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February 5th, 2021, 16:48 #61
Apologies, I now see what you meant - my bad. But asking me to update some flag every time an update pops up is likely not going to happen as they update one or thrice a week. And while I tend to be proactive on making sure my extensions are running - I know others are not. Having a bunch of false warnings come up is not something I'd look forward to. Extension problems usually get identified by users, because they are too complex and interwoven to be validated against a build unless a very simple extension with low impact on the code architecture.
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February 5th, 2021, 17:06 #62
Only time this would be "required" would be when a major version of the ruleset is released. Minor versions and patches would not require re-certification (see https://semver.org/ for what would qualify as a major, minor, and patch change...assuming every ruleset uses semantic versioning, which I would highly recommend changing to if it isn't).
aka Laendra
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February 5th, 2021, 17:31 #63Free(Forums/Forge) Extension(FGU 5E):
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February 5th, 2021, 19:29 #64
Hmm, looking at SFRPG ruleset version is 2.1.18 (major.minor.patch)...so it's being used at least in one or more rulesets. SEMVER is very clear and useful at showing any technical user who looks at it about the level of change, and if it isn't being used, it should be.
aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
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February 5th, 2021, 19:45 #65Free(Forums/Forge) Extension(FGU 5E):
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February 5th, 2021, 20:00 #66
To be fair, you said
Looking at the FGU version....4.0.10 (https://www.fantasygrounds.com/forum...elease-v4-0-10) so I'm not sure that is a true statement.
Regardless, certification of an extension whenever a major ruleset release happens should be done by the extension author...my suggestion was merely for the client to provide some kind of notification and/or exclusionary feature for extensions that haven't been certified. If there isn't the mechanism in place to even allow that, then it seems to me, imho, that it should be there, especially since extensions being out of date cause many problems.aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
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February 5th, 2021, 20:05 #67
OK guys, you've derailed this important information thread enough. Please take this discussion to another thread so that people wanting to know about the upcoming ruleset changes can get info quickly without having to wade through a lot of unrelated posts. Thanks.
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February 6th, 2021, 10:29 #68Using Ultimate license - that means anyone can play.
Valarian's Fantasy Grounds Rulesets
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February 6th, 2021, 13:03 #69Zealot
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February 6th, 2021, 16:34 #70
I'm pretty sure what I'm seeing in TEST will ABSOLUTELY prevent my stuff from working in Classic as it will likely not have these changes. Moon Wizard would have to address it specifically though. As I've told everyone who could listen in all my literature on my extensions that I only support them in FGU, it has not stopped people from claiming some do work in Classic. I've told them I will never say that as I never plan to support it, and that they better always save their working versions someplace safe as I can't guarantee they will continue to work there.
Barring Moon Wizard saying differently, I'm pretty sure the changes I've had to make in TEST server to prevent them from going BOOM with the ActorManager2 changes I described in my "Issues" thread related to this will make it incompatible with any previous version of FGU and for sure FGC. IMHO.
[This would mean if you wanted to support one extension for FGU and FGC you would have to add in specific IF logic to handle each case separately - as I only support unity I won't be doing this ]Last edited by SilentRuin; February 6th, 2021 at 17:22.
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