Thread: Test Release v2.9.1
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July 26th, 2012, 03:10 #51
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Release it! Please!! The con is over! The item ID bug was a mess in my game tonight..
Last edited by darkling; July 26th, 2012 at 04:32.
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July 26th, 2012, 11:17 #52
Not sure if this is a "test version only" bug - it may have been present for ages ?! - but thought I should highlight it here :
https://www.fantasygrounds.com/forum...ad.php?t=17021
(in a nutshell, players can see preloaded images)
As if affects SWEX too, it could disappoint GMs like me (low bandwidth, but likes to surprise with good in-game images).Former SW ruleset / Deadlands extension author. Now I just wanna play a few games. And maybe hack. A little.
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July 26th, 2012, 19:24 #53
Supreme Deity
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Just responded in other thread. It has always been that way, and is a side effect of adding player access to open previously shared images. The workaround is to mask the images before preloading.
Cheers,
JPG
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July 26th, 2012, 20:31 #54
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Just pushed release live with a couple last minute minor updates.
- [4E] Marked condition not working. Fixed.
- [4E] Reach in power description causing script error when adding to CT. Fixed.
JPG
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August 5th, 2012, 05:52 #55
There seems to be an issue with the party sheet. When players are added after they have logged in they do not appear on the sheet on the client side. It works fine on for the host and once they log out and log back in.
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October 21st, 2012, 04:19 #56
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Ensuring campaign/module understanding
Originally Posted by moon_wizard
A module encounter is an encounter you sent up on the encounter panel button in the campaign and then export to a module, whereas a campaign encounter in this context is something that did not originate within a module.
The reason I am asking is because once you load a module for a campaign and use a module encounter, does it ever get imported into your campaign (like happens when you drag a module item to a character sheet or onto the item panel button)?
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