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  1. #111
    FYI, a version of this will be built in with FG 3.1.3.

  2. #112
    Trenloe's Avatar
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    Quote Originally Posted by kylania View Post
    FYI, a version of this will be built in with FG 3.1.3.
    Yep, sure will and it looks good.

    However, there will still be a place for this extension for a number of reasons:
    1. There are wider range of language/fonts available. Especially supporting Pathfinder Golarion languages.
    2. Support for spells/abilities that allow understanding/speaking all languages.
    3. Ability to custom map languages to specific fonts.
    4. Ability to export custom mapping to a module.

    I hope most of the above will be covered in future versions of the native language functionality.

    The main advantage to the CoreRPG based language functionality is the drop down box at the chat window and the ability to add in languages through a graphical interface (although these custom languages don't use any fonts, just work scrambling).
    FG Wiki: How to Compile the FG Logs

    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!

  3. #113
    1. The challenge I had with adding the ability to map languages to custom fonts is that there is no mechanism to "add" new fonts by the end user, and the name necessary to select a font is the actual font asset name defined by the ruleset or extension (which is not obvious to end users). Therefore, I was thinking this would be better managed by extensions that plug into the existing system with minimal coding. Also, it wasn't clear that all the fonts being used in the extension were free to use commercially, which led me to again push that to extensions.

    2. If a character has one of the following entries in their language list, it is treated as special case:
    * Speaks all
    * Understands all
    * Comprehend languages
    * Polyglot
    * Tongues

    3. See 1) above.

    4. I'm not sure what this means, but it probably would again fall to answer to 1) because of font licensing and font name management.

    I'm open to something more advanced, but it might be worth building extension that just adds entries into GameSystem.languages in the onInit call (which I think is all that is needed to add new entries via extension, but I haven't tried yet).

    Cheers,
    JPG

  4. #114
    GunnarGreybeard's Avatar
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    I can't believe I overlooked this extension/feature all this time. I could really make good use of it especially with the ability to use the /setlanguage option to add custom languages. Time to add in all those Hârn languages.
    FG:Unity Ultimate License Holder: Meaning anyone can join my games, even those with just the Demo . . .
    Timezone: UTC-6/CST (My 'Current' Local Time)
    Previously Ran: An Old-School Essentials campaign, set in Hârn . . . Here is the old discord channel -> Hârnic OSE.
    Current Design Project: Developing a stand-alone "Hârnic 5e" setting for OSE and Fifth Edition . . .

  5. #115
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    Quote Originally Posted by GunnarGreybeard View Post
    Time to add in all those Hârn languages.
    Awesome!
    FG Wiki: How to Compile the FG Logs

    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!

  6. #116
    Trenloe's Avatar
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    Quote Originally Posted by Moon Wizard View Post
    1. The challenge I had with adding the ability to map languages to custom fonts is that there is no mechanism to "add" new fonts by the end user, and the name necessary to select a font is the actual font asset name defined by the ruleset or extension (which is not obvious to end users). Therefore, I was thinking this would be better managed by extensions that plug into the existing system with minimal coding. Also, it wasn't clear that all the fonts being used in the extension were free to use commercially, which led me to again push that to extensions.

    2. If a character has one of the following entries in their language list, it is treated as special case:
    * Speaks all
    * Understands all
    * Comprehend languages
    * Polyglot
    * Tongues

    3. See 1) above.

    4. I'm not sure what this means, but it probably would again fall to answer to 1) because of font licensing and font name management.

    I'm open to something more advanced, but it might be worth building extension that just adds entries into GameSystem.languages in the onInit call (which I think is all that is needed to add new entries via extension, but I haven't tried yet).
    With the recent updates to 3.1.3 most of these are now covered.

    1) Understand the need to only have verified fonts that could be use commercially.
    2) That's great!
    3) Looks like this is now covered.
    4) It would be nice to have some way of exporting custom language mapping (now that campaign languages can be assigned alternative fonts). This will allow a module to be made of languages for a specific RPG and/or setting. No need to do the custom languages each time a new campaign is created.
    FG Wiki: How to Compile the FG Logs

    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. #117
    I just came across this extension and love it! However, if this is going to be baked into a future version of FG, I hope it makes it easier to enter commands into the chat window. Basically, I need the ability to drag a language from a PC or NPC sheet to the chat window, and it automatically switch to that character and do the /lang <language> command, so all I need to do is type in the text. I hope this makes sense and it's in the new version.

  8. #118
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    Quote Originally Posted by Mixylplyx View Post
    I just came across this extension and love it! However, if this is going to be baked into a future version of FG, I hope it makes it easier to enter commands into the chat window. Basically, I need the ability to drag a language from a PC or NPC sheet to the chat window, and it automatically switch to that character and do the /lang <language> command, so all I need to do is type in the text. I hope this makes sense and it's in the new version.
    need is such a strong descriptor!

  9. #119
    Quote Originally Posted by Nickademus View Post
    (Oh and by the way, you can drag story entries to the chat box and hit enter to have them process this way already. If someone really wanted the /lang or /mood in a chunk of boxed text, they could drag to the chat box instead of the chat window.)
    Wow, knowing this makes this extension so much better. I can setup all my story text ahead of time. This will be great! My players better learn Giant real quick.

    Thanks!

  10. #120
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    Quote Originally Posted by kuthulu View Post
    Wow, knowing this makes this extension so much better. I can setup all my story text ahead of time. This will be great! My players better learn Giant real quick.
    v3.1.3 of FG will have most of the functionality of this extension built in - with a drop-down list of supported languages to select from. Therefore, the need for this extension will basically go away.

    Smiteworks can't distribute all of the fonts used in this extension as part of their commercial offering, so I'll more than likely be doing an extension that covers the non-default fonts supplied with FG. This will help cover Pathfinder languages, etc..
    FG Wiki: How to Compile the FG Logs

    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!

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