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March 19th, 2010, 22:34 #11
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Originally Posted by ddavison
-Kevin McD
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March 19th, 2010, 23:49 #12
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THanks for the info - just wish it was closer to done.
To give folks some input with respect to existing grids vs. FG grids, I can tell you that the grass is a BIT greener, but not green enough, elsewhere.
Klooge has the ability to offset/shift the grid in both horizontal and vertical, and also a 'fudge factor' that attempts to make up for the inconsistencies of the existing grid...I find it close, but not close enough...I just don't see any product doing this well until someone invents a logic that 'finds' the grid on the existing image, and uses/snaps to that.
OH! One more thing - -so I created a client session to test the 'lock tokens' and move to see the distance. This appears to be a horrible design - - am I right in noting that the label that says how many inches the move is appears at a distance from the end of the movement line, and that the distance from the end of the line is not constant (as it should be), but a FUNCTION OF THE LENGTH OF THE MOVE!?!
What I'm seeing is that if I move 1", the player sees the distance...2" we still see it, but it's farther away...depending on the map by 6" or more the distance label is gone - completely off the map!
Is there a setting to keep the label locked to the end of the line depicting the movement? What would the benefit be of this distance based on distance moved?Last edited by phloog; March 20th, 2010 at 04:14.
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March 20th, 2010, 21:17 #13Originally Posted by phloog
Thanks for brining it up!
This as well as snap to grids all stem from when hex supported was added, for some reason the SW ruleset was severely hobbled by this change!My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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March 22nd, 2010, 03:28 #14
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Yeah, it's really an oddball bug, because I can think of no situation where this would be desired.
Things that are not killers for me like this distance/snap/grid stuff, but are a big deal are:
1) The ability to add maps to established modules...many agree that one limitation of the DToA is that they don't have maps, the FG conversion takes that stance of replicating only what's there, but then the bug in SW ruleset makes it so you can't make your OWN maps and link them properly.
2) I'm bothered that there aren't tokens provided. Again, I'm sure this is an 'only what's in the original' thing, but it seems like something that should have been worked out in the license.
I actually only run SW in a FACE TO FACE game, but I use a large monitor for mapping, and my laptop for all the NPC/story management.
Right now, believe it or not, here is where I'm at:
I own a license of Fantasy Grounds with the SW ruleset, but...
FG doesn't do anything powerful in terms of character creation/maintenance/advancement, so I ended up buying a license of Metacreator to handle all my PCs. Since it's a pain to type them in, I don't have ANY PC data in FG right now...MC stays open all session.
Fantasy Grounds for SW is broken to the point of useless in terms of the maps/grid/snap...so I have a full license of KLOOGE that I use to display maps to my players, track movement, look at blasts/effects, etc.
So FG stays open for the story/reading, and so that I can track and make rolls for the NPC that are provided in the modules. Klooge stays open and handles all mapping and movement, including chases.
MC stays open to manage the PCs.
Now MC is actually working on mapping functionality. At some point I think whichever company gets their bugs fixed and allows me to use ONE product will get a lot of my money.
EDIT: Now I've found a SW module for Klooge...it's a three way steel cage match. I'd really like a winner to emerge quickly, but it's like all three are wobbly and about to drop.Last edited by phloog; March 23rd, 2010 at 04:59.
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April 3rd, 2010, 20:37 #15
Have got a fix for snap to grid, I think.
Was hacking around with my savage worlds ruleset without taking any backups (yes, yes, I know) and now seem to have "snap to grid" working. Oddly, it lets people snap to the grid intersections as well (not sure if that is desired) but it's better than no snap at all.
The solution was to edit the scripts/imagewindow_image.lua file, modifying lines 42-28 as follows :
function onTokenSnap(token, x, y)
if hasGrid() then
return getClosestSnapPoint(x, y);
else
return x, y;
end
end
On a seperate note, if anyone knows how I can download a copy of the original lua files for my savage worlds ruleset, I'd be grateful, and I'll back them up this time (promise) !
Cheers,
Ben
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April 3rd, 2010, 22:30 #16
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Here's the original for you:
Code:function onTokenSnap(token, x, y) -- if hasGrid() then -- return getClosestSnapPoint(x, y); -- else return x, y; -- end end
In any case, thanks for posting the fix!
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April 4th, 2010, 13:06 #17Originally Posted by phantomwhale
I am always shocked at my inability to understand lua code!
Thanks
Changing mine now...My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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April 4th, 2010, 13:09 #18Originally Posted by umbraluxMy players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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April 5th, 2010, 23:22 #19
Ah cool - glad it's working for others too !
Thanks for posting the original code - I ended up finding an archived copy of the original script that I had on my local CrashPlan installation, so was quite smug with myself for having this backup thing running for months and finally having a use for it
And for my next trick, I'll fix grouped encounters in the combat tracker... erm... maybe...
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April 6th, 2010, 00:12 #20
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Just curious, Mr. P. Whale....if you're doing all the fixes, do I send the money to YOU next time?
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