Virtualization is so processor and RAM intensive, I would rather just get a cheap PC. Wine has worked VERY well for any application that does NOT use .NET.Quote:
Originally Posted by unerwünscht
.NET support in Wine has been spotty at best.
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Virtualization is so processor and RAM intensive, I would rather just get a cheap PC. Wine has worked VERY well for any application that does NOT use .NET.Quote:
Originally Posted by unerwünscht
.NET support in Wine has been spotty at best.
My group and I used this release tonight for our game (4E). Love some of the changes! Sorry, I didn't have time to do more than skim this thread, so hopefully none of the following issues are repeats:
- When holding CTRL and dragging a damage drop from the chatbox to a CT entry, instead of subtracting the damage (adding the HP back), the ruleset applies 0 damage (it has a bracketed note about minimum damage -- my guess is that a filter for minimum damage is triggering for negative numbers). This makes it much harder to undo mistakes.
- When typing /die n, where n= any number, then dragging the result to the HP box, instead of adding the number as damage, it instead overwrites the amount. While that makes sense because it's consistent with the rest of FG2, it makes it much harder to arbitrarily deal damage to CT entries without creating a power. I often use such arbitrary rolls to adjust mistakes. I don't like changing the number myself because my math might be wrong and because the transaction doesn't leave a chat box entry.
- The defenses (AC, Ref, Fort, Will) are using a single stat as their BASE modifier, instead of the higher of the two applicable stats. While this is easy to correct by using the stat picker, the system used to calculate this correctly.
- When a critical damage expression is rolled, if the weapon used contains two or more types of damage dice in the crit damage field, only the last set of dice is used instead of all of them. For example, if you add 1d6 to the crit field and then add 1d8 as well, a critical hit should deal max damage + 1d6 + 1d8. Instead, it deals max damage + 1d8, and the 1d6 is lost. You can add as many dice as you want... say, 6d6, and the moment you add a dice of a different kind, like a d8, it only rolls that one d8 and forgets all 6d6.
- The high crit keyword on weapons does not appear to add any bonus dice. The modifier still shows in brackets, so the game clearly understands the tag is there, but doesn't do anything about it.
- The ruleset used to forbid a player from using multiple action points in an encounter unless you manually uncheck the box. If you tried to, you'd get a warning. With the current system, it's easy to forget whether the checkbox next to the action point power means you used it THIS encounter, or a different one...
We also have a feature request: The resizable, draggable chatbox is awesome and a long-awaited FG2 feature, but some people are complaining that it's now TOO easy to move the chatbox, especially since the middle mouse button is the push-to-talk key for some people and it invokes a drag operation. Would it be possible to create a lock option in the radial menu for the chat box to prevent it from moving after you've got it in position?
Finally, we tried to figure out the purpose of the ROLL/ACTION modifiers added to effects but couldn't figure them out. Can you please explain what they do and how they differ from SNGL/ONCE? Also, the changelog states that effect damage dice show as purple. Does this mean that sneak attack effects like DMG: 2d6 should show up purple? If so, that's not working. If not, what would trigger the purple dice?
Big thanks,
EZ
One of my players is having a problem running the web installer and updating. He gets this error: "The application failed to initialize properly (0xc0000135)."
Does this not work in XP?
edit: n/m, I read the thread. :)
PF prob:
Trying to attack with a spell, using ranged touch, did not grab BAB, did use Dex mod though.
Client:
After opening the Effects window constantly getting about 20 instances of:
Ruleset Error: No horizontal (anchor something)
*Unable to replicate at will, might have had something to do with effects window stretching?
First, apologies to all for my delayed responses. A combination of family illness and computer replacement left me with almost no time for logging in. The good news is that I was able to use the offline time in rewriting the new updater to not require .Net framework.
EugeneZ,
I'll add these to my list to fix. Here are some specific notes too.
CTRL key drag
I believe that this is how it has been working for some time, but I'd have to double-check. I'll have to review usage, as it might be challenging to change this without impacting how regular usage works.
Die command results drag
If dropped on the wounds field, this should be treated as damage. I'll review.
Action point usage
I'll have to think about this. I think that Action Point makes much more sense to be placed in powers list, but that is definitely an unintended consequence.
Draggable chat box
I actually thought about this also, but I wanted to get some real world feedback before making any further changes. It seems like a locked/unlocked state would be helpful for you guys.
Purple dice
Yes, DMG:2d6 should show up as purple. I'll check it out.
ACTION vs. ROLL
* The "Action" option applies to one or more rolls triggered by a user action.
* The "Roll" option applies to a single roll triggered by a user action.
* These modes do not affect expiration.
* Ex: When taking an action that involves multiple rolls (i.e. burst/blast attacks), the action mode would apply to all the rolls, while the roll mode would apply to a single roll.
SINGLE vs. ONCE
* The "Single" option applies each effect modifier one time, and removes the individual effect modifiers from the effect string as they are used. When the last effect modifier is removed, then the effect is removed.
* The "Once" option applies any effect modifier in the string once, then expires the entire effect.
* If there is only a single effect modifier in the effect string, they perform identically.
* Ex: Example effect is "ATK:2; DMG:2". With "Single" mode, the effect modifiers would be applied to both the next attack and damage rolls. With "Once" mode, only one of the effect modifiers would be applied before the effect expired, depending on which roll came first.
As you can tell, there are a lot of different effect "types" in 4E that require these permutations.
Regards,
JPG
GeneralChaos,
Thanks for the reports.
On the script errors, can you copy to the clipboard next time you see them so I can get an example? Also, are you running any extensions? (i.e. all extensions will be broken for the moment, including themes)
Thanks,
JPG
Today's Release
- [UPDATER] Updater rewritten to remove .Net Framework requirement. (i.e. should work fine for Linux/Mac/XP users)
- [UPDATER] Mode setting not being used correctly when retrieving packages in settings dialog. Fixed.
- [CHARCONVERT] "StartIndex cannot be less than zero." Fixed.
JPG
Hey Moon, just a quick idea: if there's any way to make the Modifiers box draggable/repositionable, that alone would help me out, more than a draggable chat panel. I have at least 2 players with laptops where the modifier box appears underneath the bottom of the chat panel. Just the ability to somehow relocate that modifier box, even between maybe predefined positions, would improve those player's experiences significantly.
I suppose that a draggable chat panel would solve the issue, but on a smallish screen, the only place to put it that doesn't interfere with either the Modifier box on the left or the main button panel on the right would be in the middle, which is where the pictures tend to go. Maybe that would work ok - I'd have to have them try it out.
I'm getting the follow system error after trying to grab the latest update;
"The program can't start because MSVCR100.dll is missing from your computer. Try reinstalling the program to fix this problem."
I'm running windows 7 pro 64bit. If I copy in an older version of the Updater, then it seems to be able to complete the update.
dr_venture,
One of the items I'm looking at is the usability of the movable panel windows (i.e. new chat box). I'm thinking that they need a lock/unlock capability, so that players can reposition but that they stay locked. Of course, that also means I need to add a UI for that capability, or make it a radial menu option. Once I nail that down, I can look at making the modifier box movable.
Of course, this capability will need to be added by each ruleset, since each ruleset controls whether panels/windows are movable and resizable.
Cheers,
JPG