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May 1st, 2020, 10:44 #191
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May 1st, 2020, 10:50 #192
Not sure what´s happening here, I´ve been unable to reproduce it in FGU:
Sin título-2.jpg
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May 2nd, 2020, 13:35 #193
- Join Date
- Mar 2020
- Posts
- 1
Hi Luthbel, please, could you share the CoC translation to spanish?
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May 2nd, 2020, 17:38 #194
- Join Date
- Jan 2019
- Posts
- 204
I guess it could be a font or color/transparency issue. I am wondering if I am the only one to suffer from this.
Testing further I have the following error messages:
a lot of those:
Code:[5/2/2020 6:45:53 PM] [WARNING] Error while measuring font [windowtitle]
Code:[5/2/2020 6:45:53 PM] [WARNING] Error while drawing font [windowtitle]
Code:[5/2/2020 6:46:09 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft. [5/2/2020 6:46:10 PM] [WARNING] window: Anchored static width ignored for control () in windowclass (minisheet_main) [5/2/2020 6:46:10 PM] [WARNING] window: Anchored static width ignored for control () in windowclass (minisheet_main) [5/2/2020 6:46:10 PM] [WARNING] Frame textline contains out-of-range values in Middle. [5/2/2020 6:46:10 PM] [WARNING] window: Anchored static width ignored for control () in windowclass (minisheet_main) [5/2/2020 6:46:10 PM] [WARNING] window: Anchored static width ignored for control () in windowclass (minisheet_main) [5/2/2020 6:47:09 PM] [WARNING] Frame separatorline contains out-of-range values in Middle.
Code:[5/2/2020 6:48:18 PM] [WARNING] Error while drawing font [image-header] [5/2/2020 6:48:20 PM] [<color="red">ERROR</color>] MOUSE UPDATE: System.NullReferenceException: Object reference not set to an instance of an object at FG.SDFTextUIBase.GetIndexAt (UnityEngine.Vector2 LPJINEPFOMB) [0x00006] in <bb5071f51e3946a99d0439cd390e7ad0>:0 at FG.TextControlUI.GetIndexAtControlPoint (UnityEngine.Vector2 FCFEKEBPKME) [0x0001d] in <bb5071f51e3946a99d0439cd390e7ad0>:0 at PADOGNGPBAF.NKPJIAFPHBE (UnityEngine.Vector2 FCFEKEBPKME) [0x0000b] in <bb5071f51e3946a99d0439cd390e7ad0>:0 at AMGJPOFMOEK.OCMFDFHHGEL (UnityEngine.Vector2 OHCOFOJAPAN) [0x00008] in <bb5071f51e3946a99d0439cd390e7ad0>:0 at AMGJPOFMOEK.ReceiveClickDown (System.Int32 OFIHBJJLLEO, UnityEngine.Vector2 OHCOFOJAPAN) [0x0004d] in <bb5071f51e3946a99d0439cd390e7ad0>:0 at LEECPKFJIAJ.DPCCBCNKHIK (System.Int32 OFIHBJJLLEO) [0x000b7] in <bb5071f51e3946a99d0439cd390e7ad0>:0 at LEECPKFJIAJ.JIDMLNKADMN () [0x0000e] in <bb5071f51e3946a99d0439cd390e7ad0>:0 at FG.FGDesktop.OPILCLOHJGM () [0x00022] in <bb5071f51e3946a99d0439cd390e7ad0>:0 at FG.FGDesktop.Update () [0x0004e] in <bb5071f51e3946a99d0439cd390e7ad0>:0
Also sometimes, I cannot reproduce it consistently, some message appears in the windowtitle like here ("GM"):
strangewindowtitlebehavior.jpg
Or here ("/rollon The Streets Victim" which is a macro used on F3):
strangewindowtitlebehavior2.jpg
So far I have:
* uninstall/re-install FGU
* Delete VTM5TH from the vault and update to get it back
* Create a brand new campaign
All without success.
Fixed with today's CoreRPG/FGU update (2020-05-06), Rolled back due to other issues and pushed again on 2020-05-08. Rolled back again, waiting for CoreRPG/FGU fix. fixed reapplied without anymore rollback (2020-05-14).Last edited by Naurthoron; May 15th, 2020 at 17:12.
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May 6th, 2020, 00:14 #195
- Join Date
- Apr 2020
- Posts
- 4
Dice result icons still not looking correctly in FGU even after may 5th update.
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May 6th, 2020, 01:23 #196
- Join Date
- Mar 2020
- Posts
- 8
Not sure if you are referring to the same thing, but we noticed that the icons don’t match the numbers. For example, on one roll it showed three blank dice, but reported one success.
We noticed it two other times during that game as well, and started just ignoring the dice icons entirely because they couldn’t be trusted.
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May 6th, 2020, 04:29 #197
- Join Date
- Apr 2020
- Posts
- 4
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May 6th, 2020, 05:36 #198
- Join Date
- Jan 2019
- Posts
- 204
Yes indeed, this has been new to me since latest update, the results are not counted properly: the 1s might not be seen because not on a hunger die, but the 10s definitely had the simple ankh die instead of the criticial one.
Pushing max hunger to force the die to be on a red, the 1s have the same behavior the 1s are showed as blank.
Testing further the 10s are also shown as blanks.
The chat box message remains however accurate, only the visual is wrong on both 1s and 10s.
The problem does not occur on FGC, only FGU.
Fixed with today's CoreRPG/FGU update (2020-05-06), Rolled back due to other issues and pushed again on 2020-05-08. Rolled back again, waiting for CoreRPG/FGU fix. fixed reapplied without anymore rollback (2020-05-14).Last edited by Naurthoron; May 15th, 2020 at 17:12.
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May 6th, 2020, 05:45 #199
- Join Date
- Jan 2019
- Posts
- 204
FGU & FGC
Ruleset 1.0.4 last update 2020-05-12
When applying a modifier, e.g. +1, the icon is highlighted and it a dice the the pool correctly but then it remains highlighted while not adding a die to the pool anymore. It should either still add a die (toggle mode) or the highlighting should have been removed if the intent is indeed to reset it after use.Last edited by Naurthoron; May 12th, 2020 at 12:33.
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May 6th, 2020, 08:57 #200
- Join Date
- Jun 2018
- Location
- England
- Posts
- 60
Yeah, I can confirm we had the same issue with the dice icons during our Monday night session (2 days ago).
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