Thread: Beta Release v3.3.7
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November 21st, 2018, 18:25 #51
Supreme Deity
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Updates
- Font assets using TTF fonts would only draw in black. Fixed.
Regards,
JPG
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November 21st, 2018, 18:27 #52
Supreme Deity
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Zulithe,
The experimental 64-bit build is being removed until we can make it work, or determine it is not feasible with the libraries used by the FG code.
Regards,
JPG
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November 21st, 2018, 21:15 #53
me and GM tried map sharing again. I did not get the script errors anymore after the same images were shared, but whenever new image was shared the same errors popped up. Also for some unknown reason one image never loaded up. GM tried to share it yesterday in the game as well but none of the players got it, neither did I get it today.
"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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November 21st, 2018, 22:08 #54
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In some modes, the mask makes the image transparent... Noticed this as a player in a game the other day.
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November 21st, 2018, 22:16 #55---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
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November 22nd, 2018, 00:07 #56
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Ikael,
I got another report from Lokiare as well; so I think there's something related to the change to reduce player memory. Basically, the player client does not automatically load image values in this version, which it has always done before. So, the issue is buried somewhere in the tangle of the image management code (set up before we took over); and one of the things I've deliberately tried to change the least to avoid issues like this. Hopefully, I'll be able to either recreate locally, or track some of the common paths to find out. Either that, or I'll have to revert the change.
Thanks,
JPG
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November 22nd, 2018, 01:14 #57
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November 22nd, 2018, 04:16 #58
Likewise I hope you manage to find it, or that it's so rare of a bug that it's an oddity when it occurs.
After testing with my players I've found that the memory management code changes on the players side are making such a huge difference. Much to the excitement and enjoyment of my player allowing them far greater books and resources open at their fingertips, and smoother running of the client due to lower resource load. The improvement is to the point that we are using the test version over the live version already for that change alone.
It would be quite the loss if the changes were to be reverted.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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November 22nd, 2018, 04:46 #59
I hope turkey and rest inspires you!
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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November 23rd, 2018, 13:43 #60
During early initialization for subwindows in panels. setValue(<class> ,<datapath>) appears to not accept a string as a datapath for a client connection. If you wrap it to send as a Databasenode ie: DB.findNode(<datapath>) it will work. The error received is "incorrect type for argument 2" which is the datapath which I confirmed was a string prior to the call as it's... well a static string ie: setValue("panel_window","combattracker").
This oddly only occurs for panels in client mode for a client connection, and only during early initialization from what I have experienced. If setValue(string,string) is invoked later on on said panel, it'll work.
This setValue is invoked during onInit of a subwindow in a client mode panel.
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