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
Hi Sulimo,
The issue you encountered will be fixed in v2.0.3. I already had the fix in place from a similar issue I had when testing the removal of the Dying effect. It had to do with how I was handling the transition from Dying to Dead effects.
Dakadin
Yeah, I was trying to figure out how you encountered it and realized I must have put the fix in right after I turn it over to be pushed to the test channel.
Hi Dadakin,
Thank you!!! I tried it yesterday and it worked in FGU test channel v2 via LAN connection. I fixed a problem with my firewall!!!. LoS is a great tool when many players are rushing a map!!! Awesome!!
That's great news. It works pretty good in FGU and will be great once they finish the performance optimizations. The LOS is great when your PCs get confused because one sees something and another misunderstands and runs the wrong way though. :D
There are still a few minor mainly formatting issues with using the RMC v2.0 ruleset in FGU. One trick with the table resolver not resizing the grid when resizing the window is to close and reopen the table resolver after you've resized the window. It will still have the gap for the results table but should fill the window better. I still need to track that one down.
Hello folks,
Today it seems an Update is avalaible but updater stops and no action is possible.
Somebody with the same issue?
Does anybody know how to fix it?
Thank you
Prunttonner
Attachment 34323
Looks like others are having a similar issue.
For Unity specific issues, I would recommend checking the Playtest forum.
There are some recent posts in the Updater Issues thread from today with people having the same/similar issue.
The main recommendation for updater issues is to completely uninstall Unity and Reinstall from the download links. See the first post in the thread I linked for instructions.
A new version of the RMC v2 ruleset is available on the test channel now. This fixes all of the issues that I am aware of in FGC. There are only a couple of formatting/positioning issues that I am aware of in FGU.
Arms Law now has a reference manual like Character Law and Creatures & Treasures. I am still working on the reference manual for Spell Law.
Please let me know if you encounter any issues or have any questions.
Thanks,
Dakadin
Here are the list of changes for RMC v2.0.3:
Fixed - Dragging from Encounter NPC Links to a map results in a single square regardless of the actual size of the creature
Fixed - Dice Tower does not light up with RM dice rolls
Changed the armor fields on the Combat tab so they don't update until something is selected as the armor in the equipment section. This is to prevent issues with characters moved to v2.
Changed the MM Pen field on Combat tab to update when Min MM or Max MM or Skill of the item is updated
Added having RR rolls go to the Table Resolver to open the RR table when rolled from the character sheet to match RMC v1.8
Changed the Option – “Turn: Show effects when applied” to “Table Results: Send to chat when applying” better reflect what is really happening
Fixed - Summarized Effects (Stun, NoParry, etc) aren't hidden for NPCs like other normal effects
Changed Creatures in C&T to be unidentified by default
Changed the setReadOnly functions in stringfieldX, stringcontrolX, numberfieldX and numbercontrolX templates to another name to fix issues in the FGU version
Fixed – Combat Tracker Move rolls were only selecting medium for the difficult instead of the difficulty based on the Pace selected in FGU
Created the Reference Manual for Arms Law
Fixed - The weapon list has overlapping fields for Fumble, the Range Modifiers and Shields in FGU
I've noticed that while rolling initiative from the char sheet it is fine but if it is done via the CT using the GM menu options of rolling initiatives, the PC Initiative bonus is not added though it is fine for NPCs.
If you set a PC to Neutral or Hostile and roll initiatives it still does not add the bonus.
Not a deal breaker but I thought you'd like to know.
Cheers!
I finally got around to loading up FGU and the new RM module on Test and my first impression is that this is amazing work. I'm so excited to see how this keeps evolving! I also finished reading through this thread and I didn't see any mention of it but I was running through creating a Test Character and I noticed when I loaded the Secondary Skills window that not all of the skills are being displayed. My screen shows it ending at Spell Mastery with no way to scroll down. Attachment 34364
I was also wondering about the Armor Protection by Location section in the Combat tab of the character sheet. Do these fields actually affect the outcome of a crit or are they there more so for reference? I know some crits have different outcomes based on if the defender is wearing a helm or leg or arm greaves so I was wondering how those fields played in to the crit.
Also, I'm pretty sure by original source materials (couldn't actually find the reference) but I believe that users can only wear/use 1 item of a particular type at one time when it concerns Spell Adders or Multipliers. It took me a bit but I figured out how to create a x3 Multiplier which worked as expected, I saw the total PP's triple. My old group allowed for wearing multiple multipliers, such as a x2 and a x3. I'm guessing my option would be to leave the 'Spell Adder/PP Multiplier' field blank, then disable the 'Auto Calculate: Max Power Points' option in Settings in order to allow me to manually tally and keep track of the power points. I suppose I could also create a sort of placeholder item in their inventory and create a x5 Multiplier and select that as the item in the Spell Adder/PP Multiplier field to gain the same effect. Thoughts?
Thanks!
That is strange. It is working fine for me: Attachment 34369
Do you have any extensions loaded because they likely need to be redone to work with v2?
Yes, they are used for the conditional criticals where if you are wearing metal chest armor then this happens and if not then this happens. So those 6 protection locations are checked against the critical result to see which effects to apply. It will also detect the ones that say shield (if in your secondary hand), weapon, or even the one or two that say cloak (if you have something with cloak in the name in your inventory and it has the armor symbol). The way you get those protection locations filled in is based on the armor and helmet you have equipped. In the Armor section of the Item, there are 6 fields for protection. These can be blank, Leather, or Metal. Usually the helmet covers the first 3 (head, face and neck) and the armor covers the last 3 (chest, arms and legs). Then when you equip them it will fill out the protection fields on the character sheet.
Some one actually reviewed the creatures in C&T for me so we could get appropriate protect values for them. If the GM want to change any of them they just need to create a copy in their campaign and make the changes.
You can test it by dropping a conditional critical on a CT entry. There are icons and message for each of the locations matching or not matching the specific critical.
Yes, you can only where 1 spell adder/multiplier in the core rules for RMC but that doesn't mean you can't do what you want for your campaign. You are definitely on the right track. Just create an items to represent the 2 items combined and equip that. It is what I did for ATs 10, 14 and 18 so that they include the greaves with the breastplates. You can see them in Character Law.
Please let me know if you have any other questions.
Dakadin
No extensions loaded, this is actually a fresh install of FGU on a new computer. The problem I'm seeing with the Secondary Skills window is what I saw after opening the window for the first time a couple days ago. I also tried creating a new campaign but that window still doesn't display correctly for me. I checked the Cache folder but there's nothing in it yet.I knew that there were potential problems loading extensions from the previous version which is why I went with a clean install until things get sorted out.
Xen
Thanks for the additional information. I will look into it. You might encounter a few more issues like that in FGU. Please let me know when you do just in case I've missed them like this one.
On an extra note, I had nothing to lose so I went ahead and uninstalled FGU and all folders related to it out of Program Files and appdata/roaming. Reinstalled and it's still not displaying properly. All the other tables I've looked through appear to be opening correctly and if they were larger the scroll function was working properly.
As I was looking about I also noticed that there are some tables that are missing their Titles, Attachment 34381. I noticed this in Table 08-15 Base Spell Item Price Chart (See image), 08-16, 08-17, 08-19, Enchanted Breads, Intoxicants and Poisons.
I managed to kick my wife off her computer long enough for me to install FGU and load up Test. The Secondary Skills window wouldn't load up properly on it either.
Xen
Hi Xen,
Sorry. I didn't mean to imply that it was anything on your system. I just wanted to verify there weren't any extensions causing the issue. I was able to replicate it in FGU. It is some of the older code and I need to make sure it isn't doing something unusual that doesn't work in FGU to resize the window.
You will notice the same type of issue in the Table Resolver in FGU. It won't resize the table grid when the window is resized and won't use the space that the results tables would use. I am still trying to track that one down. The trick with that one is to resize the window and then close and reopen it. It will resize the grid at that point but you still won't get the bottom section unless you resolve a critical then that grid will be in the bottom section.
I will check out those tables names. Thanks for pointing that out.
Dakadin
We have the same Secondary Skills issue in our group. Two players have the issue. The GM didn't. It stopped at the same point. The two players with the issue have 4k screens and were using scaling; the GM wasn't. I was wondering if that might be linked, though turning off scaling didn't help.
Attachment 34402
Just to verify you are getting this with FGU right?
Just as a work around you can get to all the skills using the new Skills sidebar button. Just go to the library and check it off.
I was the GM in one of the games with the secondary skills missing. It was in FGU. Cheers for the suggestion.
I also had a bug while testing today in the combat tracker where on of the enemies attacks were blank instead of displaying the weapons. This happened after I minimised the attack section in the combat tracker, and closed and re-opened the combat tracker. When I added a new weapon, this was also blank.
The enemy was brought into the combat tracker via an encounter, which had three carbon copy NPCs in it. The other two enemies showed their weapons.
Lastly, is there a way to make a skill you have typed in a secondary skill?
Honestly I didn't think you were implying at all but I reinstalled from scratch simply to verify I could replicate the issue. Plus I thought the info would be beneficial to you especially with doing an install on another machine with the same results. :) Thank you again for all your work on this!
Xen
Thanks for the additional information. I will try to replicate the issue with the NPC attacks in FGU so I can find out what is causing it and get it fixed.
Unfortunately, I haven't really touched the skills at this point so there isn't a way to identify if they are primary or secondary skills. It is still trying to figure out based on where the skill is in the XML. I will see about making the skills default to secondary in the next minor release 2.0.4. I do plan on redoing the skills and some of the other things on the character sheet when I start working on version 2.1.
Finally had a chance to play with RM2.0.3 and build a PC from the ground up, manually within.
Everything built without errors.
Love the Hybrid RRs, btw.
One thing missing, if not tested, was the ability to control NPCs(Summons) dragged from the combat tracker to one’s Avatar along the top left of the screen(if that is the workflow for how to achieve this).
I’ll research to be sure but everything else seemed perfect re: the new additions!
Stat DMG row is kewl, but I miss seeing Potentials at a glance instead - that said, one will definitely remember how that Undead creature stole one’s CON, now, vs multiple sessions later! ♥️
EDIT:
We will retest with the following previously noted workflow and reply back unless someone else gets a chance to confirm before then:
“There are quite a few threads around that discuss this. Basic steps:
- Put the NPC on the combat tracker.
- Change their faction to friendly (green helmet).
- Drag the link from the Combat Tracker to each individual PC portrait on the desktop. This will share the NPC with the owner of that PC.
- Put the NPC token on the map. This helps the players to re-open the NPC sheet (if they close it) by double-clicking on the token on the map.”
For those RM GMs and Players that didn’t know about this amazingly awesome ability with the newest CoreRPG/MoreCore base for FG(if it does work), you’ll fall in love!
Yeah it is working pretty well in FGC. I still have to fix a few issues in FGU. It is mainly the old code that I haven't updated not playing nice with how FGU does things. I just need to track down how. The fun one was when I thought some fields disappeared but the old code was just making the text transparent. :D
Is that possible with v1.8? If it was then I didn't even realize it. LOL. In v2.0 , the PC could view the NPC sheet if the GM shares it with them but it won't allow them to see the other panels for the NPC because of how ownership controls the how the panels are shown. I did add it to my list for a future enhancement though.
I might be able to hide the abbreviation and show the potential instead and move it closer to the total column.
The other damage fields will rarely be used but I figured I would include them for stat deterioration or other rare effects like cursed items, diseases, etc.
I ran a session last night on FGU, and it is fantastic! It has energised me to get on with my Rolemaster book that needs to be finished!!
Anyway, a few comments:
One of my players had two issues not shared by the other two. One was that his text was in a higher font size, messing up the layout. Secondly, his dice never auto-totalled, and this is not in the options. I am not sure if these are down to his computer, his installation of FGU or the ruleset, but I thought i would mention it.
Secondly, related to what you said above, it took me a while to work out how you see potentials! I don't mind them tucked away though.
I also got a few script errors, but forgot to save them. We are playing this again on tuesday, and if i get them again i will make sure i save the log.
All in all, a fantastic effort. Our group has been plaing rolemaster since the mid 80's and even had an 18 year campaign! V2 is a big improvement on V1.
Interesting. Sometimes I log-in as a player on a different computer to trial the los mapping. I thought I'd look at the secondary skill table. Logged in on one computer as the GM it shows all the secondary skills, and logged in as a player on a second computer, it cuts off at spell-mastery. Both running at 1080p.
I then tried sharing the sheet from the gm screen and linked it in chat. It now displays the full list in the player screen. Even after I stopped sharing the screen. Hopefully this helps track it down a bit, even with my ramblings.
Did the player use the scaleui command? I am curious if that would have any impact on the fonts. But based on the dice never totalling (which is only a GM option if I remember correctly), it sounds like he might have experiences some of the network issues that they are trying to track down. I know they've been gathering information in this thread: https://www.fantasygrounds.com/forum...hat-To-Provide
Check your console.log file for the errors if you haven't started up FGU since you played. They might still be there. It would be great if you can provide me any script errors and a general idea of what was happening when you got them. The one other thing that would be helpful is if it was a migrated campaign or a new campaign.
Thanks for the feedback also.
Dakadin
In the Modifiers window, how are the toggle buttons supposed to function? If I click on Hard is it supposed to auto search the Modifiers list for the keyword or should it automatically drop a value in to the Modifiers Stack window in the bottom left? I clicked on all of the toggle buttons but I didn't see anything actually happening but if I did a search for the keyword then I got the options shown. Clicking on the '+' button did of course add the value in to the Stack window for the next roll. Attachment 34483
Xen
The toggle buttons will automatically apply the modifier when the roll is made. The top set is for stats/skills and the bottom sets is for attacks. It works well for the skills because if it is an MM it will send the result to the Table Resolver with the appropriate column selected on the MM table so it speeds up finding the result. For SM skills it will apply the appropriate modifier to the roll. They will deselect after a roll.