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  1. #71
    As January is coming to an end, I figured I'd ask on the progress of FG Forge. Also, if I must admit, curious about the lighting feature progress also.

    If it's permissible to share that info of course.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  2. #72
    We don't usually publicly announce specific dates on any features; due to the fact that dates and priorities shift all the time. Here is a rough outline of where we are.

    For vision/lighting, we are still getting a new build every 1-2 days as we work through the actual usage scenarios. We also need to build out the support in the client and tools to allow lighting to be added to existing content; as well as to run through the whole process on a number of official modules. That is in process; and Doug is even pushing for doing another preview shortly.

    For the forge, the initial work on the web and database side is mostly done; and we are working on the updates needed in the patch system and updater to support end user registration and purchase. Projects like this that touch many systems tend to be a bit cyclical (i.e. changes on one system require changes on another, and vice versa); so we still need to run through all the details and workflows once the initial patch/update portion is complete.

    Regards,
    JPG

  3. #73
    LordEntrails's Avatar
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    Great info Moon, thanks!

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  4. #74
    Have you tried using the "Easy" button that quite a few IT manager's assume that their dept has access to?

  5. #75
    Sulimo's Avatar
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    Quote Originally Posted by Nylanfs View Post
    Have you tried using the "Easy" button that quite a few IT manager's assume that their dept has access to?
    Or you could just buy one.

  6. #76
    LordEntrails's Avatar
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    Quote Originally Posted by Sulimo View Post
    Or you could just buy one.
    Would that be bad if I sent one to my manager?

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  7. #77
    while not part of this thread, but it sort of is....

    https://www.youtube.com/watch?v=4hoQzjBcZE4

    lighting demo videos are out...

    looking nice.. again people saying its more work for the DM like spell token layers etc... And why does the 'token vision' not auto pick up from the character/npc sheet etc. ( hope this happens before release etc.. )

    Also in our last game we had to disable LoS due to performance issue, and the lighting looks to pushes this more, so I hope performance is also considered.

    Thanks for the rest of the update JPG, looking forward to extension support.

    -pete

    edit: one of the other videos says vision will come from character/npc sheet... but will a character have a list of light sources they can enable/disable... like glowing sword etc..
    Last edited by bratch9; January 29th, 2021 at 21:56.

  8. #78

  9. #79
    Quote Originally Posted by damned View Post
    lighting and line of sight will increase the load on GM and Player computers. It wont be practical for everyone to use.
    Well I run a 8 core 16 thread amd 1700x with 32gb ram and a rtx 2080... if with only LoS this is not a suitable computer, then I hate to think what is needed for lighting... multiple sli rtx 3090 and a cpu 64/128 thread with 1TB ram ?

    But lets be realistic, if you need a super high end pc to run LoS+lighting then its going to make the development of this pointless as everybody will fail to be able to use it ?

    And this will bring up things like, module load stalling, login stalling, and general normal day user bug fixes been requested as higher features to be fixed, instead of time on 'fun' new render stuff to develop. ( I know its more fun to do the new render stuff than boring bug fixes and performance.... but FGU is slower doing many basic FGC things, and should have been built in modern threaded and hence not 'stall' the win proc message loops when loading modules/login/scanning and generating long window lists etc.. )

    Current steam hardware is suggesting 4 core 16gb gtx 1060 as the more average pc, and I'd expect LoS and lighting to work very well on these as they are fairly quick hardware, if a little dated now. But people dont upgrade all the time.

    -pete


    Edit: Attached an image from a 3d table top running about 1850 3d meshes, while loading is low updates but not stalling at about 5 fps and it can 'download' without stalling user interactions, and once all loaded goes up to about 40 fps on my 5k resolution display...

    I think FG on my machine should not have an issue with a few sprites and some polygon shader LoS+lighting render update when showing, not even, a full screen map etc...

    And for reference the 3d table top is a unity application at significantly lower cost to FGU...
    Attached Images Attached Images
    Last edited by bratch9; January 30th, 2021 at 13:02.

  10. #80
    Quote Originally Posted by bratch9 View Post
    Well I run a 8 core 16 thread amd 1700x with 32gb ram and a rtx 2080... if with only LoS this is not a suitable computer, then I hate to think what is needed for lighting... multiple sli rtx 3090 and a cpu 64/128 thread with 1TB ram ?

    But lets be realistic, if you need a super high end pc to run LoS+lighting then its going to make the development of this pointless as everybody will fail to be able to use it ?

    And this will bring up things like, module load stalling, login stalling, and general normal day user bug fixes been requested as higher features to be fixed, instead of time on 'fun' new render stuff to develop. ( I know its more fun to do the new render stuff than boring bug fixes and performance.... but FGU is slower doing many basic FGC things, and should have been built in modern threaded and hence not 'stall' the win proc message loops when loading modules/login/scanning and generating long window lists etc.. )

    Current steam hardware is suggesting 4 core 16gb gtx 1060 as the more average pc, and I'd expect LoS and lighting to work very well on these as they are fairly quick hardware, if a little dated now. But people dont upgrade all the time.

    -pete


    Edit: Attached an image from a 3d table top running about 1850 3d meshes, while loading is low updates but not stalling at about 5 fps and it can 'download' without stalling user interactions, and once all loaded goes up to about 40 fps on my 5k resolution display...

    I think FG on my machine should not have an issue with a few sprites and some polygon shader LoS+lighting render update when showing, not even, a full screen map etc...

    And for reference the 3d table top is a unity application at significantly lower cost to FGU...
    It won't be a major burden to most PCs - just old junk that people should have thrown (updated) out years ago. Like everything else it will get improved over time.

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