Thread: Test Release v3.2.0
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July 13th, 2016, 08:25 #161"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."
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July 13th, 2016, 12:01 #162
Creating an encounter: drag the NPC icon directly from the NPC list onto the encounter does not show NPC icon nor allow number of creatures to be changed BUT if the NPC record is opened and then dragged onto the encounter, it works as it should.
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July 13th, 2016, 21:07 #163SmiteWorks
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Just pushed a bunch of data updates to 5E modules, so you'll probably see some updates today.
JPG
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July 13th, 2016, 21:33 #164SmiteWorks
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El Condoro
I just tried this on my local version without any issues. (i.e. created a new encounter, opened NPC list, dragged an acolyte and black dragon into the encounter record, it created the entries correctly)
Any steps I am missing? Are you running any extensions?
Thanks,
JPG
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July 13th, 2016, 21:57 #165
[scratches head] I just tried again - after updating, removing extensions and with them - and it all works as it should. I guess that's good!
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July 13th, 2016, 22:09 #166If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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July 14th, 2016, 10:13 #167
Keeps crashing when I have many modules open and try to open items.
Module count is all official modules, non-crashing when SRD modules arent open, but will freeze and crash if they are.Ongoing Campaigns:Zeitgeist Adventure Path|:|4e Tyranny of Dragons || Finished Campaigns:Tyranny of Dragons|:|Rage Of Demons
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July 15th, 2016, 01:50 #168
Last edited by Mortar; July 15th, 2016 at 01:52. Reason: See avatar...couple of uses of the mil system there :P
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July 15th, 2016, 03:07 #169
Dulux-Oz
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July 15th, 2016, 03:34 #170SmiteWorks
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spite,
I'm going to look into it, but the current FG client has always had troubles dealing with very large lists of any sort, and even with having lots of modules open at once. I just don't know if the architecture can handle all those modules open at once, at this point.
I'm guessing that you would have seen some slowness in the primary Story list and NPC list even with v3.1.7 with that many modules open.
With v3.2.0, we're talking ~2500 NPCs and ~4800 items with just the 5E modules I have on my machine, and trying to display those in a single list.
There are two things I think might be going on:
* The drawing code is having trouble handling thousands of individual list record windows (and possibly some numerical boundary considerations).
* The memory limit is getting reached, since having all those data modules open plus all the memory used by the windows.
I'm close to 1.7GB with my module set and that's about the boundary for 32-bit applications (2GB including stack) unless the OS supports the extra memory option (which bumps it to 3GB including stack). If it hits this boundary, it will cause a crash. This is what I guess is happening.
Regards,
JPG
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