Was everyone (GM and Players) on the test version - i.e. all of their clients were running on test and showing v3.3.0?
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Pretty sure you can't connect to 3.3.0 from a 3.2.x client.
I just tried on my dev system, and it was working. Could you load the M&M Heroes Handbook on the GM side on your machine?
This is the one that ultimately matters, since the GM transmits to the players.
You could also try to get them to nuke their cache (on the Join Game screen in the launcher), and try again.
Regards,
JPG
CoC 7E Updates (from IanWard and Damned)
- Small fix to auto create status if doesn't exist
- Added move modifier for PCs where character's move is not what it should be (e.g. character is lame). Ctrl ms-wheel over move to increase and decrease modifier.
- Made luck spending a game option
- Fixed front page Dodge calculation at start and when DEX changed.
- Fixed Lang- Own calculation when EDU changes.
JPG
So I got one of the guys on, to test this some more.
Both running M&M with no extensions in 3.3 test version. Cache cleared and the Heroes Handbook is NOT available for the player to load. The book you need to open in the activation window is missing. The Icon for the module was visible but sort of greyed out, with the "spiderweb" marker in the bottom left corner visible. As if I had shared an image. Same marker.
Funnily enough the Star Wars EotE library module (which loads up for pretty much anything) was available and could be loaded by the player. I had him stream his screen over skype and I can verify all the above.
Something is up with the Heroes Handbook Module I guess.
Vires Animi
Do you have the Heroes Handbook marked with a green check on the GM's side?
What happens if the player double clicks library image in the module activation screen?
Ask the player to check their cache for the campaign and see if a .dat file with the module name has been created and how big it is.
Yes Andrax. I do not miss such things. I am just very good at breaking this ruleset in every test build.
I haven't had my tester double click the module icon. Never heard that that would activate it. As I mentioned the icon for the module was semi transparent / greyed out. Somehow I very much doubt it will work.
EDIT: I pestered my tester to look at it again. No luck on the double clicking. It works fine for localhost but something is preventing players from activating it. The campaign.dat fil is there now. 4.7mgs which seems oddly much. Can that be due to a shared image?
EDIT 2: I think I have cracked the issue.
Just to test things even further, I tried in a new campaign and then it worked fine. Through trial and error I think what happened to cause the problem in the first place is that I must have accidently tried to force load the campaign, by grabbing the "force load" button instead of the "allow" button. This ruleset still has the button for that, even though that is clearly not supported by FG anymore.
By closing the module. and using the "Block" option, then reapplying the "Allow" option and opening the module... voila... the module is activated for the players.
Perhaps the force load option should be removed?
Well. That was nice and obscure.
Thanks for the advice.
CoC 7E Updates (from IanWard and Damned)
- Fixed chat window language support.
- Added link from weapons to base skill so automatically updated.
- Added Pulp Cthulhu support.
JPG