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  1. #1

    FG Unity - Beta Release v4.1

    WARNING: This version of FGU is neither data nor network compatible with older versions. Once you open a campaign in this version, you will not be able to re-open in a previous version without errors. Also, the GM and players must all be using the same version.

    FG Unity v4.1 is now in beta testing.

    As always, we're a small company so we rely on our community to help sound out each new release. Thanks in advance to all those who pitch in.

    Only the Test mode slot contains this version. Test Mode can be accessed by selecting the Settings button from the Fantasy Grounds launch screen, changing the mode setting in the Settings dialog, and then selecting Update button to update the files to the test version. I will update this thread as I release new iterations of the test version.

    Key Things
    1) Always backup your campaign data before running the test version.
    2) If the GM is running on test then all of the players will also be running on test.
    3) If you encounter an issues log them in the relevant testing thread - don't use the generic House of Healing, but use this forum.

    Thanks,
    JPG

    NOTE: Please read all the notes below in order to understand what is currently automated, and how to use.

    NOTE: Please do not use the beta build for your Live games if you and your group are not comfortable with testing pre-release software, and any interruptions that may occur due to using pre-release software.

    NOTE: When using the Test channel in FGU Settings, your data files for the Test version will be stored in a separate subfolder under the main FG data folder called "channels\Test\". This will not impact any campaigns in the Live mode (until full release occurs).

    NOTE: Supported rulesets will automatically adjust combat tracker linked tokens with regard to token vision and lights with respect to VISION/LIGHT effects on those combat tracker entries. Also, when possible (dependent on game system), the creature's Senses field will also be considered.

    NOTE: For combat tracker linked tokens, any changes to the token vision and lighting via the image panel will be overwritten. All vision/lighting for combat tracker tokens should be done through effects (or the correct senses field).

    NOTE: If the token vision/lighting effects are not working in one of the supported rulesets below, please disable all extensions. They may be blocking the new token vision/lighting automation code.
    Last edited by Moon Wizard; March 18th, 2021 at 05:01.

  2. #2
    Supported Rulesets (Effects and Senses)
    • CoreRPG
    • D&D (5E)
    • D&D (4E)
    • D&D (3.5E)
    • D&D (2E)
    • Pathfinder (2E)
    • Pathfinder (1E)
    • Starfinder
    • 13th Age
    • Castles and Crusades
    • d20 Modern
    • Dungeon Crawl Classics


    Supported Rulesets (Effects Only; Not Enough Detail in Game System)
    • Basic Role Playing (BRP)
    • Call of Cthulhu (6E)
    • Call of Cthulhu (7E)
    • Cypher System
    • FATE Core
    • Index Card RPG
    • Mutants and Masterminds (3E)
    • Numenera
    • The Strange
    • Vampire the Masquerade (5E)


    Supported Rulesets (Effects Only; External Developer to Assess Senses and Presets)
    • Alien RPG
    • Barbarians of Lemuria
    • Conan 2d20
    • Rolemaster Classic
    • Savage Worlds (Adventure)
    • Savage Worlds (Deluxe)
    • Symbaroum
    • Traveller - Mongoose (1E)
    • Traveller - Mongoose (2E)
    • Vaesen
    • What's Old is New (WOIN)


    DLC Updated with Lighting Information
    • AAWFGANYMFC - Any - Black Scrolls Medieval Fantasy Castle (Map Tile Pack)
    • PZOSMWPZO9056FG - PFRPG - Skulls & Shackles AP2
    • WOTC5ECOS - 5E - Curse of Strahd
    • WOTC5EDDE - 5E - D&D Essentials Kit
    • WOTC5EDIA - 5E - Descent into Avernus
    • WOTC5EHOTDQ - 5E - Hoard of the Dragon Queen
    • WOTC5ELMOP - 5E - Lost Mine of Phandelver
    • WOTC5EROT - 5E - Rise of Tiamat
    • WOTC5EROTF - 5E - Rime of the Frostmaiden


    NOTE: If you are running or have run these modules previously within a campaign, the lighting will not display on previously used maps until the module or the individual map records are reverted. (You can revert a whole module by right clicking on the module in the Module Selection window and selecting the Revert option; or you can revert individual records by right clicking on the entry in the Images campaign list.)
    Last edited by Moon Wizard; April 9th, 2021 at 20:00.

  3. #3
    Updates

    NOTE: Darkness lights are included as an experimental feature in this release; and may not always work as expected until a future release.

    • Image point light support added. (Lighting mode in image control panel)
    • Image ambient light support and masks added. (Lighting mode in image control panel)
    • Token vision and light support added. (Built-in to rulesets; or via lighting mode in image control panel)
    • GM image token movement behavior changed block token movement based on line-of-sight to mirror player behavior. Use the Shift key to override movement limits, and disable vision/lighting updates.
    • Changed occluder creation to use Alt key to create closed shapes (was Shift).
    • Shift key used during occluder creation to limit lines to 45 degree angles. (30 on hex grids)
    • Updated mask mode to show mask as blue outlines when masking/unmasking.
    • Changed extensions and rulesets to always highlight and show tooltip on launch screen when mousing over list.
    • Image layer visibility cycling order changed to: Visible -> Invisible -> GM Only
    • Disabled undo for all image actions. (future release will revisit undo/redo for image actions)
    • Launcher Join Campaign history delete button did not refresh history list. Fixed.
    • Image line-of-sight data on layers within folders not working. Fixed.
    • Module images would re-sort incorrectly when edited and reloaded. Fixed.
    • /mood command not working on GM client. Fixed.
    • Map grid memory leak when closing image windows or zooming in/out. Fixed.
    • Image line-of-sight blocker pit type blocked visibility when token was in pit area. Fixed.
    • Pits in separate layers sometimes do not block movement. Fixed.
    • Grid lines not blending to image correctly. Fixed.
    • Duplicate token created when dragging a map token, and clicking multiple mouse buttons. Fixed.
    • Grid snap toggle would sometimes not work the first time it was clicked. Fixed.
    • Player image view would black out when token selected by player was deleted by GM (or extension). Fixed.
    • Image tiles not able to be rotated counter-clockwise. Fixed.
    • Image token line-of-sight not updated correctly over network when door opened. Fixed.
    • Typing idle state timer not working correctly. Fixed.
    • Dragdata object warnings when returning to launch screen. Fixed.
    • [CoreRPG+] Added mask button to image toolbar when mask turned on.
    • [CoreRPG+] Background image panel scroller missing. Fixed.
    • [CoreRPG+] Combat tracker name link icon not updating when combat tracker width changed. Fixed.
    • [CoreRPG+] Die results incorrect for d2 and d3 when number of dice exceed physical roll limit (60). Fixed.
    • [CoreRPG+] Player client health bars for owned tokens not updating correctly. Fixed.
    • [SW] Trait fields not highlighting when dragging benny. Fixed.
    • [DEV] Changed database update events to fire in new order: control events, current node events, child node events, network events
    • [DEV] Control widgets not updating position when control size and position changed. Fixed.
    • [DEV] Drop highlight frames not displaying when control nested in subwindow/windowlist controls. Fixed.
    • [DEV] Custom die scripts getting incorrect incoming value when using die model different than die name. Fixed.
    • [DEV] Button hover states not displaying correctly on hover state changes. Fixed.
    • [DEV] imagecontrol.snapToGrid API was returning incorrect Y value. Fixed.
    • [DEV] Adjusted load order to prevent windows from being added to child window list of windowlist objects until control initialization of child window complete. (to match FGC behavior)
    • [DEV] Token onMove script events added when token moved by remote client. (to match FGC behavior)
    Last edited by Moon Wizard; May 13th, 2021 at 06:07.

  4. #4
    Usage - Senses Field

    For those rulesets that support the Senses field natively (see above), you can enter the following text in the Senses field for the PC or NPC:
    • blindsight [#]
    • darkvision [#]
    • truesight [#]
    • devil sight [#] (5E only)
    • devil's sight [#] (5E only)


    Usage - Combat Tracker Effects

    For those rulesets that support the combat tracker vision/lighting effects, you can add the following effects to the combat tracker entry for PC or NPC. These changes will apply on top of the Senses field automation above.
    • LIGHT: torch (equivalent to: LIGHT: 20 FFFFF3E1 flicker 25)
    • LIGHT: lantern (equivalent to: LIGHT: 15/45 FFF9FEFF)
    • LIGHT: candle (equivalent to: LIGHT: 5/10 FFFFFCC3 flicker 100)
    • LIGHT: #[/#] <color> [flash|flicker|pulse] [#]
    • LIGHT: # darkness
    • Blinded
    • VISION: #
    • VISION: [#] blindsight
    • VISION: [#] darkvision
    • VISION: [#] truesight
    • VISION: [#] devilsight (5E only)


    * The numbers in the effects must be specified in the unit increments for the game system (CoreRPG = 1; D&D/PFRPG = 5) (5E torch example: LIGHT: 20 torch)
    * Bracketed fields are optional.
    * These effects should hold true for D&D 5E/4E/3.5E and PFRPG 2E/1E. Other game systems may change lighting/vision names.
    Last edited by Moon Wizard; April 13th, 2021 at 22:49.

  5. #5
    Updates

    • Token vision update frequency during token move acceptance on player client updated.
    • Improved performance of some blur effects.
    • Launcher Join Campaign history delete button did not refresh history list. Fixed.
    • Fog of war not displaying within light region after light turned off. Fixed.
    • [CoreRPG+] Player client health bars for owned tokens not updating correctly. Fixed.
    • [DEV] Changed database network notifications to occur after script notifications.

  6. #6
    Updates

    • Fog-of-war area brightness increased.
    • Darkness light preset added.
    • Darkness light effect option added. (LIGHT: 20 darkness)
    • Added support for light intensity boosting on special vision types, such as 5E darkvision with 50% intensity increase on existing light.
    • Changed occluder creation to use Alt key to create closed shapes (was Shift).
    • Shift key used during occluder creation to limit lines to 45 degree angles. (30 on hex grids)
    • Lights now affect FX layers.
    • Updated mask mode to show mask as blue outlines when masking/unmasking.
    • Fog-of-war updated to include full lighted area, instead of ignored for far falloff region.
    • Light/vision far falloff updated to affect only region between near and far rings (was applying to full ring but ignoring anything over 50).
    • Light/vision default far falloff value updated to 50 (was 25 when considering full ring).
    • Selecting light/vision presets will now update falloff values to defaults.
    • [CoreRPG/5E/4E/3.5E/PFRPG/SFRPG/CnC/d20Mod] Adjusted lighting and vision presets to more closely match each system.
    • Lighting sometimes not synchronized between GM and player when toggling occluder state. Fixed.
    • Light does not update display when door opened. Fixed.
    • On state toggle ignored when adding lights from image data panel. Fixed.
    • Pits in separate layers sometimes do not block movement. Fixed.
    • Vision/lighting effects not correct if image record distance units different than ruleset default. Fixed.
    • Token FoW does not update when token light turned on (only on move). Fixed.
    • Token lights not updating correctly during token movement acceptance. Fixed.
    • FX layers darken the whole map inconsistently. Fixed.
    • Layers on top were incorrectly being lit by layers below. Fixed.
    • Grid lines not blending to image correctly. Fixed.
    • [CoreRPG+] Script error when Senses field contains other numerical data. Fixed.

  7. #7
    Updates

    • Darkvision only showing at 50% visibility. Light intensity boosting disabled to fix.
    • Lights now fade to black again, instead of fog of war color.
    • [CoreRPG+] All special vision effects except Blindsight ignored when actor has the Blinded condition.


    NOTE: We are aware that special visions are currently not displaying when default vision is disabled. (i.e. Blinded)

  8. #8
    Updates

    • Performance improvements in token lighting and movement calculations.
    • Lights are now applied to all layers, instead of being blocked by layers above.
    • Lights/visions applied in image data panel will no longer be overriden by effects after token map placement.
    • Duplicate token created when dragging a map token, and clicking multiple mouse buttons. Fixed.
    • Tokens within special vision range but outside lights were not visible. Fixed.
    • Dim falloff visualization not correct. Fixed.
    • Grid snap toggle would sometimes not work the first time it was clicked. Fixed.
    • Player image view would black out when token selected by player was deleted by GM (or extension). Fixed.


    Also, see the ruleset updates for beta-specific ruleset changes:
    https://www.fantasygrounds.com/forum...tes-2021-04-13

  9. #9
    NOTE: This version has a network format update; so the GM and all players will need to be on the same version.

    Updates

    • LoS and Lighting flag states added to image record exports.
    • When first asset layer is added to an image record and it has occluders, LoS flag state is enabled on image record.
    • Image darkness lights now visible on map when no tokens selected.
    • Removing standard vision (i.e. Blinded) still allows special visions to work.
    • Image vision ignore darkness flag is now separate for each special vision type.
    • Pressing more than one mouse button at exactly the same time would not correctly set starting drag position. Fixed.
    • Image data panel tooltip for darkness toggles for lights incorrect. Fixed.
    • Escape key pressed while dragging did not trigger drag end script events in rulesets. Fixed.
    • Light streak artifacts displayed sometimes when using image lights. Fixed.
    • Vision lines not correctly clipping to edge of dark light circles. Fixed.
    • Tokens still visible when moving light one square away. Fixed.
    • Token vision not correct when at edge of darkness light. Fixed.
    • Export adds ".mod" to module file name, even if it already ends in ".mod". Fixed.
    • Ambient lighting missing from image record exports. Fixed.
    • Image record state flags not being exported correctly. Fixed.
    • /flushdb not clearing record share state. Fixed.
    • [DEV] windowlist.createonempty tag being ignored. Fixed.
    • [DEV] Global package and XML tag references were not being cached per Lua object. Fixed.
    • [DEV] databasenode.setPublic not cascading if parent node state not changed. Fixed.

  10. #10
    Updates

    • Improved performance on some maps when using LoS and lighting.
    • Fog of war on unlighted tokens would go to infinity. Fixed.
    • Typing idle state timer not working correctly. Fixed.
    • Dragdata object warnings when returning to launch screen. Fixed.
    Last edited by Moon Wizard; April 29th, 2021 at 21:22.

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