Thread: Turbo - Multiple Rulesets
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March 25th, 2023, 11:21 #11
- Join Date
- Apr 2019
- Posts
- 291
I use pretty much the entire range of Team Twohy’s extns and quite a few other from the FORGE. No issues with other extns and yes with a heavy load of NPC’s and 6x players connected with effects active a pleasant experience with no performance issue.
In fact a trouble free pleasent evening was had.
The only thing a similar turbo extn could be fixing is the sometimes sluggish approved movement of player tokens when using locked movement. Sometimes my players report they move like they’re over encumbered slugs.
So I highly recommend this extn to all
Maybe a extn that’s allows force VSYNC and imagequality of connected clients.Last edited by EllivasKram; March 25th, 2023 at 11:24.
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March 25th, 2023, 13:03 #12bmos' extensions
he/them
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April 2nd, 2023, 19:27 #13
- Join Date
- Jul 2020
- Posts
- 44
Very neat extension and very welcome at my tables. Great work!
A reduction in processing loops is expected to be significantly more efficient, with a 100% or more
improvement, and to eliminate the sluggishness when the Combat Tracker (CT) actors have a significant
number of effects, extensions are enabled that, in totality, add a large number of new tags, or extensions
are enabled that enable overloading of the CT with a large number of actors.
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April 3rd, 2023, 02:12 #14
- Join Date
- Apr 2015
- Posts
- 99
looking good!
find it!Last edited by plap3014; April 3rd, 2023 at 02:15.
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April 23rd, 2023, 21:53 #15
Version Update: 1.1
Feature: Added slash command /turbo_test to test if turbo is active
Fixed: Typo preventing from turbo running with PFRPG2
Fixed: Script Error 2E
To test if turbo is active in your ruleset, the following slash command can be used and a turbo message will be displayed on success:
/turbo_test
If the test fails, either there is an extension conflict or Turbo is disabled via the options.
Note: Active in ruleset CoreRPG means Turbo is Active for CoreRPG, however if your ruleset uses an alternative effects manager then Turbo is likely idle. There is no way to automatically detect an alternative effects manager.
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May 6th, 2023, 07:57 #16
G'Day there.
Have just discovered an issue with Turbo and lighting effects.
4e d&d
Win 10
16gig ram
Turbo extension only
Proceedure
Lightning= None
1/ I add a light to a token on the map using effects, or add an light effect to the CT.
2/ No light appears on the map.
first.png
3/ When I click to turn the light off in the CT, a light now appears on the map.
4/ Each attempt to turn it off adds a token light in the Image lighting.
second.png
5/ When I delete the light in the combat tracker, the light stays on. (As there are now multiple token lights)
Third.png
Regards
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May 12th, 2023, 05:08 #17
- Join Date
- Apr 2020
- Posts
- 7
I ran into an issue with PF1E, Turbo loaded and two other extensions ( Kelrugem's "Extended automation and overlays" & ""Extended automation and Alternative overlays"). When rolling for a random encounter using the dice button an error is generated. I was able to reproduce this with a minimal set of extensions (these three) and using the bestiary random encounter tables. Removing Turbo from my test campaign at startup eliminated the error.
"[ERROR] Script execution error: [string "Full OverlayPackage:..s/manager_actions.lua"]:37: attempt to perform arithmetic on local 'nAdvantage' (a nil value)".
If I can provide more information let me know. If you think I should post this to Kelrugem as well I can.
Thanks
Tom
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May 14th, 2023, 20:29 #18
Version Update: 1.2
Fixed: CoreRPG issue with token lights
Fixed: 3.5E/PFRPG Issue with Kelrugem overlays
Sorry for the delay as I've been busy. I think this should resolve the above two issues. Please let me know if you still have any issues. If you are still having problems with token lights, try removing and re-adding the Actor to the CT.
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May 15th, 2023, 01:50 #19
- Join Date
- Apr 2020
- Posts
- 7
Appreciate the update. My issue has been resolved.
Thanks,
Tom
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May 15th, 2023, 06:21 #20
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