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  1. #181
    Sulimo's Avatar
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    Quote Originally Posted by Xen View Post
    CL - Table 04-01 Race Abilities, table cuts off at the bottom at Greater Orc and can't see Troll.
    CL - Primary Skills - Except for Disarm Traps, Pick Locks, Stalk and Hide which don't have enough text in their descriptions for a scroll bar, all other skills in this list won't scroll and most of the scroll bar buttons are overlapping each other.
    CL - Secondary Skills - No scrolling on Dance, First Aid, Frenzy, Lore skills except Technical, Meditation, Music, Rowing, Seduction, Spell Mastery and Tumbling
    CL - Secondary Skills - No scrolling and scroll buttons overlapping - Subduing, including created skills. Long descriptions the text blips in and out. While writing the description for this the text kept blanking out and I'd lose where I was at but if I kept writing the text would show back up. Attachment 35118

    Dakadin, thought I would offer some help with these items.

    NOTE: I can see the Troll in Table 04-01, not sure what is happening there for Xen. I am guessing part of the issue is that for whatever reason the original author decided not to implement window resizing on some of the windows (it seems pretty arbitrary to me as to which can be resized and which cannot).

    Table 04-01.png

    For the inability to scroll, it seems the Mouse Wheel does not work to scroll for Skills, but grabbing the scroll bar and dragging it to scroll up/down does work. It is difficult with Skills that have a lot of descriptive text to grab and use the scrollbar because it will tend to scroll really quickly with just slight mouse movements.

    As a contrast to the inability to use the Mouse Wheel for Skills, the Mouse Wheel works fine on Table 06-01 Race Background Options. I did a few other checks here and there, and everything I briefly tried worked with the Mouse Wheel, I did not check everything though.

    Attached is an image of using the Mouse to grab and drag the scrollbar.

    Scrollbar.png

    Hopefully this helps to track it down.

    Edit: sigh, not sure what happened to the second image there.
    Last edited by Sulimo; May 11th, 2020 at 23:48.

  2. #182
    Thanks Sulimo. That does help.

  3. #183
    Hi Dadakin!

    Last week I tested many things in test Channel v2.0.4. I've noticed when I roll any skill or stat from Party Sheet and use "Show GM roll option" the players always can see the roll result even if "Hide Roll Result" is selected in Party Sheet. I wanted to point this issue if you didn't knew it in order to help.

    Regards,
    Prunttonner

  4. #184
    JohnD's Avatar
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    Quote Originally Posted by Prunttonner View Post
    Hi Dadakin!

    Last week I tested many things in test Channel v2.0.4. I've noticed when I roll any skill or stat from Party Sheet and use "Show GM roll option" the players always can see the roll result even if "Hide Roll Result" is selected in Party Sheet. I wanted to point this issue if you didn't knew it in order to help.

    Regards,
    Prunttonner
    Ooh that's a good catch. Those need to be hidden.
    "I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."

    - John Diefenbaker

    RIP Canada, February 21, 2022

  5. #185
    Thanks Prunttonner. I will look into that issue.

  6. #186
    Hi,

    I just wanted to provide an update. I am trying to update some code I had to use to get the attacks/defenses on the Combat Tracker working in the first place. It was one of the first things that I did when converting it to CoreRPG so I haven't looked at it in about a year. I was testing with it a little over a week ago and notice some things that were likely to cause issues if you tried to do them in certain ways so I wanted to update it so that it wouldn't cause frustration.

    I am working on updating how the attacks/defenses on the Combat Tracker, Combat tab items and Inventory items are all connecting. In the current version, they are all separate items which causes some confusion and is an issue with the new version of the Combat Tracker. I am working on making them link to each other so they all point to one base item instead of potentially 3 different ones. This will allow updates to be made in any of those 3 locations and have it reflected in the other ones. It will also allow me to clean up the code for the attacks/defenses so that there are few exceptions needed for the different possibilities.

    Right now, I already have the Combat tab items and Inventory items linking if they are one of the 6 weapon types of shields. This means that you can drop a new weapon on the Inventory or Combat tab and it will add them to the other tab. If you delete or change it in one location then it will also be updated in the other location. The other attacks like spell attacks and martial arts won't create an inventory item.

    Which brings me to one other change that I did because it has always been a bit confusing for me. I removed the martial arts section of the Combat Tab and converted the existing ones to attacks in the top section of the Combat tab. This will allow adjustments to be made to them and skills to be associated with them like the other attacks. I added the martial arts attacks to Arms Law like the spell attacks are in Spell Law. I also added buttons to the Combat tab so it is easier to add the martial arts and spell attacks. Here is a screenshot:
    RMC v2 Combat Tab.JPG

    I was hoping to finish all the changes by the end of the weekend but I am running behind. I still need to work on the Combat Tracker attacks/defenses. There won't be time to finish these up and test them for a move to live next week. If I can finish them up by Friday then it will give a full week to test the new functionality to see if there are any issues.

    Please let me know if you have any questions.

    Thanks,
    Dakadin

  7. #187
    Sulimo's Avatar
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    Quote Originally Posted by Dakadin View Post
    Hi,

    I just wanted to provide an update. I am trying to update some code I had to use to get the attacks/defenses on the Combat Tracker working in the first place. It was one of the first things that I did when converting it to CoreRPG so I haven't looked at it in about a year. I was testing with it a little over a week ago and notice some things that were likely to cause issues if you tried to do them in certain ways so I wanted to update it so that it wouldn't cause frustration.

    I am working on updating how the attacks/defenses on the Combat Tracker, Combat tab items and Inventory items are all connecting. In the current version, they are all separate items which causes some confusion and is an issue with the new version of the Combat Tracker. I am working on making them link to each other so they all point to one base item instead of potentially 3 different ones. This will allow updates to be made in any of those 3 locations and have it reflected in the other ones. It will also allow me to clean up the code for the attacks/defenses so that there are few exceptions needed for the different possibilities.

    Right now, I already have the Combat tab items and Inventory items linking if they are one of the 6 weapon types of shields. This means that you can drop a new weapon on the Inventory or Combat tab and it will add them to the other tab. If you delete or change it in one location then it will also be updated in the other location. The other attacks like spell attacks and martial arts won't create an inventory item.

    Which brings me to one other change that I did because it has always been a bit confusing for me. I removed the martial arts section of the Combat Tab and converted the existing ones to attacks in the top section of the Combat tab. This will allow adjustments to be made to them and skills to be associated with them like the other attacks. I added the martial arts attacks to Arms Law like the spell attacks are in Spell Law. I also added buttons to the Combat tab so it is easier to add the martial arts and spell attacks. Here is a screenshot:
    RMC v2 Combat Tab.JPG

    I was hoping to finish all the changes by the end of the weekend but I am running behind. I still need to work on the Combat Tracker attacks/defenses. There won't be time to finish these up and test them for a move to live next week. If I can finish them up by Friday then it will give a full week to test the new functionality to see if there are any issues.

    Please let me know if you have any questions.

    Thanks,
    Dakadin
    Wow, that sounds like quite the undertaking.

    I definitely appreciate the work being put into the ruleset.

    I'll definitely test this out when you release it. Sounds like a lot of really good things coming.

  8. #188
    Cracking work!

    We carried on with out game using FGU last night, and I found a few more issues:

    One of the character lost all of their equipment when i started the campaign up, and if i dragged new equipment to the inventory tab, it did not appear. This also lost the links to armour etc on the combat tab. When i checked this morning, the equipment was there again, but the links to the combat tab had to be redone. There were no script errors associated with this.

    I have also noticed that it does not roll Initiative automatically for the NPC's each round, even though selected in the options.

    There was one other thing, but i have forgotten what it is and cannot read my own handwriting. I will post again when i work it out...

  9. #189
    Quote Originally Posted by Sulimo View Post
    Wow, that sounds like quite the undertaking.

    I definitely appreciate the work being put into the ruleset.

    I'll definitely test this out when you release it. Sounds like a lot of really good things coming.
    Yeah it ended up being a bit more than I was planning to do for this version. The current version works for the most part but it won't take updates to the entries in the Combat Tracker. This would mainly become an issue when the PCs leveled up or trying to use alternate criticals. This would require removing the entry from the Combat Tracker and re-add them to show the changes.

  10. #190
    Quote Originally Posted by Arion View Post
    Cracking work!

    We carried on with out game using FGU last night, and I found a few more issues:

    One of the character lost all of their equipment when i started the campaign up, and if i dragged new equipment to the inventory tab, it did not appear. This also lost the links to armour etc on the combat tab. When i checked this morning, the equipment was there again, but the links to the combat tab had to be redone. There were no script errors associated with this.

    I have also noticed that it does not roll Initiative automatically for the NPC's each round, even though selected in the options.

    There was one other thing, but i have forgotten what it is and cannot read my own handwriting. I will post again when i work it out...
    Thanks Arion. The first one sounds like an FGU issue. I will look into these though.

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