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Thread: 5e Bug Reports

  1. #51
    Dragon Delves
    Starglass Waypoint

    The map grids are neither grid snapped nor point snapped. Upper floor is incomplete. The sinkhole (S24b) does not have the pit LOS lines. The balcony rails are missing.
    Since the "doors" are transparent, they should be windows instead of doors. The stairs are also transparent and should use non-toggleable window lines (except the bottom step which should stay open).
    The grid walls for the turnstiles are missing. The rubble at S10 is blocking terrain.

  2. #52
    Zacchaeus's Avatar
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    Quote Originally Posted by astromath View Post
    Dragon Delves
    Starglass Waypoint

    The map grids are neither grid snapped nor point snapped. Upper floor is incomplete. The sinkhole (S24b) does not have the pit LOS lines. The balcony rails are missing.
    Since the "doors" are transparent, they should be windows instead of doors. The stairs are also transparent and should use non-toggleable window lines (except the bottom step which should stay open).
    The grid walls for the turnstiles are missing. The rubble at S10 is blocking terrain.
    Thanks for the report; I've updated all of the occluders in both maps to reflect the correct room descriptions. I can't see anything wrong with the grid, however. It's as close as it can be to the hand drawn grid lines on the map. It's not possible to be pixel perfect with these kinds of maps since the hand drawn grid isn't always straight. As far as I can see the FGVTT grid matches the map grid accurately apart from where the hand drawn grid isn't perfectly straight. Am I missing something?
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    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

  3. #53
    Quote Originally Posted by Zacchaeus View Post
    Thanks for the report; I've updated all of the occluders in both maps to reflect the correct room descriptions. I can't see anything wrong with the grid, however. It's as close as it can be to the hand drawn grid lines on the map. It's not possible to be pixel perfect with these kinds of maps since the hand drawn grid isn't always straight. As far as I can see the FGVTT grid matches the map grid accurately apart from where the hand drawn grid isn't perfectly straight. Am I missing something?
    I'm attaching the images from Dragon Delves. When you go to edit the map in question, you will see my changes.

    P.S. I was talking about the occluders, not the grid itself. But you'll see what I mean.
    Attached Files Attached Files

  4. #54
    Zacchaeus's Avatar
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    Quote Originally Posted by astromath View Post
    I'm attaching the images from Dragon Delves. When you go to edit the map in question, you will see my changes.

    P.S. I was talking about the occluders, not the grid itself. But you'll see what I mean.
    Your module doesn't contain anything (you can't export maps from a module). At any rate if you mean that the wall occluders aren't exactly in line with wall edges that is by design. This was the way occluders were drawn when LoS was first introduced but there were many complaints that doing this meant players couldn't see what was and what wasn't a wall. So for several years now occluders are drawn a little back from the walls so that it's obvious what they are and shows a little of the wall art work to the players. I assume what is shown in the image below is what you mean.
    Attached Images Attached Images
    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

  5. #55
    Quote Originally Posted by Zacchaeus View Post
    Your module doesn't contain anything (you can't export maps from a module). At any rate if you mean that the wall occluders aren't exactly in line with wall edges that is by design. This was the way occluders were drawn when LoS was first introduced but there were many complaints that doing this meant players couldn't see what was and what wasn't a wall. So for several years now occluders are drawn a little back from the walls so that it's obvious what they are and shows a little of the wall art work to the players. I assume what is shown in the image below is what you mean.
    Yeah. That's what I meant. In my games, the players want that "exactness." It makes LOS past the walls more accurate. Due to the nature of how LOS works, there are times when the NPCs should not be seen, but they are.

    It seems to be one of those situations where you just can't please everyone.

  6. #56
    Zacchaeus's Avatar
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    Quote Originally Posted by astromath View Post
    Yeah. That's what I meant. In my games, the players want that "exactness." It makes LOS past the walls more accurate. Due to the nature of how LOS works, there are times when the NPCs should not be seen, but they are.

    It seems to be one of those situations where you just can't please everyone.
    Indeed. There is an option in the occluders section (bottom right) that allows you to set a 'peek' value. If I remember correctly a value of 0.1 allows tokens to see through the wall occluders to approximately 5% of the grid size. So around 2.5 pixels on a 50px grid. So if you are re-drawing the walls to exactly match the line of the wall a peek through value of maybe 0.2 would be sufficient to be able to 'see' the walls without compromising line of sight on a 50px grid.
    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

  7. #57
    Quote Originally Posted by Zacchaeus View Post
    Indeed. There is an option in the occluders section (bottom right) that allows you to set a 'peek' value. If I remember correctly a value of 0.1 allows tokens to see through the wall occluders to approximately 5% of the grid size. So around 2.5 pixels on a 50px grid. So if you are re-drawing the walls to exactly match the line of the wall a peek through value of maybe 0.2 would be sufficient to be able to 'see' the walls without compromising line of sight on a 50px grid.
    Didn't know about the peek option. Well, I'm still learning FGU-foo. I think any more conversation should be delegated to the proper forum at this point. Thx!

  8. #58
    Hi everyone. The Artificer is spell slot table is wrong, show the class gain level 2 spell slot at level 3 when is a level 5

  9. #59
    LordEntrails's Avatar
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    Quote Originally Posted by Remereck View Post
    Hi everyone. The Artificer is spell slot table is wrong, show the class gain level 2 spell slot at level 3 when is a level 5
    Is your campaign using the 2014 or 2024 rules setting? (In options). Which source did you create the Artificer from?

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  10. #60
    Hi im using 2024 And the artificer from: D&D Eberron Forge of the Artificer, the problem is also in the virtual library

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