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  1. #1331

    Join Date
    Apr 2010
    Location
    Australia
    Posts
    895
    Quote Originally Posted by Nexos View Post
    Hope you are all doing well!

    Just a heads up about things potentially breaking for the GURPS ruleset in the near future.
    I tested the ruleset with the current 4.3 Test and all seemed to work fine.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  2. #1332
    Quote Originally Posted by ronnke View Post
    I tested the ruleset with the current 4.3 Test and all seemed to work fine.
    You went over and beyond, thank you! I did not know you could try the test build in advance.

  3. #1333

    Join Date
    Apr 2010
    Location
    Australia
    Posts
    895
    Quote Originally Posted by Nexos View Post
    I did not know you could try the test build in advance.
    Yeah, it's an option in the launcher settings.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  4. #1334

    New Dice, Some Observations

    I dropped the coin and got the entire new fancy dice bundle.

    I loaded a campaign with GURPS No Dice and GURPSCore activated.

    The dice that appear are a d6 and a d100.

    They appear to overlap on the Mod box. If you move the cursor to an area just beyond the upper right corner of the d6, you should see a lock icon appear and then can unlock and reposition the the dice tray to the right.

    The dice appear larger.

    The various visual effects of the dice appear to be working properly.

    I haven't looked to see if the Dice Tower is in anyway impacted by the new, larger dice and their position, although if I remember correctly the dice tower can be unlocked and repositioned.
    Rulesets:
    GURPS 4th Edition, Savage Worlds Adventure Edition, Savage Pathfinder, Dungeon Crawl Classics, Classic D&D, 5e Essentials

    Ultimate License Holder

  5. #1335
    The GURPS ruleset will need to be updated to modify the dice position, and disable the d100.

    Here's an example from WOIN for the dice position above the modifier stack:
    Code:
    	<panel name="dicepanel" merge="join">
    		<anchored>
    			<left offset="0" />
    			<top anchor="bottom" offset="-175" />
    		</anchored>
    	</panel>
    Here's the example from 5E for shifting the dice position to the right:
    Code:
    	<panel name="dicepanel" merge="join">
    		<anchored>
    			<left offset="210" />
    		</anchored>
    	</panel>
    Here is the code to hide the "d100", but leave it in the ruleset:
    Code:
    	<die name="d100">
    		<icon>d10icon</icon>
    		<menuicon>percent</menuicon>
    	</die>
    OR here's the code to remove "d100" completely:
    Code:
    	<die name="d100" merge="delete" />
    	<die name="r100" merge="delete" />
    	<die name="g100" merge="delete" />
    	<die name="b100" merge="delete" />
    	<die name="p100" merge="delete" />
    Regards,
    JPG

  6. #1336
    This is an old minor issue, but the TAB order of Thrust and Swing are backwards on NPCs... and messes with my head every time =)

  7. #1337

    Join Date
    Apr 2010
    Location
    Australia
    Posts
    895
    Quote Originally Posted by Padre Moto View Post
    I dropped the coin and got the entire new fancy dice bundle.

    I loaded a campaign with GURPS No Dice and GURPSCore activated.

    The dice that appear are a d6 and a d100.

    They appear to overlap on the Mod box. If you move the cursor to an area just beyond the upper right corner of the d6, you should see a lock icon appear and then can unlock and reposition the the dice tray to the right.

    The dice appear larger.

    The various visual effects of the dice appear to be working properly.

    I haven't looked to see if the Dice Tower is in anyway impacted by the new, larger dice and their position, although if I remember correctly the dice tower can be unlocked and repositioned.
    The GURPSNoDice.ext has been updated to address the d100. Later today, I will post a new ruleset update which addresses some compatibility issues with the latest version of FGU. This will be updated through the Forge.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  8. #1338

    Join Date
    Apr 2010
    Location
    Australia
    Posts
    895
    Quote Originally Posted by RevenantBob View Post
    This is an old minor issue, but the TAB order of Thrust and Swing are backwards on NPCs... and messes with my head every time =)
    lol. Fixed!. This will appear in the ruleset update mentioned in the above post.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  9. #1339

    Join Date
    Apr 2010
    Location
    Australia
    Posts
    895
    Ruleset updated via the FG Forge.

    • GURPS 4e Ruleset v3.9.2 - 22nd Oct 2022 (FG Unity Only)
      - Fixed: Client Combat Tracker script error issue.
      - Fixed: Dice placement issue.
      - Fixed: NPC tab order.
      - Added: GURPS No Dice optional extension to the ruleset forge update.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  10. #1340
    Thank you for the speedy update, ronnke

    In other news: I had some money to throw away, so I decided to buy the bundle with all the new FG animated dice (on Steam you get a small discount). Amazing effects, very nicely done. There is just one small problem that I didn't anticipate: they are nearly invisible over the white chatbox background of the GURPS theme ^^"

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