Wait...it looks like you are loading the older GURPS_4e ruleset and not the new GURPS Core ruleset. When you create a new campaign, use the ruleset titled "GURPS" and not the one titled "GURPS_4e". That should fix your issue.
Printable View
Wait...it looks like you are loading the older GURPS_4e ruleset and not the new GURPS Core ruleset. When you create a new campaign, use the ruleset titled "GURPS" and not the one titled "GURPS_4e". That should fix your issue.
This is amazing work. I feel like me and my players have been roughing it compared to what you've done with the GURPS and FG game. Night and day difference. KUDOs!!!!
Hey there..
Just downloaded the Ruleset and I am getting this error, plus my desktop looks the same as NBraker's does
Script Error: [string "DecalCustom"]:1: attempt to index global 'OptionsManager' (a nil value)
Ruleset Warning: Could not find template (resize_chatbox) in windowclass (chat)
Ruleset Warning: chat: Could not find icon (portrait_ruleset_token)
Ruleset Warning: genericcontrol: Could not find icon (indicator_resize) in windowclass (library)
You using an extension with a custom decal? Did you try turning off that extension?
Nevermind, for some reason.. when I donwloaded the first time it was a different in some way.. I have one that says GURPS 4e and just GURPS. The just GURPS one is the one is working properly..
Good news everyone!
I've had to keep this quiet for long time, but can now finally announce it. For the past few months SJG has been looking at what we've been doing with the GURPS ruleset and they really like it. They have granted me permission to continue development which also includes features like automation. Probably even more exciting is, SJG will over the next couple of months monitor the interest in GURPS on Fantasy Grounds. If sufficient, they will look at officially licencing which means we may start seeing official GURPS content made available.
Look out for a Daily Illuminator article about it. :)
Awesomeness!!
Great job Ronnke!
Congratulations Ronnke!
I'm very happy with the news!
Great!! This is good news indeed!
Finally! It's really nice to hear about this.
Kudos to you ronnke and heres hoping for some successful rolls!
Well, that is awesome! I think i need a game going... And congrats.
/H
Fantastic! Congratulations ronnke!
Excellent! Would love to play or gm Gurps Uplift on FG.
Tremendous news! Congrats on you work, well-deserved praise!
Can you give us a brief rundown of the types of things you think might now be possible?
I plan to automate the application of range modifiers to ranged attacks. I will also look into automatic damage calculation when applying it to a character (this is not going to be an easy task). I am also open to ideas and suggestions from people for features they want. There is also the existing wishlist, but now I know where we stand with SJG with regards to features we can look at.
Those sound like a great start.
Good news everyone!
GURPS 4e Ruleset v3.1.0 - 20th Oct 2017, is now available via the link in this threads original post.
These are the changes:
- GURPS 4e Ruleset v3.1.0 - 20th Oct 2017
- Added Map Scales and Range Modifier calculation to pointers (Access via scale icon in the image toolbar).
- Fixed bug with effects (post CoreRPG 3.3.3 effect changes. Players can add, remove and target their own effects).
- Cleaned up combat tracker (editing NPC attack modes now done via linked NPC sheet).
- Fixed issue with hex row and hex column (can now use both options with no problems).
- Set the default grid type to hex (because GURPS!!!).
- Token facing increased from 6 to 12 positions.
- Added GURPS and Dungeon Fantasy RPG decal options.
- Code optimisations and minor bug fixes.
Automated calcs linked and rolling down from updates to Attributes, Advantages/Disadvantages, DR, and the damage-type calcs would be fantastic and help better manage the sheet after it has initially been imported into FG from GURPS character assistant.
Also, if this means player-created modules can now be shared that include GURPS-stat'd enemies, NPCs, equipment, stories, etc. then hallelujah! It has been taking me so much time to one-at-a-time create NPCs in GCA, then save them each in the right format, then import them one-at-a-time into FG, find them a token, and prep/set them up for use in a session. I know having standard creatures and enemies in a standing module ready to just drag and drop onto an encounter map would help me out tremendously! It's allow me to focus my time on bettering the story and planning alternate avenues for player decision and die-roll surprises. :-)
I just tested some of these implementations, it works fine!
This perhaps includes some tables too, like hit location, criticals, fright checks and such things having to do, I think, with automation. I'm not really sure, but it would make running games much more easily, instead of requiring each group to assemble their own manual setup.
Of course it's great to customize a FG GURPS frame with house rules, etc., but at least a basic shareable framework (still open to customization) would be just grand.
Ronnke, things look great!
One thing I noticed is that there seems to be a conflict with the enhanced images extension. It (the enhanced images extension) seems to override the map scaling, 12 points, and range calculations. Basically everything having to do with images. The image toolbar does not even show up, and I got some error messages related to window placement. To my untrained eye, it appears that the extension is placing icons where your ruleset already has icons...
Script Error: [string "campaign/scripts/imagewindow.lua"]:184: setGridOffset: Grid size is zero
Runtime Notice: windowinstance = { class = dicetower, node = nil, x,y,w,h = 176,1120,90,90 }
Runtime Notice: windowinstance = { class = chat, node = nil, x,y,w,h = -8,91,350,1030 }
Runtime Notice: windowinstance = { class = modifierstack, node = nil, x,y,w,h = -5,1135,105,57 }
Runtime Notice: s'Window has closed'
Enhanced Images extension doesn't support hex grids.
It isn't perfect, and there are some visual issues, namely some grid shadows, but here is what I get...
Additionally, I don't seem to be able to get snap-to-grid to work either.
Attachment 21094
The tokens are on layer 3, the yellow vehicle is on layer 2, and the circle is on layer 3.
I did have to initially start the campaign without the Layers Extension. Open the image, and set the scale. I then closed it, and then reopened with the Layer Extension active. I had to redraw the hex grid at about 180+ pixels, and scale down manually.
It seems I can now place tokens on hexes intersections, is this by design?
Also, on topic of suggestions, this surely must have been mentioned before but would love to have sw, th, dodge and so forth to be automatically calculated from attributes.
+1
Also, hoping it's possible to include accountability for advantages - like Arm strength for sw and th but not kick for example. Maybe that would entail an advantages/disadvantages module where relationships and functionality like that with stat interaction is added to each one?