Thread: [Extension] Advanced Kombat (5E)
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October 10th, 2018, 22:33 #191
- Join Date
- Sep 2018
- Posts
- 6
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October 14th, 2018, 04:29 #192
For those curious, I won't be adding or fixing any minor bugs for AK as AK 2.0 is in the works. Major ones I'll address but I believe they're stamped out.
AK 2.0 is a few months out as I'm doing it in fractions of my spare time along with my other interests, but here's a minor spoiler.
https://giant.gfycat.com/EverlastingImaginaryHyena.webm
I normally don't share private stuff, but I really need panel datasources and subwindow custom datasources for it to work properly. Currently my hacking around this is delaying progress. If I get panel datasources and subwindow datasources, I can get AK 2.0 within the year probably, else it'll be a long wait for unity.
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October 14th, 2018, 08:56 #193
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October 14th, 2018, 09:00 #194Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 14th, 2018, 12:06 #195
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- Dec 2017
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- 5
Hell yeah.. that looks freaking awesome!
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October 14th, 2018, 22:59 #196
That looks pretty amazing, Ken. I assume it incorporates all of the features from AK 1 as well?
Fantasy Grounds Unity Lives! Good job, Smiteworks!
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October 15th, 2018, 04:36 #197
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October 24th, 2018, 15:49 #198
I've updated the main posting with regards to the now confirmed non-support of maps/images that come from modules. I ran out of space on the first posting so I placed this warning in trouble shooting.
Pings / maptokens / effect applications through mini and large effect windows will fail. I know where the issues is, but the fix would slow down processing to unacceptable values dependent on how many 'modules' are loaded in the campaign.
In that sense AK is geared for home-brew content. Beastiary modules however will work, but any module maps will have issues.
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October 24th, 2018, 16:12 #199
Out of curiosity, what is different about a map from a module that causes the failure (top level)?
I routinely make a “module” of an adventure for my campaign and then import it into my campaign and play it. When we are done, I unload that module. It can be “home brew”, but that is the suggested way to use the program so I do that.
Does the extension only work if the images are native in the folder where the campaign is?Ultimate License. Running Hyperborea and CoC. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044
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October 25th, 2018, 12:02 #200
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- Dec 2017
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- 5
I don't like to use maps in modules anyways.. There are no thumbnails and it works better for me to just pick a map from a folder and drag it into FG.
What did you do to draw the image in the background? Why not just fake it with the actual map window and put it in the back+immoveable?
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