will do. Currently at work and checking this wonderful forum in spare time;) I'll get you that info
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Great, that's exactly what we need to know.
Devs: In The Rise of Tiamat, the Story entry "P2-12 Arauthator's Treasure" has an invalid link to the treasure parcel.
EDIT: Linked in 5E issues thread: https://www.fantasygrounds.com/forum...l=1#post301174
v3.2.0
PFRPG
I can pre-place the token for a Haunt. When I do so, the token is scaled properly. Later, when I drop the Encounter into the combat tracker, the token appears, and appears to be scaled properly, however, there is some sort of bright yellow 'flare' (perhaps indicating that this is a haunt?) that is not scaled, and can obscure the token completely. No other errors, or messages, appear.
Here is what it looks like. When I pre-place the token from the Encounter, it looks like:
https://i260.photobucket.com/albums/...psgvrk76rc.jpg
When I close the Encounter, it disappears, as it should.
Later, when I drop the Encounter into the Combat Tracker, this is what I see:
https://i260.photobucket.com/albums/...psreirnint.jpg
If I enlarge the background image, the token scales up with the image/grid size, but that yellow 'flare' remains the same size:
https://i260.photobucket.com/albums/...psdahdso3x.jpg
I have searched these 3.2.0 and 3.2.1 threads for 'haunt', but have found nothing. So, I assume that no one else has reported this.
Is this broken? Or am I doing something wrong?
Thanks.
- s.west
Nothing to do with a haunt, Fantasy Grounds isn't designed to change indicators like that for creature types.
It's a facing indicator. Try turning it off and then back on in the campaign options. Turn it off if you don't use facing.
Found another minor thing. When equipping a shield, it adds the AC value to the armor category and not to shields.
Request: 'Effects' able to be added to 'Link' paragraph types for using in story entries.
Trying to implement a type of frost aura trap for a DCCRPG adventure and while I see that I can export them at least, would be cool to have them right in the narrative.
Requests for new functionality should be added to the wishlist here; https://fg2app.idea.informer.com/
I'm aware of this, thanks. ;) Already did.
https://fg2app.idea.informer.com/proj/?ia=54565
Could you clarify what you mean when you say, "Fantasy Grounds isn't designed to change indicators like that for creature types". I haven't changed anything.
I have never seen this before now. We don't use token facing, so I had probably set it to 'off' in the options, but I would have done that when I first started using FG back in 2014. Were all the options reset during this update?
Anyway, I tried the off/on, and that didn't change its scaling behavior. It still doesn't scale. I will be leaving it off since, as I mentioned, we don't use it, but if it is on, for those that use it, shouldn't it scale? Like the little health indicator?
Thanks for the help in turning it off.
- s.west
[edit] Regarding my 'change indicators' question, I think I understand what you meant. I tried the same thing with a regular NPC/monster, and got the same behavior with the same 'flare' (which I can now see is an arrow, duhhh... It was so big, and fuzzy, when initially placed, that I couldn't even tell that it was an arrow). So, you are saying that the facing indicator doesn't change whether it is a 'creature', 'trap/haunt', or 'vehicle' (which are the types of NPC at the bottom of a new NPC window). Right?
Correct, the facing indicator has nothing to do with any properties of the token or the creature it represents (except maybe size/scale). I've seen similar problems with the health dots on rare occasions. Which seems to be related to the image/map size sometimes. Though other times after re-exporting the module and creating a new campaign I don't see the problems.
I am still in the development Campaign (i.e., pre-export)... Also, it is interesting that you mention image/map size. The map that I am working with is 8000x5000... ?
By the way, it seems clear now that this entire subject has nothing, whatsoever, to do with v3.2. So, we can move on. I will not be using the facing feature anyway, so I don't want to continue to clutter the thread with irrelevancies.
If there is further interest (by the devs, or anyone else) in this, just PM me, and I'll go off and create another thread in the right place.
Thanks, guys.
- s.west
v3.2.0
PFRPG
No error messages
Ok, I'm back... So, when I got started again (finishing up my dev Campaign, for export) after the v3.2.0 update, I was going along adding Maps and Images to my Story items, and everything was fine. When I dragged a Map over, I would get a link, with the name of the Map displayed in the Story entry.
Then, all of a sudden, that behavior changed, and dragging Maps to my Story entry would result in the correct Link, but the name was now, "Unidentified Map/Image".
The before and after Images/Maps were all from the same pile. They all had the Universal Symbol (red circle with a line through it) for Unidentified.
I have no idea what I could have changed. In fact, I can say with 99.99% certainty, that I changed nothing, because I remember dragging one over and getting the correct Title, and then the next one, dragged to the same Story item, suddenly was Unidentified...
Anyway, to get the correct Image/Map name to show up, now I have to click on the ID, make it green, drag it to the Story entry, and then click it Red (if I don't want the players to have the Identity info).
??
Thanks.
- s.west
The feature - taking the name of the object as well when you create a link from it is supposed to make things quicker for you. You can edit the name that is shown in he link text.
The other issue... try right click on one of your tokens and release scaling.... I think somewhere you have saved a scaled token which is affecting the display f the inbuilt tokens.
jedorian,
I just test this in both 5E and 3.5E/PFRPG, and it's working fine for me.Quote:
Found another minor thing. When equipping a shield, it adds the AC value to the armor category and not to shields.
A couple things to check:
* See if you have any extensions loaded.
* Make sure that the shield record has a Type = "Armor" and a Subtype = "Shield" (Same for both 5E and PFRPG/3.5E)
Regards,
JPG
Thanks. I tried that, but no matter what, the facing pointer will not scale. Like I said, I won't be using it, so I will just leave off that option.
Back to the ID'd maps/images. The thing that I was reporting was its change in behavior. It wasn't a question about the feature itself (although I now have a new question about that, which, before I ask it, I need to go research.) After I updated to v3.2.0, which enabled that image ID feature, I went back to working on my Campaign, and I was dragging images and maps into my story entries, and getting the default name showing up along with the link. Then, all of a sudden, it stopped behaving like that, and from that point forward I only got the "Unidentified" label... But, frankly, as long as it doesn't change again, for no apparent reason, I guess I don't care. It appears to be doing what it was supposed to be doing in the first place.
Anyway, now the problem is that I guess I don't understand the Feature. I thought that the whole ID vs non-ID thing was that if it was non-IDed, when I shared it with players, there would be no Title, or "Unidentified", or whatever. But, it doesn't matter whether it's red (non-IDed) or green (IDed), when I share it the person I shared it with sees the Title of the image... so, I guess I am going to have to do re-read what I thought was an obvious Feature.
I will probably be back with more questions about this behavior, because I'm pretty sure it is not working like it is supposed to. I will have pictures demonstrating it when I post the next time.
Thanks.
- s.west
Well, I probably shouldn't have applied the 3.2.1 update before continuing with my testing, but I did... and when I went back to try the Image/Map ID/non-ID feature again, suddenly I found it to be working for me the way that I thought it should have in the first place.
I'm sure you will chalk it up to operator error. So be it. I don't care, as long as it is working for me.
Thanks.
- s.west
It's all good. I rarely chalk up items to operator error, just people using a series of steps that we didn't expect or test, or some interplay of pieces that's not obvious to recreate. That's usually why I ask for all the details to recreate (ruleset, extensions, modules, steps to recreate).
Regards,
JPG
Thanks for that.
One thing is sure, Fantasy Grounds is a great piece of work.
I only hope I didn't hitch my wagon to the wrong star when I decided to go all in with Pathfinder instead of that other RPG... (hint, hint...)
Thanks, again.
- s.west
Word of advice @swest
Switch
<grin>
Moon, I see where the error is coming from. I use the d20pfsrd for equipment, which uses the plural "shields" in the subtype category. That alone is enough, it seems, to cause it to place the value into the armor category rather than into the shield category. Changing it to the singular "shield" makes it work correctly.
Quick hot fix for spell labels not hiding and d20PFSRD "shields" subtype in the 3.5E ruleset, and an update to the d20 Modern ruleset.
Regards,
JPG
Posted this in house of healing but was recommended to post it here as well:
I have a single library module that has the entire 4e compendium library inside it for players.
Before the 3.2 update it worked absolutely fine, I could open every aspect of it, as could my players. However as of the latest updates, every time someone tries to access the feats section (Which has over 3000 feats) fantasy grounds consistently locks up, looking at Task Manager it seems to spike in memory (I've seen it spike to 1500 MB).
Again, myself and all of my players could access the feats section of the compendium library module just fine before the recent update, without a single issue of crashing.
I've noticed that in one (and only one) of my 5e games, since 3.2.0, my FG in Task Manager is running at ~2400 MB when it usually doesn't go over 1200 MB. The other players had the same memory usage, yet the GM was only using ~800 MB during the session. I had him close all modules and he doesn't have more than 30 MB of tokens shared.
I did note that the 5e PHB adds around 400 MB to the FG memory usage when I open it. Was there a change to the way FG uses memory or how certain modules or aspects of modules use memory?
This is probably attributable to the increase in the quality and number of images in each of the modules you are opening as a player. Due to a limitation in the way that FG works right now, module images take up more memory on the player client than the GM client. There wasn't any change in the FG app specific to that.
Regards,
JPG
I'm not sure about what modules I'm opening as a players (since I only have the PHB open in the Activation window), but just tried to connect to the game again and FG shot up to 3000 MB and froze when trying to maximize the client. After multiple tries both before and after selecting my character, I couldn't get FG to maximize without freezing. One time it actually threw me a console error about a texture failing to load.
There is definitely a problem here as none of the players can get into the campaign without freezing, but it is probably specific to this GM/campaign, not the update. Though it did start when 3.2.0 was released, so I don't know. At any rate, if the images from modules are suddenly taking up 2 GB more memory, then there is far too many images.
I would ask the GM what modules are being shared and I would flush cache on one client to see what happens.
I can take a look at the campaign in question, if you like. Just send a ZIPped up copy of the campaign folder to [email protected]
The other thing that could be happening is that the GM has large numbers or sizes of image files in the tokens or images folders, especially if the tokens are in the tokens/shared/ directory.
Regards,
JPG
It's not my campaign. The GM will be seeking guidance here tomorrow or so. We tried to have a player clear player cache and the GM says he closed all modules. Also, we checked for excessive tokens, which I already noted was quite low in size. The images I'm not sure about, but I don't think he has that many shared images in the campaign; does it load all non-shared images into memory as well now?
At any rate, the GM will be investigating soon.
Wow, I didn't even realize I was in that list. It's not a list of Smite Works devs technically, but rather all those that provided content, helped find bugs, and offered suggestions that helped mold the update.
Anyone helping out with this awesome update should be up there.
I just finished watching the video about the new features. I'll start right away.
Last week I updated FG and it freeked me out, so I closed it. Now that I have some free time, I'm checking out each and every feature and I must say that the work donde with this update is impressive. I really didn't expect to see an update this big.
Great work guys! As always with every release!
Is there an update planned to allow customization to races? Noticed the implementation of custom spells with a simple dupe feature. Any talk about this with races?
Yes I'm aware this can be done with 3rd party tools currently.
It is hoped to implement the ability to create/edit/export races and classes inside FG at some point in the future but they are really quite complex and there are many other things ahead of it in the queue... so dont hold your breath it is bad for your health....
DungeonMaster welcome to the boards. I presume you are talking about 5e? It helps if you specify what ruleset, as there are differences in what is done in the different rulesets. Also, for a question like this, it is better to go to the ruleset-specific forum rather than this update thread.
If you say so.
Perhaps after you par5e one of these entries and then see all the possible data nodes that make it up and all the dependencies that they have and create maybe you might suggest the export method? Content - excluding adventures - for almost all systems has typically been made outside of FG.