DICE PACKS BUNDLE
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  1. #81
    Quote Originally Posted by Moon Wizard View Post
    The challenge right now is that the token ordering code is in the middle of a huge refactoring that cpinder is working on for lighting/vision; so any updates to any image/token logic are gated right now.

    Regards,
    JPG
    Hi JPG,

    I noticed in my game over the weekend, that 'some' of the new lighting is starting to arrive in FGU.. ie its gone 'pixel' instead of polygon render, which is needed for the 'store' of light seen information. ( It was too low resolution for me, as I use a 5k monitor and it looks like it considers UI scaling when deciding the pixel size for the buffer, it also looked lower resolution than the map image... but maybe, because i did not look, some settings were available/might be available to resolve this at some point.. )

    Anyway, as lighting releases are starting to happen, can I ask if we have an idea of time line that would be good to look into image/token logic ?

    ( I ask because I've added some extra code to 'select' through the token stack, and might want to start looking at the drag/drop option side to allow this to side step the token order issue.... and I'd prefer not to have to re-write all the token select/drag/drop code.. )

    [ Also assuming you are still 'looking' at this thread which might not be the case.. ]

    Thanks,

    -pete

  2. #82
    Kelrugem's Avatar
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    If there is something upcoming like such changes and available to look at, like on the test server, then this will be usually announced in the Laboratory; just keep an eye there

  3. #83
    Quote Originally Posted by Kelrugem View Post
    If there is something upcoming like such changes and available to look at, like on the test server, then this will be usually announced in the Laboratory; just keep an eye there
    I was mainly been polite, in 'asking' if the 'blocks' JPG talked about had cleared and if it was now possible to start talks about how we fix token layer issue. ( Without me having to re-write masses of code, causing a performance issue re-calculating hit boxes and changing possible game behavior.. for the sake of a small API change.. )

    As no 'set' of 'blocks' was listed its hard to 'lookup' from the unknown list which have been released yet ?

    As I also suspect that JPG is not watching all the threads he comments on, I was going to give another couple of weeks and if no response send a private message ping asking if this can progress yet or not..

  4. #84
    Quote Originally Posted by Moon Wizard View Post
    The challenge right now is that the token ordering code is in the middle of a huge refactoring that cpinder is working on for lighting/vision; so any updates to any image/token logic are gated right now.
    As it turns out token ordering is not part of the current lighting/vision refactoring, as it is neither part of the current beta nor wished to be discussed as part of it. So the "are gated right now" part is to be interpreted as "ad libitum" (some may fear "infinitum") for the time being.

    Unfortunately this leaves this paid for extension mostly useless, because spell tokens keep covering up NPCs.

  5. #85
    Quote Originally Posted by Weissrolf View Post
    As it turns out token ordering is not part of the current lighting/vision refactoring, as it is neither part of the current beta nor wished to be discussed as part of it. So the "are gated right now" part is to be interpreted as "ad libitum" (some may fear "infinitum") for the time being.

    Unfortunately this leaves this paid for extension mostly useless, because spell tokens keep covering up NPCs.
    While I've not checked for a while... but normally for players the tokens sit on top of npc and below the player tokens... so should work ok for them. ( FGC has a different layer fun to work with.. ) Since players can not move npc around its not an issue... for the DM its a pain, sure.

    I'm looking at trying to sort out the extended stack help text between FGU and FGC as FGC never shows this at all.. ( Probably due to 'image' not getting a help text but FGU does.. )

    If I get extra time, I'm going to look at 'drop' on token of things like damage/attack from chat to pass those down to below tokens.

    If I dont hit any big issues with these, I might get to 'drag' token stack under a spell token.

    I'm just not sure how well this might work, but its not going to fix the draw order but 'should' help sort out some more usability issues...

    I've been very busy with real work, hence not been doing updates on extensions.

  6. #86
    Any fireball/fog kind of token buries all NPCs beneath and thus makes them invisible to everyone. Even if we can click through the spell token we first would have to remember where every NPC stood before we covered them up. It's just not practical until SW fixes NPC tokens being covered by everything else. I bought a whole bunch of token images, which all stay unused, because it's just too impractical to use them.

    Last session I used a fog FX effect and drew a mask to place it on the map, which took long enough already. At some point the fog spell ended and another one was cast only two grid-boxes away from the first one. No chance to quickly move that over, to I used a quick circle pointer again.

  7. #87
    While the extensions are currently not able to deal with token stacking (or at least very well), you still have options to work around this that will utilize the tokens that you have purchased. It is slightly more work for the DM, but it does allow you to deal with this portion in the near term (unfortunately, players are unable to do this, which is what the extensions were helping us take care of). I know this isn't what you want, but it is a viable workaround that you can use for now to do what you're needing without pulling your hair out of your head (completely).

    Image_Layer_1.gif

    Hopefully, the extensions will be able to eventually work as intended but in the meanwhile the games must go on!

  8. #88
    Thanks, but no thanks. I know the workarounds, but I will not go through those hoops to visualize a single spell cast in a single turn of a single players while everyone else waits for the train to keep moving. It's too awkward and time-consuming in the middle of turn based VTT combat. I don't blame the extension, though, it's a great extension.

  9. #89
    Quote Originally Posted by Weissrolf View Post
    Thanks, but no thanks. I know the workarounds, but I will not go through those hoops to visualize a single spell cast in a single turn of a single players while everyone else waits for the train to keep moving. It's too awkward and time-consuming in the middle of turn based VTT combat. I don't blame the extension, though, it's a great extension.
    Can you post an image of a token covering the npc for me ? [ pre-covered with a spell token, and then after... ] ( Most of my token images are transparent and so you can 'see' to the location of the npc below a token.. )

    Are you using FGC or FGU ?

    Thanks.

  10. #90
    FGU (animated GIF):


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