In my case I wasn't able to connect ussing LAN or cloud. The load stopped right here. I will try again today.Attachment 34007
Thank you
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In my case I wasn't able to connect ussing LAN or cloud. The load stopped right here. I will try again today.Attachment 34007
Thank you
One thing to be aware of is FGU uses UDP instead of TCP for port forwarding 1802. Make sure you have that setup when you test LAN connections.
Hi Prunttonner,
I did some more testing today. I was able to get the cloud connection connected to the v2.0 ruleset. I tried it a few times with 2 separate campaigns. I did get the error you got once but just cancelled it and then tried connecting again and it worked.
Dakadin
I tested out a campaign today, and it all went very well except for the following one time error.
I got this error when I clicked Next Actor as GM:
The current actor was unconscious and dying (I am not 100% certain if the dying effect was present). After clicking on next actor (from Orc -1), it changed to dead (bleeding damage). Not really sure what the issue was. Clicking Next Actor again, did not product the error. I was just dragging/dropping the Critical from the table to the combatant to add the effect.Code:Script Error: [string "scripts/manager_effect.lua"]:179: attempt to index local 'nodeEffect' (a userdata value)
I tried to start the combat over and reproduce, but it did not produce the error again. I also did probably 3 more combats, but it never came up again even with unconscious combatants that later died.
Unfortunately, I did not get a screen shot before the error, just after.
Sorry I could not get more details.
Attachment 34067
Thanks for testing Sulimo. I will see if I can track that issue down. Was it a migrated campaign or a new campaign? Were you just testing combat?
I did run a session using FGU so I could see what issues I could find. It was a bit tough at times because of the performance. The RMC ruleset would really crawl at times with the table resolver. Most things opened in a few seconds but be careful trying to open the RR table. It took 30-45 seconds for that one to open. It will get better once they finish optimizing the performance for FGU.
I did find a few bugs to work on so I will try to take care of those this week.
It was a campaign that I migrated (copied the Campaign folder).
I went through a lot of the story points, and before I ran it, I updated all of the items to be parcels instead of the Items character I had in the original campaign. I then exported the Campaign to a .mod and started up a fresh campaign to actually run it.
I'm not sure if it is worth the time, I just wanted to post the experience. It only happened the one time, despite my attempts to get it to come up again. These types of issues are the worst to track down. You might give it a miss and if I or someone else can reproduce it, then maybe look into it.
I'll try again with an updated .mod and a new campaign.
I was not using FGU, still in Classic.
I've been watching the playtest forum, and have fiddled a bit with RMC, but not ran an actual campaign. I was waiting until it was a bit more stable. I have mostly been testing it out in an VM, just to keep things separate.
Thanks for the additional information. I will definitely add it to my list but as you mention it might be tough to track down the cause.
I would recommend waiting for it to be optimized. Things ran pretty well as far as functionality but some of the delays opening things was tough. None of my players had any network issues so that was a plus. I am definitely looking forward to it and used the LOS to good effect.
Its really important to remember that FGU has not had any/much performance optimization done yet, so a lot of the slow response time will likely improve when that happens.
Agreed. I expected the performance issues and warned my players that the performance wasn't optimized yet. It is going to be great once they finish everything up though. :D