Thread: FantasyGrounds_x64.exe?
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August 29th, 2018, 08:09 #11
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anyway if you find any "NEW" bugs for X64 version
write them into this thread (not start another one for them) please
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August 29th, 2018, 22:04 #12
Just to add to bug reports for the devs. We attempted to switch everyone to x64 one day and found that anyone trying to connect via an alias could not get any connectivity to the server. We also had issues with the new ID ability for maps. If you tried to make an image unidentified and then share it to the group you would get a reocurring dialog box of errors. I didn't screenshot the specific error (to my frustration) but it should be easily recreated by devs when looking at it.
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August 30th, 2018, 15:58 #13
That's incredibly frustrating. It seems like FGU is almost vaporware at this point, since it's been "in development" for years without any kind of timetable offered to the end user community. Will it be this year? Not bloody likely, since the Kickstarter campaign to fund the last stages of its development hasn't even been announced. Next year? Maybe 2020? No one knows.
FG64, on the other hand, is a tangible product that just has a few bugs. I think that while it is true that "most of us would love a x64 version," I think it is perhaps more accurate to say that a lot of us wonder why FG didn't become 64 bit software years ago. Based on my experience with the FG64, there's really only the masking and cursor issues between the current release and a stable usable version, whilst FGU is still in the category of "maybe, someday."
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August 30th, 2018, 16:50 #14
Understood, and why both SW and much of the community encourages people to think of, and to buy and use FG for what it is today, not for what it might be in the future.
FG64, on the other hand, is a tangible product that just has a few bugs. I think that while it is true that "most of us would love a x64 version," I think it is perhaps more accurate to say that a lot of us wonder why FG didn't become 64 bit software years ago. Based on my experience with the FG64, there's really only the masking and cursor issues between the current release and a stable usable version, whilst FGU is still in the category of "maybe, someday."
FG64 is also still in the "maybe someday" category. And given the developers comments that many of the FGC code relies upon libraries that have no 64 bit versions and developing such libraries or re-coding FGC to use different methods is resource intensive effort.
So, making a FGC64 version really doesn't make much business sense. Because it could require just as much effort as FGU, and then all that work would not be portable to FGU. Whereas Unity has 64 bit libraries already available. So, once FGU is available, a FG64 version is much less effort to develop and test.
The easiest way to not be frustrated is to not worry about what might be. And if/when such arises simple be happy for the new functionality.
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August 30th, 2018, 18:11 #15
The _x64 version was released at my request. The x indicates that it is an experimental build. The point of the exercise is to determine how stable it is and to identify any errors that may help us isolate and correct the issue. Because Fantasy Grounds Classic and Fantasy Grounds Unity will both be available and supported at the same time, it is important for us to move FGC to a 64 bit platform to overcome one of the biggest hurdles we currently have - memory usage limitations of a 32-bit application. Some of the areas that have been highlighted as unstable currently are within the image masking and cursor areas. There may be a dependency to a library that we will need to research and replace with a 64-bit version. This is similar to how we have a LIVE, TEST and DEV build channel available. Any step-by-step instructions on recreating bugs or issues will help us recreate them internally and work towards providing a stable future release.
I'm personally encouraged that the # of issues for _x64 are as low as they are. Moon Wizard is much more cautious because those seemingly minor items could end up being a giant rabbit hole of research and development. We are working very hard towards a working Alpha build of FGU by the end of this summer. We were shooting for an internal date of end-of-August, but we are not there yet.
- FGC works in 32-bit if you take steps to manage memory usage.
- FGU getting released this year is critical to continued growth and momentum of Fantasy Grounds
- FGC64 is a nice to have for the continued support of FGC going forward but it is not critical. We will work on it as time permits and I expect fully that it will be available before the end of this year but only after FGU launches its Kickstarter.
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August 30th, 2018, 18:53 #16
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It may have been very clearly stated, but not anywhere an average consumer could find. I did not know these things until after I made a post about it and was directed here, to a thread that doesn't show up when searching logically relevant terms with the forums search function.
As to the edit, that is from 30 years of beta testing experience. Oh how the world has shifted, I used to get paid to test games and other applications. No program I have ever tested was released with any critical, repeatable bugs. Now you have to pay to be a tester, and stuff gets released in unusable condition.
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August 30th, 2018, 19:01 #17
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August 30th, 2018, 19:03 #18
I blame the "Break it and Fix it" mentality and Agile programming mindset of programing companies since the late 90's.
At PCGen we have a LOT of unit tests and complicated test characters that we evaluate before even releasing a Alpha release. I'm convinced that most programming companies don't do all that much testing upon releasing.
Also the average customer wouldn't be looking for the x64 exe to run.Paul Grosse
PCGen BoD
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August 30th, 2018, 19:46 #19
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August 30th, 2018, 22:08 #20
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.
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