that was the culprit thank you for the quick response.
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that was the culprit thank you for the quick response.
As a bit of an ego trip (now that we've got that sorted - sort of) do you find the CSG and/or AG useful, or were you just "checking them out"?
One of the frustrating things about developing Extensions and other stuff for FG is that you generally only hear from people when things aren't going 100% - you never hear from them when things are going right (apart from the odd one or two) so its hard to judge is its worth the effort to put things together. It's not really an ego-trip either, its more of simply good to know if things are being used, if people find them useful, and (at its most primitive) its its actually worth the time and effort it takes to produce things.
I'm sure I'm not the only Community Dev who'd like to know how people feel about their product - I know the Savage World boys like getting feedback, for example, and I know some people are using the Locations Extension, so its nice to know how other Rulesets, Extensions, Modules, Map, etc are being received as well :)
But enough ego!
Cheers
If I'm being honest...
I probably won't use the Color gizmo very much, unless you come up with a way to change the die numbers as well.
But... i like the alignment chart and plan to use it on my players(true neutral thief and a dwarven paladin that is so stupid he only knows right from wrong, to name two of them). i thought it was only going to be a novelty at first so i tried the quiz on myself... I'm neutral-good thank you very much.
Absolutely - it makes a big difference to the devs - if they get feedback that people are using it then they are more likely to do more with it. For example - MoreCore would get more work for instance if I knew if people were using it (I do see some posts on different game systems about people using it).
As a feedback to your work, I'm actually preparing my first campaign in FG and your Alignment Graph will play a major role to keep our crazy cleric and our unpredictable barbarian in track, which will be a lot of fun. And for the Locations Extension, I check this thread every day (!!!) out of sheer anticipation for the next version :)
I surely keep a close out for this space also!
But MoreCore is something I hope will get a wee bit more into it some day. I actually use it a lot. It adds that little bit more functionality and since I mostly run games that are not mainstream or rp systems I've made myself, it is a great great thing to have.
So yeah. Thanks to all of you guys that can do these things. I wish I had the brains for it. I generally just have too many opinions and too much time to voice them. heee heee.
Vires Animi
I don't want to be "THAT GUY" but, I am curious as to how things are moving along for the next version.
They're coming along - getting the shopping functionality working correctly across all the supported Rulesets has proved more of a challenge than first anticipated; primarily because the SW Ruleset uses a different architecture to the rest of the CoreRPG-child rulesets, meaning I've had to write it more than once and then integrate the different versions. The new NPC/Organization/Encounter code works well across all Rulesets, as does the various new features which people have asked for (unfortunately, not everyone got their wish - sorry).
I'm still working on making sure previously created Modules will work with the new features/architecture, and of course ensuring that the Extension remains compatible with my other Extensions and with the new Extensions about to be released.
Apart from some minor tweeks and bug fixes the major differences between v3 and v4 are around Module Creation, NPC/Organization/Encounter Integration, and of course the Shopping Functionality - which means that tendrils of Extension Code are worming their way into a number of different existing sub-system and I've had to liaise with Moon Wizard and some of the Ruleset Devs to get the code to work properly - as you can imagine when you're playing with someone-else's code they can get "concerned" about what you're doing and how its going to effect their work. Still, the new FGv3.1.3 about to be released has some of my code-suggestions in it, so progress is being made.
Add in to all of that "life" and it makes the going slow - remember, I ain't getting paid for this, so earning a living's got to come first (feel free to shower me with luv (ie $$$) if you want :p ).
And don't worry, you're not being "THAT GUY" :)
Cheers
No.. that would be me! *cackle*Quote:
And don't worry, you're not being "THAT GUY"
But wow. That coding stuff you're doing seems darn complicated. I thought the whole point of Core was that everything would be nice and same-y with similar structure. But I guess individual rulesets still makes things difficult is a thing I didn't think about. Gotta say I am impressed you're going for "this works for everything"!
Vires Animi
Yes, but that's OK :)
Yeah, Savage World has proven to be the most "difficult" - primarily I think because it was originally done under FGv2 and we were all "doing our own thing" back then. SW is a complex piece of code and the original architectural design decisions were different from the ones Moon used for 3E and 4E. When Moon retrofitted 3E and 4E into making CoreRPG naturally he used the same architecture as he had done before. When Doswelk, Ikael and Phantom Whale ported SW over to work with CoreRPG it looks like they made the decision to get their existing architecture to work with CoreRPG, instead of modifying the the SW architecture to sit on top of CoreRPG the same way that most other CoreRPG-child-rulesets do. That was a perfectly valid decision and almost certainly involved less work (& therefore time) to get SW working properly under FGv3.
The problem with doing this is when SOBs like me come along and try to create cross-ruleset Extensions (especially complex cross-ruleset Extensions) we hit this "different architectural wall" and have to either work around it or abandon support for the "difficult" Ruleset - and I don't like giving in!
Just to clarify some things about Savage Worlds ruleset architecture and background, the ruleset has been around from FG v1 version, in FG v2 it was reimplemented to meet the new ruleset building model. There has always been many commercial products for it and the most important factor (business-wise) is to keep all those other products compatible with it. Savage Worlds v3.4 version upgraded its architecture (hidden from the audience) to match more on the current 4E ruleset architecture and to be honest it's still like that atm. Move to under CoreRPG was another massive retake but still the most important factor was to make sure existing products are compatible with it. The ruleset can and might be refactored to match CoreRPG even more, but the first move was not to make giant leap, just to make sure the baseline is working. The biggest issue has been that currently there are several product developers and coordination with them is challenging if we make significant changes to existing code.
Since Savage Worlds v3.5 to current beta of v4.2 I have been doing 99% of the coding for the ruleset plus code upgrades to most of the other commercial extension driven Savage Worlds products (50 Fathoms, Fantasy Companion, Horror Companion, Interface Zero, Necropolis, Rippers, Savage Suzerain, Science Fiction Companion, Slipstream, Sundered Skies). Like you, I am not paid at all, but probably not because no on wants to pay me, but that I have made decision to do all this for free and because of my own interest. The driving force for me is that it has been interesting and fun to do it, but it won't last forever. I am happy about my contribution to community so far and would love to help around making the Savage Worlds ruleset even more CoreRPG-like, but current setup might not motivate me enough to do it. At the moment I am more interested opening the secrects of the current Savage Worlds ruleset to others in hope others would start, dunno, taking my place.
-- I have promised myself to at least check your latest request of code change (since others don't have time for it) but not sure if I will do changes for it, depending on the complexity level and backward compatibility checking.
@Ikael => Mate, I understand completely. My comments weren't meant as a slur on you and the others and if that's how they came across I unreservedly apologize.
What I was trying to convey was why the new version of the Extension was taking so long to release - that's all!
I personally think the SW ruleset code-base is very good, and the more I delve into it the more I've grown to respect your (and the others') coding skills - you've taught me a few things which have helped my own code.
I know how popular SW is on FG and I'd simply like to make sure that I and my Extensions can be helpful to the SW user-base as well as the various DnD ones - its your code so its me who needs to come up with solutions, which I'm trying to do.
Anyway, let's take this off-line - I've sent you a PM :)
Cheers
Just had the weirdest thing happen when using this extension. Not sure how it happened, but I figure you'll want to know about it.
I'm working on a campaign that will be turned into a module (and already has been a few times). I had another adventure module open for some reason, linking an item from it to an NPC in this campaign I think. The NPC nor the item have any relation to the location I'm about to refer to.
I went to make a new location and pulled up a building/shop that I had previously made to use as a reference. Upon noticing the adventure module was still open and I no longer needed it, I closed it in the module activation window. All the items in the previously made shop disappeared. I opened the adventure module again and all the items reappeared. I closed the campaign and took a look at the xml files for the campaign database, the adventure module and the module of the campaign that I had exported in the past. I can't find the itemlist for that building in any file. Yet when FG is running and I open the adventure module, the list appears in the building (whether it is the current campaign or opened from a module in another campaign).
I have no idea how the itemlist became dependent on a separate module being open. I am recreating the building/shop and find the itemlist in the new one is not tied to the adventure module. Though, I'm still very curious where FG is getting the data for the building's inventory in the first place. The itemlist in the campaign db.xml and the exported module looks like this:EDIT: Actually, upon looking further, I think I see what is happening. There were no items in the itemlist for the building/shop in the campaign. (I'm not sure if I just didn't put them in or if the list got deleted somehow.) The list that is showing up is actually the first list in the first opened module. When I close the adventure module and open a different one, the list in the building/shop of the current campaign changes to the inventory of the first building in the new module.Code:<itemlist>
</itemlist>
It looks like either FG or the extension is looking for something in the <itemlist> tag and when it doesn't find it in the current campaign it grabs something from a module.
Curious, I've never seen that happening before.
There's nothing in the Extension Code (that I know about / can find) that would do that. I wonder if its in the fg.exe code somewhere - but if it was then why hasn't it shown up before - except that this is (I believe) the first Extension to tap into the Item system.
I've just tried to reproduce this under the new v4 Extension and I can't get it to happen, so it may have been fixed with the new code.
I think I'll keep an eye out for it in the new version, and see what, if anything, turns up
Thanks for letting me know
Cheers
It sounds like somewhere a windowlist is somehow pointing to module data. It can be done by the windowlist.setDatabaseNode or the windowlist.usealltrees flag. If you use either of these features in your extension code, it might be worth looking there.
Cheers,
JPG
Yeah, that's what I initially thought - but I'm pretty sure those two are not used in the Extension.
As I said, curious
Cheers
Something else that might be related. I'm not sure exactly what's going on here, but these are my observations from a user's perspective.
The items in the building inventory do not seem to be hard copied. They seem to be links to the item module I drug them from. When I change the weight or cost field in the inventory, it changes it in the item information when the link is clicked AND it changes it in the item module when the item is pulled directly out of the module. (I'm not saying it is physically changing the module file, but rather putting a change in the moduledb.xml file so that the item module uses the values of the item in the building inventory.)
Most of the time, an item is hard copied directly into a parcel or a PC character sheet. (I think it only copies a link into the Items window list, which is why I always use parcels now.) It would probably be better to use the same method that the rulesets use for adding an item to a PC sheet. That might avoid databasenodes from being linked to the building inventory list.
That's good info. It sounds like the store item listing only saves references, not copying item records.
Regards,
JPG
That's not entirely accurate, which is where my confusion comes in. Here is an item in the <shop> tag of the campaign db:
It has the cost and weight (for example) hard coded here. But it also has a reference to the item in the equipment module. Somehow, when it sets the value in the campaign database, it is also applying the change in the Chronic Equipment.xml file in the moduledb folder. I have no clue why it would do that when it already has all the information here.Code:<id-00006>
<cost type="string">8 gents</cost>
<count type="number">3</count>
<name type="string">Pot</name>
<shortcut type="windowreference">
<class>item</class>
<recordname>reference.pot@Chronic Equipment</recordname>
</shortcut>
<weight type="number">4</weight>
</id-00006>
Also I remembered that to get around this problem, I used to put the items in a parcel first and then place them in the building inventory. That way the changes are applied to the items in the parcel and not the moduledb data for the item module. This is what happens when I take a break from FG, I forgets stuff...
OK, with that info I now consider this a non-issue - mainly because I've changed the way that non-Location Records are now linked into the Extension's Records: as I've said and inferred in the past, I've never been happy with the original way that NPCs, Encounters and Items were handled in the original Shop & Town Extensions Code and my bastardized "hack" in the early versions of this Extension. My focus in the early versions was on getting the "structure" right, assuming that the NPCs, etc links would be OK because they seemed to work from the original Extensions.
At this point I need to really thank Nick for doing so much "stress-testing" and finding out all the places I "got wrong" - thanks Nick!
I've completely rewritten the linking code and how these non-Location Records interact with this Extension - to the point where I KNOW that this latest issue will not occur in the same way under v4 - the code's different, the architecture is different, and the execution is different.
Now I've just got to get everything finalised for the FGv3.1.3 release :)
Cheers
I've run into an odd problem. I'm using 4e and I've been adding items by dragging them from my library without problems for several shops now. All of a sudden, I can't add some items to the shops. It seems like 100% of the mundane items can no longer be added to the shops. I've created several new shops with different names and different amounts of information filled out but I've never run into this in the past, it just worked. Any guess as to what could be causing this?
No idea - nothing's changed in the code (for months: public release) - Which version of FG are you using (v3.1.3)? Is it all mundane items or only those from a Module (& which modules)? Basically, what's changed on the system (even if you think its not related to the Extension)?
Good news is the new version will be out very soon after the FGv3.1.3 release, so this may not be an issue - Bad news is I still need to find out what's going on to make sure it doesn't happen in v4
Thanks
I'm using Fantasy Grounds v.3.1.2 Ultimate. When I attempt to drag an item from the module window nothing happens. When I try to add one manually I get an error "Script Error: [string "name":1]: attempt to index a nil value". When I try to drag an item from the module window I get no error but nothing happens. When I try to drag a magical item from the library it adds the item without difficulty but if I try to manually type in the exact same power I get the error listed above.
I'm using the 4e scrapped library. Here's a link to the data files.** I've not installed any new software or made any changes I'm aware of. This started after I'd added about 18 shops inventory. The only thing I can think of that I did that's at all unusual is I created a module out of the locations so I could use them in other adventures (We're doing scales of war and I don't want to have to type this every time). However, this does not match up to when the problems started. I've added a number of shops with inventory without difficulties since then. I've uploaded the most recent copy of the locations module here in case you want to see it. I've also tried loading the module in my other adventure and it exhibits the same behavior there as well.
I hope all this information helps. Love the module. Hope I can figure out how to get it to work.
** MODERATOR: I've removed the link to the 4E copyright material. Please don't post copyright protected material on these forums. Thanks.
Thanks - I'll check things out and get back to you ASAP
Cheers
Not to rush you but just curious if you've had any luck running down the problem in the module? I'm currently working on an adventure and I was just thinking that if you've not had a chance to look at it yet I would probably disable the extension until one of us is able to figure out what went wrong.
Thanks.
Hopefully hes able to respond with the magic words "The new extension is done and all problems should be fixed!"
The new extension is done and all problems should be fixed!
BUT
It won't be released for a little while because I've got other things to do first - my advice is if its causing issues disable it for the few days to a week until I can get the damn thing out! :)
Cheers
Walet ~= $$$ => Food == none => starve => Extension == none, lol
I know people are waiting (some of you desperately) and believe me, I believe it'll be worth the wait, but you can have it Cheap, Good or Fast: pick two (& you've already picked Cheap, so that leaves... )
I'll get it out as fast as I can, but I've got a life outside FG, believe it or not :)
You could start hooking dulux. That may solve some of your issues.
On a serious note though we all appreciate the hard work you do for us here with all your work on FG. You're an amazing talent and we wouldnt be hounding you so badly for your extensions if they sucked so our badgering is kind of like an award from the community!
I've tried - no-one wants me :(
Yeah I know, I'm just trying to let people know I haven't forgotten about them nor my commitments, and I am working as fast as I can, but "life" keeps rearing it ugly head.
It's cool, but people are just going to have to be patient! :)
Take a +5 Vorpal Greatsword and swing it at life. lol
I fully agree with what others are saying take your time and deal with life first man. I'm sorry if it seemed like i was trying to rush things, it was not my intention. the #313 post was plenty of an update for me. my response to it was just meant in fun. I hope all of life's crap doesn't stick to your fur!
*Looks around with shifty eyes while thumbing through things on Dulux's desk* Hmmmm interesting. So...Dulux, you catching up on life? How things treating you?