Thread: Pin Bug
-
April 24th, 2007, 00:58 #1
Lesser Deity
- Join Date
- Mar 2006
- Location
- Arkansas
- Posts
- 7,381
Pin Bug
I updated to FG2 and began to re-export my modules. Things worked fine on the first simple module I did and the simple campaign I imported into.
I then began to import into one of my "real" campaigns and I found an issue with map pins. I found the map pins where being "mapped" to the wrong storybook tab entries.
Here's the setup:
The campaign I am importing into has a Storytab called Tsar on it are a bunch of rumors.
I imported a module and opened the first map and cut on show the pins. When I clicked on the pins I found that they were opening entries on Tsar tab instead of the unnamed second storytab that came in with the module. When I hover the mouse over the various pins I can see the different rumors instead of the entries that are suppose to be there.
In the picture the pin should be linking to 04 Prep Chamber not Betsy. The 04 entry is on the next story tab.
Last edited by Griogre; April 24th, 2007 at 01:19.
-
April 24th, 2007, 03:17 #2
How did you even make "Map pins"?? See, this is what is bothering me about the update... I don't even know all the features that have been updated. The features list is almost as important than the actual program for me at this point.
-
April 24th, 2007, 03:29 #3
Lesser Deity
- Join Date
- Mar 2006
- Location
- Arkansas
- Posts
- 7,381
Pins were a feature in 1.05f they are not a new feature. To make a pin: Open the map like that Tor map above. Right click and hold on the map drag to layers then drag to enable shortcuts. You should see a brown pin up in the top right. Now just drag the square from the story book, maps and images, personalities or items onto the map. You should get a red pin showing where you drew this. Click on the pin and it will open the entry it is a shortcut to.
Note: I saw a bug report what saw monster pins where not working but they do seem to be working for me.
Note 2: You have to cut on pins on the map everytime you opened it, if you don't you won't see the pins.Last edited by Griogre; April 24th, 2007 at 03:34.
-
April 24th, 2007, 04:28 #4
wow, this is fantastic! sorry for not even knowing it wasn't a new feature. Is that the entire function of the "shortcuts" layer? Will the players see any of these pins?
-
April 24th, 2007, 05:23 #5
Lesser Deity
- Join Date
- Mar 2006
- Location
- Arkansas
- Posts
- 7,381
Players do *not* see pins. So I use to use them for secret doors and invisible creatures. Now you can set tokens to be invisible. But pins are very useful for running the adventure because you can run the whole thing off of the map. For example I have the room keys "pinned" normally. In the room key I have links to monsters. Thus I can just click on the room and never have to open the Storybook or Personallities list and that is less junk on the desktop.
-
April 24th, 2007, 05:49 #6
Manual
The members on this site have been invaluable to me in learning what little I know about the FG program, but I wish that there were a comprehensive (read: "For Dummies") manual available to list and explain the different features and functions of the program. I see no manual at all for FGII, and the one for FGI was . . . well, I'll be nice by calling it "thin."
Sed quid custodiet ipsos custodes?
-
April 24th, 2007, 23:39 #7
- Join Date
- Mar 2005
- Posts
- 540
Originally Posted by Yenooc
-
April 25th, 2007, 01:23 #8
The best modern software writing always makes the documentation at the same time as the features. Everyone is fresh on what things do and you can capture the plans of all the designers.
Apprently that was not inside of their resource budget. I hope they finish any documentation quickly.
SigurdJ.R.R. Tolkien wrote, "I wish life was not so short. Languages take such a time, and so do all the things one wants to know about."
-
April 25th, 2007, 02:55 #9
Lesser Deity
- Join Date
- Mar 2006
- Location
- Arkansas
- Posts
- 7,381
Back to actual bug. I had hoped the v2.0.2 and d20 ruleset build 3 would fix it. I re-exported the module and imported and had the same thing happen. In the process I did notice something I had overlooked before: that while the module had two tabs it only imported with one tab with both module tabs showing up on the second tab after import. I played around with this and even though the tab was green and different it always came in as the red comedy/tragedy default icon. I would have expected three tabs: The one already in the campaign and the two from the module.
-
April 25th, 2007, 03:47 #10
- Join Date
- Mar 2005
- Posts
- 540
Originally Posted by Sigurd
EDIT: Sorry for the hijack, but I had to vent. It won't happen again.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks