MapTool 1.2 Development Release Build 8

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trevor
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MapTool 1.2 Development Release Build 8

Post by trevor »

Yet another build to attempt to stabilize the fog and lbl features:

Build 8 (1/31/2007)
* Hook up Expose Last Path token menu item
* Don't hide stamps that are out of vision
* Fix bug: shift-wheel rotate vision not updating
* Vision rendering fixes and improvements
* Bold /emit text (contributed by dlanbandit)
* Make emote text green (contributed by dlanbandit)
* Add "button color" to the macro dialog (contributed by galneweinhaw)
* Arrow key movement waypoint issues (contributed by galneweinhaw)
Dreaming of a 1.3 release

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Post by dorpond »

I think you nailed it my friend! So far so good!

Great stuff! I really like when the monsters vnaish out of view - that will save the GM so much time!

The only suggestion that I have is that Maptool should allow MY token to move around in already revealed space. I shouldn't see the other players in that space but I should see (and control) my own token.

Great stuff Trevor! Super exciting!

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Post by Phergus »

Going to need to catch null strings in the Vision dialog:

java.lang.NumberFormatException: For input string: ""
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at net.rptools.maptool.client.ui.VisionDialog.commit(VisionDialog.java:153)
at net.rptools.maptool.client.ui.VisionDialog.access$0(VisionDialog.java:149)
at net.rptools.maptool.client.ui.VisionDialog$1.actionPerformed(VisionDialog.java:123)

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trevor
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Post by trevor »

True. Thanks for the note.
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Post by Phergus »

Might want to put a default value into the dialog along with a checkbox or button for setting that entry as the default for any more visions added.

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Post by dLANbandit »

Vision 1
Vision 2
Vision 3.... ect. as a suggestion for default visions.

But you would still need to trap for null cause a user could delete the default.

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Post by Phergus »

Don't think that this is the right behavior.

Turning off the Vision of a token causes all visited and revealed areas to be fully revealed instead of all being in the partial darkness.

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Post by trevor »

Phergus wrote:Don't think that this is the right behavior.

Turning off the Vision of a token causes all visited and revealed areas to be fully revealed instead of all being in the partial darkness.
Actually it was the intended behavior. The idea is that if no token has vision (which is the default case) then the fog should work exactly like it did pre-vision. That is, there is no exposed but non visible area.
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Post by Phergus »

dLANbandit wrote:Vision 1
Vision 2
Vision 3.... ect. as a suggestion for default visions.

But you would still need to trap for null cause a user could delete the default.
I was thinking along the lines of:

Squinting
Leering
Moon-eyed

Actually the exception was for an empty radius field but both should have defaults.

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Post by dorpond »

Trevor, take a look at that cave campaign I recently posted. I notice that when I give 4 players 60 vision and have them Control P, it can take a good 3 or 4 seconds before it will reveal. I was actually in the caves when doing this test.

My system is a higher end system than many. I am curious if performance can be tuned more so that lower end systems won't have difficulty?

I know I really pushed Maptool to the higher end of map making when I made that but I thought I would mention it anyway. ;)

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Post by trevor »

Yes, I've already got a couple optimization ideas lined up. I'll be using your cave as a torture test :)
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Post by Phergus »

trevor wrote:
Phergus wrote:Turning off the Vision of a token causes all visited and revealed areas to be fully revealed instead of all being in the partial darkness.
Actually it was the intended behavior. The idea is that if no token has vision (which is the default case) then the fog should work exactly like it did pre-vision. That is, there is no exposed but non visible area.
What if you were running an adventure and the characters one lantern ran out of oil?

I guess a workaround is to plant a token somewhere with a minimal vision defined.

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Post by trevor »

Phergus wrote: What if you were running an adventure and the characters one lantern ran out of oil?
Presumably you'd disable the lantern vision instead of deleting it.

When I think about the toggle implementation, it may not be looking for disabled vision. I'll put that check in.
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Post by Phergus »

trevor wrote:
Phergus wrote: What if you were running an adventure and the characters one lantern ran out of oil?
Presumably you'd disable the lantern vision instead of deleting it.

When I think about the toggle implementation, it may not be looking for disabled vision. I'll put that check in.
Yeah, you'll need to put that check in because that's what I did. :)

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Post by dorpond »

Trevor, that odd circle tool border disappearing issue is still haunting me. It just vanishes and then it is super difficult to draw afterwards.

I sent the screencast to your e-mail for review.

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