MapTool 1.2 Development Release Build 9

New build announcements plus site news and changes.

Moderators: dorpond, trevor, Azhrei, Craig

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trevor
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MapTool 1.2 Development Release Build 9

Post by trevor »

The Feature Rich, Contribution Rich, Optimization Rich release.

Build 9 (2/11/2007)
* Drawable layers (GM only)
* Token dialog restructuring
* Introduce token properties
* New toolbar icons (contributed by snikle)
* Update the icons in the color picker panel (contributed by snikle)
* Drawable rendering optimizations
* Chat color selection is preserved (Contributed by Fobbo)
* Fix drag-drop connectivity with InitiativeTool (Jay)
* Split Edit and View menu into Edit, Map, and View
* /impersonate command: change the identity for "say", "emote", and "whisper" (contributed by Wakaloo)
* Inline rolling (use [nds + m] format) (contributed by Wakaloo)
* Introducing inline roll verification (look for inline rolls that start with [*, that's the verified symbol ... for now)
* Vision calculation optimizations

(Contributed by galneweinhaw):
*MRU menu: Mnemoics and image preview added, remove deleted or moved files.
*Image preview added to open campaign dialog.
*Token naming option: filename or "Creature".
*Duplicate token numbering option: increment or random 2-digit.
*Autosave/autorecover when MT crashes.
*Save reminder option on close.
*Tokens pastable between layers.

NOTES:

- To roll inline, for example: /s hello world [2d6 + 3]
- Rolls with a '[*' are verified (as far as I can predict)
- To change identities: /im badbart
- To temp change identities: /im badbar: /s hello world
- Impersonating currently has no restrictions, these will be added next release
- Lots and lots of rendering optimizations, please please please try stuff out and let me know if it's not working Quite Right
- Token properties cannot be imported for this release (will be in next release), you can only use the default set of properties
- Properties are not currently hidden, this will be in the next release

This release is highly untested and is highly experimental. Please report bugs and suggestions for how to flesh the features out.

Have fun !
Dreaming of a 1.3 release

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snikle
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Post by snikle »

Yeah, I am first!

Conical vision will not expose for me, will not show outline either.
Round vision shows outline, but does not expose.
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Post by Phergus »

Lots of great stuff! Thanks to everyone who contributed!

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snikle
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Post by snikle »

Yeah loads of good stuff in this one. Token properties rock!

K, later I was able to get the round expose to work, and then the vision began acting odd, here is a screenie:

Image

round vision, distance 100.
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Post by dorpond »

My original MASSIVE campaign seems to be acting very erratic. Zooming and map moving seems choppy (good some moments and then stops completely like it is locked).

I thought the community agreed to have all existing drawables default to the background layer so it appears under the Grid. This massive campaign will not work all that well since nobody will be able to see the grid on my castle/town/etc since the drawbles are currently defaulting over the grid. I guess I will just have to recreate it all again.

Did you change something with stamps? All of my stamps from campaigns I made last version are now all showing an arrow facing.

[edit]
I was wondering where all my buildings were in the castle town. Because you defaulted the texture drawables where you did, all my buildings and stamps are now under the streets. The only way I can fix this is to make all my stamps tokens. <puke>

I could have sworn that the community voted to have older campaign drawables default to the background... <sigh> I'll have to look at that thread again - maybe I didn't keep up on the conversation..

[edit again]
Confirmed - for my large campaigns, performance got worse.

Here is the campaign for review. Load it up in 1.2B8 and you will see a totally different map than what you'll get in 1.2B9. You will also find that performance didn't increase and if anything, it spits and sputters every once in a while like it is locked. The system I am testing on isn't the best but it should be decent: P4 - 2.0Gz - 1gig Ram - Geforce 6800

http://rptools.net/dorpond/CastleTest4.cmpgn
Last edited by dorpond on Sun Feb 11, 2007 7:43 am, edited 3 times in total.

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torstan
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Post by torstan »

Okay, here's a weird one. After playing around a little, I closed maptool and chose not to save the campaign. Now the maptool window closes, but not the DOS prompt. Instead it hangs around and throws the following errors:


C:\Documents and Settings\Jonathan\My Documents\D&D\Tools\RPTools\Development>ja
va -Xmx1024M -jar maptool-*.jar
TinyLaF v1.3.04
'Default.theme' not found - using YQ default theme.
254 - 194
254 - 188
254 - 191
318 - 158
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Container.createHierarchyEvents(Unknown Source)
at java.awt.Component.hide(Unknown Source)
at java.awt.Window.hide(Unknown Source)
at java.awt.Component.show(Unknown Source)
at java.awt.Component.setVisible(Unknown Source)
at net.rptools.maptool.client.ui.MapToolFrame.closingMaintenance(MapTool
Frame.java:1158)
at net.rptools.maptool.client.ui.MapToolFrame.windowClosing(MapToolFrame
.java:1126)
at java.awt.AWTEventMulticaster.windowClosing(Unknown Source)
at java.awt.AWTEventMulticaster.windowClosing(Unknown Source)
at java.awt.Window.processWindowEvent(Unknown Source)
at javax.swing.JFrame.processWindowEvent(Unknown Source)
at java.awt.Window.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)

at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)


Note: The numbers at the beginning - are they debugging numbers trevor? I get these whenever I move tokens around.

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torstan
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Post by torstan »

Okay, I have the same behaviour as Snikle. When I move tokens around, they can see through walls. The following happens:

1. have a token with vision and areas blocked out with solid LBL.
2. In some spaces the light grey vision lines indicate the token can see through the walls.
3. When the expose commands are used, the areas through the walls don't reveal. The areas it should be able to see (on the correct side of the walls) reveal fine.
4. However if the area through the walls has been previously viewed so it is not blacked out by FOW, just greyed out, then the token's vision reveals as currently in view.

It looks like there is a difference in the routine for the calculation of current vision, and the routine for calculating what FOW should be revealed.

Token properties are cool. Like the new look a lot. If we're going for SRD properties - could we add Charisma in the abilities list?

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Post by dorpond »

Drawing is painful now that we can't undo what we just drew by hitting Control Z. Control Z seems to do nothing now. :(

Because the drawing tools are not in the same league as other drawing apps, we have little control over what we just drew. That being said, I was consistently hitting Control Z in the past and drawing again until I was pleased with the end result. I was OK with that.

Can you bring Control Z back?

[edit] I see what is going on. Control Z is only working for the token layer drawables. I still think we need it for the other drawables also since making detailed maps is no easy task.

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trevor
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Post by trevor »

torstan wrote: Token properties are cool. Like the new look a lot. If we're going for SRD properties - could we add Charisma in the abilities list?
Done. Will be in build 10.
Dreaming of a 1.3 release

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trevor
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Post by trevor »

snikle wrote: K, later I was able to get the round expose to work, and then the vision began acting odd, here is a screenie:
Could you send me the campaign with the token in that exact location ?
Dreaming of a 1.3 release

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torstan
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Post by torstan »

trevor, I've been able to reproduce behaviour just like Snikle's in the campaign file I sent you previously (test.cmpgn). I've emailed you with instructions on how to produce the weird behaviour. Shall I resend the campaign file too, with the token in place?

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Post by snikle »

I already sent mine, think we are flooding his email this morning :)
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Post by Phergus »

dorpond wrote:I thought the community agreed to have all existing drawables default to the background layer so it appears under the Grid.
I think we waffled around to ending up on the Object drawables layer so your Objects should be over drawable layer.
dorpond wrote:Did you change something with stamps? All of my stamps from campaigns I made last version are now all showing an arrow facing.
They all are set to Square instead of Top Down stamp types and so if you rotated them they have arrows on them. Unfortunately you can't change them all in mass. Have to go through and do them one at a time. :shock:
dorpond wrote:I was wondering where all my buildings were in the castle town. Because you defaulted the texture drawables where you did, all my buildings and stamps are now under the streets. The only way I can fix this is to make all my stamps tokens.
Check and make sure your buildings are still Object stamps. Object stamps do appear on top of the Object drawing layer.

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Post by Phergus »

It appears that existing textures did not end up on the Object or Background layers but on the Token layer.

So don't use existing campaigns drawn with textures with this build.

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trevor
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Post by trevor »

Thanks for the feedback all, I'll be parsing through and patching up.
Dreaming of a 1.3 release

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