
search for that filename and prefix it with <!-- and put --> at the end.
Save the file. Close FG (not reload) and then retry. I havent tested this - Im just padding out Moon Wizards instructions...
Sorry Erin Righ i was replying to viresanimi
You will see earlier in this thread that Moon Wizard says there are some performance issues with huge lists and the new views
He is looking at some options for that
Well. I added the prefix / suffixes to all the xml files in the base.xml and now it loaded.
Now I get:
Script Error: [string "shortcuts"]:1: attempt to call field 'registerContainerWindow' (a nil value)
Script Error: [string "scripts/manager_library.lua"]:50: attempt to call field 'addLibraryDockShortcut' (a nil value)
Aaaaaaand all the buttons are gone. It feels like a game of whack a mole and I don't know how to use a hammer. hi hi hi
Vires Animi
Code:<!-- <script name="ModifierStack" file="desktop/scripts/modifierstack.lua" />
<script name="GmIdentityManager" file="desktop/scripts/manager_gmidentity.lua" />
<script name="DiceTowerManager" file="desktop/scripts/manager_dicetower.lua" />
<script name="DesktopManager" file="desktop/scripts/manager_desktop.lua" />
<script name="Desktop" file="desktop/scripts/desktop.lua" /> -->
Splendid. Now it works.
Except now I get a list of errors from from here to the moon if I open an npc / character sheet.
I've tried to look for the place to fix it, but to no avail.
Vires Animi