Thread: Test Release v3.2.0
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July 3rd, 2016, 14:31 #101
Yeah, its a PITA (as I said) - but once you do get your head around it it makes an elegant kind of sense, I actually like the new Categories system - although I miss the colour, the look and feel of the old category "pennants" - and I had to rewrite some of the new windowclass to get them to work with my existing extension code - but because we can get rid of all the old "*small" windowclass definitions it actually makes the overall code footprint smaller.
But as I said (Moon, you can treat this as a request) I really prefer my old "dynamically sizing" sidebar code (as I mentioned a few posts ago) - well, the functionality and more granular approach, at least
Dulux-Oz
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July 3rd, 2016, 15:05 #102
On the one hand.. I really felt there needed to be a redesign on the functionality of setting the graphics for the 'small tabs' at the bottom of all the sidebar windows.. as it was really pretty awful. I literally had JUST created new graphics for all of them.

I'm going to try and figure a way to use my new window graphics (pennants) along with the new functionality.. it might involve moving some stuff around to make it work... but hopefully it should be the best of both worlds.Standard License Operator - You must have a License to play in my games.
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July 3rd, 2016, 15:32 #103
I'll look forward to seeing what you can come up with
Dulux-Oz
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...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
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July 3rd, 2016, 16:07 #104
It seems to lose track of my sidebar selections when I /reload FG.
Standard License Operator - You must have a License to play in my games.
Interested in Custom Character Portraits and Tokens? Contact me.
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July 3rd, 2016, 16:13 #105
Yeah, I noticed that as well - it appears the selections are being written out to the Camapign Log file, which isn't done under a /reload but is when you use the return to launcher or exit options. it may also do it with a /save, but I haven't checked.
It'll also whipes a selection for an Extension that is no longer loaded, and won't put it back when the Extension is reloadedDulux-Oz
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...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
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July 3rd, 2016, 16:15 #106
Tested it with quitting out.. it retains my selections... it's only /reload that causes it to forget.
I tried /save.. it didn't help.Standard License Operator - You must have a License to play in my games.
Interested in Custom Character Portraits and Tokens? Contact me.
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July 3rd, 2016, 19:03 #107
I was testing 3.2 because I was curious about the new features, and also I am a developer myself and thought I'd contribute a note about any bugs or bad behavior I encountered, which is something I enjoy doing. If I'm ever not a help then just let me know to keep my nose out from where it's not welcome
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July 3rd, 2016, 23:48 #108
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July 4th, 2016, 00:04 #109
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July 5th, 2016, 04:34 #110High Patriarch
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The sidebar change was pretty shocking. I liked the one column. For Dark Heresy I just added buttons back to story/npc's/items for quests/encounters/parcels. Leaves me with the old footprint. Add GM buttons to the data_library to get the old functioning back. There is a lot more you could do with modifying data_library. The bummer I found with the two stacking sidebar is the way it stacks, certain graphics just won't work well. Beveled edges, edge art, etc. It took some time to remap the frame defs to make it look right.
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