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  1. #51
    Updates

    • [4E] NPCs by Letter, Level and Role overview tables added to campaign NPCs list.
    • [4E] NPC filters by Level and Role added to campaign NPCs list.
    • [CoreRPG+] Script error and missing navigation buttons when opening reference manual pages in Par5E generated modules. Fixed.
    • [CoreRPG+] Wrong link for user manual in setup wizard. Fixed.
    • [5E] Wrong path for item templates in reference books. Fixed.
    • [SW] Show on load option check box not shown in setup wizard. Fixed.


    JPG

  2. #52
    @Moon,
    So i disabled all extensions and used the Savage Worlds Effects module from Skellan on the Community Modules page (even deleted and redownloaded the file) and still get the error..below is the link to the module and the screen shot of the effects window looking all wonky
    Attachment 19860
    https://www.fantasygrounds.com/forum...difiers-module

    EDIT: So i just tried the effects without this module activated and i still got the errors, and then when i clicked to create my own effect i got the error once again
    Last edited by Wookiee420; July 18th, 2017 at 19:56.
    FGU Standard License Holder.

    Currently Running:

  3. #53
    Updates

    • [SW] Script errors when viewing campaign effects list. Fixed.


    JPG

  4. #54
    You are quick with the fixes, thank you
    FGU Standard License Holder.

    Currently Running:

  5. #55
    Updates

    • Maximizing on main monitor would clip pixels on each edge. Fixed.


    Note: There is a known issue with maximizing the client window on the non-primary monitor that uses different DPI scaling. There is no plan to fix at this time, due to limitations with the Windows libraries we can access. It shouldn't affect users that don't maximize, don't use multiple monitors or use the same display scaling on all monitors.

    JPG

  6. #56
    Quote Originally Posted by Moon Wizard View Post
    Updates

    • [4E] NPCs by Letter, Level and Role overview tables added to campaign NPCs list.
    • [4E] NPC filters by Level and Role added to campaign NPCs list.


    JPG

    What's your paypal? I owe you twenty bucks! :P You're my hero! Works like a charm too.
    Quote Originally Posted by Moon Wizard View Post
    @spite,

    Unload large modules: I can't recreate this. I think you'll need to send me the campaign folder and module files. Use DropBox or some other file sharing mechanism, and send to [email protected].

    Memory of module loading and setup option: I'm can't recreate this either. When I connect to my host instance via localhost, the setup wizard "show on load" option and module loading are working correctly.

    Full screen mode: I'm able to recreate the window going off the edges. I'll have to investigate further. It's probably tied to the client memory position save changes.

    Ghost library categories: Not sure what this is all about. Can you send me the campaign files, if different than the one above?

    Script error on effect condition button click: Not able to recreate. Are you sure you don't have a CoreRPG or 4E folder in your rulesets directory? This sounds like the bug I patched yesterday.

    @Wookiee420,

    Console warnings and errors in SW: I can't recreate that on my machine. Can you try turning off extensions until you find the culprit? It looks like it's tied to combat tracker effects.

    Regards,
    JPG
    So I did some more testing of unloading modules etc, it seems if I click and just wait for a long time (1-2mins) it will work. If I click or otherwise interact with the window in that time I get the "this window has stopped responding" or "an error has occurred, close program" windows errors. Might just need to be patient.

    Glad the fullscreen mode wasn't just on my end.

    Memory of load status of modules still persists. Using localhost and any player connecting to me. If you're around today, you want to connect to my server and see if it repeats for you? Not sure how else to recreate it (does it both of my machines).

    Ghost libraries appears to actually be just one of my players who were helping me test. I've been unable to recreate it from one of my machines to the other, so I've suggested he does a full reinstall and we'll see how it goes. Sorry for posting it here. If it continues, we'll try it on previous versions and go to house of healing if it persists.

    The script error that was persisting.I had no 4e or Core folders in the rulesets, but I deleted the .paks to force a re-download and it fixed it, so that's good.

  7. #57
    Quote Originally Posted by Moon Wizard View Post
    Updates

    [LIST][*]Player modules can be loaded to players by default; GM modules are still disabled by default.


    JPG
    Sorry for double post, but does this mean it will force load on connection like it used to? It appears that it just sets "player" tagged modules to be automatically given a green tick instead of a blank tick. If that's the intent, then it works. If it's not, my players are still downloading things only when they click "load" in the modules.
    Last edited by spite; July 18th, 2017 at 23:33.

  8. #58
    Zacchaeus's Avatar
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    Quote Originally Posted by spite View Post
    Sorry for double post, but does this mean it will force load on connection like it used to? It appears that it just sets "player" tagged modules to be automatically given a green tick instead of a blank tick. If that's the intent, then it works. If it's not, my players are still downloading things only when they click "load" in the modules.
    It is designed that players can download if the want or need without DM intervention. It isn't an automatic download.
    If 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

  9. #59
    Quote Originally Posted by Zacchaeus View Post
    It is designed that players can download if the want or need without DM intervention. It isn't an automatic download.
    Sweet, I figured as much, just wasn't sure based on the wording.

  10. #60

    Join Date
    Apr 2009
    Location
    Fullerton, CA.
    Posts
    632
    In the file utility_options.xml, the windowclass "options" both the languages and setup buttons are named "button_languages". Doesn't hurt CORE, but for rulesets layering over, could we get the "set up" button renamed for xml merge.

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