Thread: Feedback Thread - FGU v4.6.0
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October 24th, 2024, 20:49 #21
I can safely say its bad enough I have to check every TEST for breaking me - but you want me to edit all my files every time a ruleset changes (weekly) too? If this gets implemented consider my extensions off the menu. They will always say invalid. There is no way I'm taking on more work and delivery to forge every week to make users feel safe with extensions.
EXTENSIONS = RISK
You will never be safe if you use them. Period.Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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October 25th, 2024, 04:02 #22
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- FX layers behave.... wrong. If you turn visibility off, they never reappear when you turn it back on.
- Adding more FX layers will only make the latest FX layer visible. The rest will disappear... forever.
- Locked tokens still do not path-move for GM when ALT key is being pushed (I mentioned this issue in a previous post).
- 2.5 assets (like walls) flicker when they overlap (though understandably, us making sure they don't overlap is a legit guideline, but I thought I'd mention it anyway).
- WebM assets on 2.5 randomly disappear. And adding new ones doesn't seem to work.
General feedback for the 2.5 assets. Eh... I can't make it work properly. First of all, if I want to create walls, the tiles are always oriented towards a specific facing (not talking about camera-facing ones, but the ones that are supposed to have a fixed facing) and I have not been able to find how to rotate them in that axis (in fact, I cant' figure out what the rotation controls currently present even do). It appears we cannot edit placed 2.5 tiles. Also, assets randomly appear below the map instead of on top. I have not been able to consistently recreate this to tell *when* it happens. The whole system seems to still be very, very rough.
On a more positive note, as a longtime Photoshop user, I love the new Create Folder behavior when having multiple layers selected. It was something I've been wanting to add to the Feature Requests list but hadn't gotten around to it.
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October 25th, 2024, 15:52 #23
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October 25th, 2024, 19:46 #24
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October 25th, 2024, 19:58 #25
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No, nothing of the sort.
In photoshop, if you have multiple layers selected, when you push the Create Folder button, it creates the folder AND places the selected layers inside that folder.
Now FG does the same thing, and it’s a major quality-of-life improvement. At least for me.
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October 25th, 2024, 21:05 #26
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November 9th, 2024, 12:24 #27
Are we going to get a demo of how to use this 2.5d before it goes live - I just played around with it and got confused (but I didn't spend a long time on it).
Savage Rifts© on Fantasy Grounds Store
Ultimate Edition Fantasy Grounds - ONLY ON Linux
Twitch Channel
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November 10th, 2024, 01:50 #28
Yes, I am going to be doing a showcase of these features this month on the Fantasy Grounds Fridays stream. I believe it is currently slated for the 22nd
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Today, 18:24 #29
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- Feb 2017
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Wait, are you sure that's not for tomorrow? That's what was said in the stream two weeks ago. ...Unless it was updated somewhere.
Back to main topic:
Feedback Update
The overall experience with 2.5 assets has been improved significantly. I found it a lot more straightforward, so all cool there.
There is only one bug I have encountered so far, and that is regarding WebM placeables on 2.5. They disappear. Like, a lot. Sometimes the placeable is there, and when you switch to 2d and back to 3d it's gone. An putting down new ones doesn't work (they are not visible).
I dunno if it matters, but I'll mention that I'm running on an M1 Mac. Also, as always, tested on clean campaign with no extensions. (also, I should note, that when I tested on a regular campaign with several extensions loaded, I did not notice any extension breakage--though I did not do a very thorough test there. But I will).
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Today, 18:30 #30
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