Thread: Fantasy Grounds Unity engine
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November 15th, 2018, 13:14 #1211
Why do you persist on spreading FUD and misinformation?
FGs refund policy is very clearly listed in the store.
30-day Money Back Guarantee on all Purchases
It is inevitable that some computers wont run FGU.
Im sure they can request an receive a refund.
As to FG3 going away... wheres it going to go? Its installed locally on your computer.
Whats going t stop it working on your computer?
If your computer is too old to run FGU its probably also running an unsupported operating system so its not getting updates that might break it.
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November 29th, 2018, 23:57 #1212
- Join Date
- Jan 2016
- Posts
- 7
Because people hate change and will kick and scream the whole time. I fully expect to pay for the NEW software, 150~200 or whatever, and I will.
What I don't expect to do is repurchase all my content (which I am sure FG is not going to make me do). I also hate subscription models personally and would love to buy the software. Now if I can also choose to pay a monthly fee for added content or features that use your server that would be ok.
I would love a collaborative map tools where players can map out the game while I have a hidden map underneath. These tools would be awesome for games like Kingmaker or Tomb of Annihilation and I would pay a monthly fee for them.
I would also pay a monthly fee so I can pass the DM Screen so-to-speak to one of my players that wants to try and DM.
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December 5th, 2018, 16:06 #1213
- Join Date
- Aug 2017
- Posts
- 10
Greetings! Glad to see the FGU thread is still alive. Is a new Kickstarter possible to get more devs on board to launch FGU?
It seems like supporting the old FG software and building the new FGU software at the same time is a big cause of the current slowdown in development. That and porting the huge amount of content so purchased adventure modules work in the new system. Any talk about a possible Kickstarter to get more help and push this forward?
p.s. This thread is 122 deep. Very sorry if this has already been asked!
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December 5th, 2018, 16:26 #1214If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 5th, 2018, 16:28 #1215
- Join Date
- Aug 2017
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- 10
Thanks for the update, Zacchaeus.
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December 5th, 2018, 17:13 #1216
I'm starting to think it would be very useful for the community if you guys had a dev blog of what's going on with the fg and FGU development.
Everytime i have a discussion with other digital rpg player it's very hard to keep saying: "When FGU will come out most of the memory or performance problem will be gone" et simila, especially when I'm repeating this from years.
I'm OK with the "waiting" aspect of it. Being myself a dev I know what are the obstacle. What I'm not OK with is the possibility to see the new project breathing. Please don't send me the link to the 4 preview with sight system or map making. I saw those videos 1000 times and they are not telling me that much.
I know you might be busy and you can't dedicate a person to this idea ( the dev blog ). I wonder if you thought about it. Haven't you?
Hope you don't take it as a rant. basically what I'm saying is: more news and status updates ( even if minor ) would be very good.
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December 5th, 2018, 17:40 #1217
- Join Date
- Aug 2017
- Posts
- 10
Agreed. Monthly or quarterly updates on the project status would be really helpful. Until I found this thread alive I thought FGU might be a dead project because it's been so long.
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December 6th, 2018, 03:59 #1218
Archangel
- Join Date
- Apr 2008
- Location
- Virginia Beach
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- 3,096
if you thought it was dead, you simply aren't paying attention. Just look at recent posts. FGU gets discussed many MANY times, in multiple threads, and there are almost never any new points. This thread is 6 years old with 1218 posts. If they were evenly spaced (which of course they aren't), that is an average of a post every 2 days, and that doesn't count the half dozen other threads where we repeat things.
Last edited by Bidmaron; December 6th, 2018 at 04:01.
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December 6th, 2018, 08:58 #1219
... 1218 created mainly from the community full of guess and correction. This is in no way close to my idea of dev blog. It's better than nothing but that's not what I think is optimal ( not even close )
And yes 6 years and the main points I've seen are: 4 videos showcasing partial features, acquisition of tabletop connect, a need for networking specialist, details on costs and backward compatibility support. If you are a new user you have to scroll over 1218 posts to get a feeling of what's going on. Not the best experience.
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December 6th, 2018, 10:53 #1220
Version 3.3.7 of our current version of FG solves most of the memory issues that the players have had!
It is currently available under Settings > Mode : Test.
You can freely switch between the Live version and the Test version.
It will be pushed out as the new live version on the 18th of December this year. https://www.fantasygrounds.com/forum...ity-extensions
The difference in memory management is as follows. Client 3.3.6 and earlier would load every image in all the modules/books loaded into memory. This would cause memory use on the players side to be 2-2.5x that of the server/host/gm's computer.
And as we know, because FG is a 32-bit application it starts breaking around 2.5-3 GB of ram used.
With 3.3.7 however, the loading of images into memory will only be when as needed/shown on the players client. After testing this is a three games I run, with a number of players, I've found the memory usage to be pretty much the same with this new version for both the GM's and Players client! This is a huge leap forward and has solved the memory issues for me and my groups! As before players could only load a couple of books or so before breaching they cap, they can now load a high number of them without suffering memory issues.
Also keeping the memory/resource lower due to this has seemed to make the client run smoother for all involved. This is a less scientific observation without the backing of hard data, so might be in the eye of the beholder until further testing has been done lol.
But in short, we have an amazing patch coming out in two weeks to the Live version!Last edited by StoryWeaver; December 6th, 2018 at 10:56.
Extension writer, FGU Backer, Ultimate License holder.
5E Enhancer (development and support on hold for now)
Combat Enhancer 5E Classic (no longer officially supported, community support only)
ps. Do not send PM's for support for the extensions I write, I will not not be able to respond there. Use the relevant forum threads instead so the community can benefit from the replies, thank you.
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