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  1. #1
    Blackfoot's Avatar
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    FGU vs FGC issues

    Has anyone compiled a list of known issues for rulesets going from FGC to FGU?
    Things like 'fonts' (ya need ttf instead of fgf), or you can't have any --'s in .xml files even though they are commented out...
    I've run into an issue with the old status bar code where it just 'doesn't work' in FGU but it works fine in FGC.. so obviously I'm hitting another one of these things but I'm getting no error reporting so.. not really sure where to look.
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  2. #2
    Kelrugem's Avatar
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    Quote Originally Posted by Blackfoot View Post
    Has anyone compiled a list of known issues for rulesets going from FGC to FGU?
    Things like 'fonts' (ya need ttf instead of fgf), or you can't have any --'s in .xml files even though they are commented out...
    I've run into an issue with the old status bar code where it just 'doesn't work' in FGU but it works fine in FGC.. so obviously I'm hitting another one of these things but I'm getting no error reporting so.. not really sure where to look.
    Pheew, I believe in Alpha times (?) there was some guidance, but that is too long ago as if I could really anything; I think you'd need to describe your problem (as in the Workshop if you are coding something) such that someone can help (Spontanously I can add that a d100 now just needs the type d100 and not d100 and d10 anymore and of course the different image stuff, also in the code, like different templates for the toolbar in FGC and FGU etc.)

  3. #3
    Blackfoot's Avatar
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    So there is no definitive list of things that work in FGC that don't work in FGU?

    I'm looking at old 3.5 code that works fine in the current version of FGC that does not work in FGU... and well.. since it 'works' finding the issue seems daunting without some sort of clue as to the differences between the two systems.
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    Kelrugem's Avatar
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    I actually didn't really have any problem with the code, I just need to have different codes fo d100 and for image/token stuff Everything else is still roughly the same.

    But difficult to say without specific examples, I think

  5. #5
    Blackfoot's Avatar
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    I'd prefer to get an answer from the DEV team. This is a real issue.
    The differences between FGU and FGC need to be documented.
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  6. #6
    Trenloe's Avatar
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    It doubt there will ever be a detailed document. For many reasons - the main ones being that the vast majority of games are now run on FGU (a big majority), FGU is constantly being developed and what was the same (or a difference) last release could change in the next release, there was a big beta test that was carried out to try to identify issues with migrating FGC code to FGU, etc., etc..

    The FG devs will give feedback, and fixes, if code that runs on FGC doesn't behave correctly on FGU. So, please try to identify the exact section of code that doesn't work on FGU and make a new thread in the House of Healing - Unity forum specific to that issue.
    Private 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!

  7. #7
    Blackfoot's Avatar
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    So hunt and peck and reinvent the wheel over and over again is the best method. That really doesn't make sense.

    These are KNOWN issues:

    FONTS - > TTF fonts are required in FGU whereas they are not in FGC
    CODE COMMENTS - > there can be no -- lines within a <!-- --> comment in an .xml file in FGU although they are fine in FGC

    I'm sure there's more... I'm looking at code for status bars that has been completely rewritten in the latest version of CoreRPG which was the same many many versions ... that works fine in FGC but fails in FGU... and honestly.. there's most likely more of this stuff... I doubt it's a huge list... but it would be good to have it documented somewhere.
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  8. #8
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    "best method" is subjective. Having it documented somewhere would be good, agreed.

    Though who's going to do the work of documenting the changes? The devs? They don't need it, they have already updated the things they needed to to work on both. During Alpha, Beta, and early prod, they provided support as needed to convert all the official rulesets, and any unofficial ones that asked for support during that time. And at this point, with very little need for such documentation would it be worth Dev time to document or is it better spent on lightning, action tab performance, and the extension forge?

    I know during beta/early prod there were some lists like you were looking for, but I'm sure they are out of date and I couldn't find them. The closest I could find were these;

    There are a 100+ pages of discussion here; https://www.fantasygrounds.com/forum...s-Unity-engine
    A resolution to one of the font issues here; https://www.fantasygrounds.com/forum...ering-in-Unity
    A LUA issue here; https://www.fantasygrounds.com/forum...FGU-versus-FGC

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