MapTool 1.2 Development Release Build 8
Moderators: dorpond, trevor, Azhrei, Craig
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
- Joined: Mon Jan 09, 2006 4:16 pm
- Location: Austin, Tx
- Contact:
MapTool 1.2 Development Release Build 8
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)
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
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!
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!
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)
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)
- dLANbandit
- Dragon
- Posts: 636
- Joined: Wed Dec 13, 2006 10:43 pm
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
- Joined: Mon Jan 09, 2006 4:16 pm
- Location: Austin, Tx
- Contact:
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.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.
Dreaming of a 1.3 release
I was thinking along the lines of: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.
Squinting
Leering
Moon-eyed
Actually the exception was for an empty radius field but both should have defaults.
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.
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.
What if you were running an adventure and the characters one lantern ran out of oil?trevor wrote: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.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.
I guess a workaround is to plant a token somewhere with a minimal vision defined.
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
- Joined: Mon Jan 09, 2006 4:16 pm
- Location: Austin, Tx
- Contact:
Presumably you'd disable the lantern vision instead of deleting it.Phergus wrote: What if you were running an adventure and the characters one lantern ran out of oil?
When I think about the toggle implementation, it may not be looking for disabled vision. I'll put that check in.
Dreaming of a 1.3 release
Yeah, you'll need to put that check in because that's what I did.trevor wrote:Presumably you'd disable the lantern vision instead of deleting it.Phergus wrote: What if you were running an adventure and the characters one lantern ran out of oil?
When I think about the toggle implementation, it may not be looking for disabled vision. I'll put that check in.