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May 6th, 2020, 07:09 #1
- Join Date
- Apr 2020
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- 4
FGU locks up when DM moves player around with LOS on in 5e
Summary: FGU locks up when DM moves player around with LOS on in 5e
Ruleset(s): 5e
New Campaign / FGC Migrated Campaign: Probably FGC migrated? "The Haunt" from DMs Guild.
Extensions/Themes: 5e language fonts, wizards theme
Modules Loaded: The Haunt, SRD beastiary/data/magic items, basic rules DM/player, PHB, FG battle maps, unearthed arcana DM/player, xanthar's DM/player
Operating System / Language Setting: Windows 10 / en-US
Steps to Reproduce:
I just updated FGU about an hour ago; console.log says I'm on FGU v4.0.0 ULTIMATE (2020-04-28)
I'm trying out LOS for the first time, and just drew a bunch of walls/doors over a map from The Haunt.
- Open the map
- Click the padlock icon
- Click the eyeball to turn on LOS
- Drag a character token from the combat tracker onto the map
- Select the token so you can see its LOS POV
- Drag it around the map, into different rooms
- After a minute or two, FGU eventually freezes and never recovers
I can reproduce this consistently.
There's nothing interesting in console.log; just typical startup messages and a couple warnings:
[5/5/2020 11:01:32 PM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Middle.
[5/5/2020 11:01:32 PM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Right.
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May 6th, 2020, 22:30 #2
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- Dec 2018
- Posts
- 306
I haven't experienced this myself, but I've heard reports that using the arrow keys can help with LoS lockups. When moving with the mouse, a ton of realtime LoS computation needs to happen to keep up with semi-random micro-movements in the mouse. When you use the arrow keys, the token jumps in a single discrete hop to the next square and LoS only updates once. I'm told this can reduce overload and increase stability. Might be worth a try as a workaround until performance and stability improve.
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May 7th, 2020, 01:46 #3
- Join Date
- Apr 2020
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- 4
Thanks for the tip, pollux! I'll give it a shot.
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May 8th, 2020, 11:41 #4
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May 8th, 2020, 23:49 #5
Supreme Deity
- Join Date
- Mar 2007
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- 20,557
Can you provide a copy of your campaign folder zipped up for our developer to review as a test case? We have some LoS updates in the pipeline to hopefully speed up LoS performance; but more examples are always good.
Thanks,
JPG
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May 9th, 2020, 06:16 #6
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- Apr 2020
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- 4
Sure! I sent you a link via private message. Let me know if there's anything else I can do, like grabbing some kind of process dump when things freeze.
We lost a good 40 minutes to this issue tonight. I just finished a few hours with seven players, and everyone had to be extremely careful not to move their tokens too quickly or risk freezing their clients. I froze my server at one point when I tried to drag a token from the first floor of the map to the second floor (on the same image); the only safe way to move tokens across the full map was to delete them then re-add from the combat tracker.
A lot of my players, especially on macbooks, complained that their clients were maxing out their machines and heating them up, and making the UI stop-and-start enough that they couldn't reliably drop attack dice onto targets.
But, once we learned how to tiptoe around things, the game went great
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May 9th, 2020, 07:54 #7
Supreme Deity
- Join Date
- Mar 2007
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- 20,557
Thanks, I've added to our dev tracker for the LoS freeze. The Mac running at high speed issue we're looking at separately.
Regards,
JPG
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May 9th, 2020, 14:37 #8
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May 9th, 2020, 19:24 #9
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- Apr 2020
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May 9th, 2020, 20:47 #10
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- Mar 2020
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I repeated deadbug's description at the top and my client hung in update without ever touching a key or clicking. The host froze as well.
(5E dragonheist/tower-first map, win10 latest, FGU latest).
It is interesting, we played a week ago and never saw a freeze, last night in 5 hours several clients froze and had to restart I had to restart also.
At that point I disabled LOS to use mask mode instead and found that is a LOT more awkward in unity than classic due to the lack of mask controls on the secondary image banner.
I wonder if some move queue buffer is overflowing when the individual graphic updates are queuing to quickly for some slow client to handle. I presume the game tries to keep all the views in sync.
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