MapTool 1.2 Development Release Build 11
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 11
The "Bug fixes, bug fixes, bug fixes" release.
Build 11 (2/12/2007)
* Fix vision optimization bug
* Make drawables from previous saved campaigns default to background layer
* lighten (more translucent) the non-fog vision shapes
* Fix token properties bug (properties were being shared between tokens)
* Fix undo to work with layers
* Put the auto save on a background thread so that it doesn't lock up the UI
* Fix NPE when opening a campaign
* Further optimization of texture drawable rendering
Build 11 (2/12/2007)
* Fix vision optimization bug
* Make drawables from previous saved campaigns default to background layer
* lighten (more translucent) the non-fog vision shapes
* Fix token properties bug (properties were being shared between tokens)
* Fix undo to work with layers
* Put the auto save on a background thread so that it doesn't lock up the UI
* Fix NPE when opening a campaign
* Further optimization of texture drawable rendering
Dreaming of a 1.3 release
A question...Now that tokens have properties, not that they are not a nice touch, but it ruins using tokens for information things like signs. Is there a way we can not use token properties for all tokens, or maybe we can have a new type of object just for information? Or maybe can we default a token to a certain page? Or something that doesnt force us into trying to find the right page of the token?
I guess this falls into the same catagory, Is Ownership going to decide what is and what isn't displayed to players of token properties? Like, why would I want to show the saving throws of a monster or any of its stats to the players.
BTW Saving throws (FORT, REFL and WILL) are alot more important than actual stats like STR, DEX, CON ect....I would rather about 2 weapon slots with to hit and damage
BTW Saving throws (FORT, REFL and WILL) are alot more important than actual stats like STR, DEX, CON ect....I would rather about 2 weapon slots with to hit and damage
- dLANbandit
- Dragon
- Posts: 636
- Joined: Wed Dec 13, 2006 10:43 pm
I would like to have the ability to define vision types, and assign them to tokens by name.
Such as
<VisionType="Armored Transport">
<VisionDescription>
<VisionName>FrontGun</VisionName>
<VisionSize>120</VisionSize>
<VisionStartAngle>345</VisionStartAngle>
<VisionEndAngle>15<VisionEndAngle>
</VisionDescription>
<VisionDescription>
<VisionName>LeftSidePort</VisionName>
<VisionSize>120</VisionSize>
<VisionStartAngle>250</VisionStartAngle>
<VisionEndAngle><330>/VisionEndAngle>
</VisionDescription>
<VisionDescription>
<VisionName>RightSidePort</VisionName>
<VisionSize>120</VisionSize>
<VisionStartAngle>60</VisionStartAngle>
<VisionEndAngle><120>/VisionEndAngle>
</VisionDescription>
</VisionType>
That way I could create a Human in Darkness vision and an Elf in day light vision and easily set them up on tokens repeatedly.
Such as
<VisionType="Armored Transport">
<VisionDescription>
<VisionName>FrontGun</VisionName>
<VisionSize>120</VisionSize>
<VisionStartAngle>345</VisionStartAngle>
<VisionEndAngle>15<VisionEndAngle>
</VisionDescription>
<VisionDescription>
<VisionName>LeftSidePort</VisionName>
<VisionSize>120</VisionSize>
<VisionStartAngle>250</VisionStartAngle>
<VisionEndAngle><330>/VisionEndAngle>
</VisionDescription>
<VisionDescription>
<VisionName>RightSidePort</VisionName>
<VisionSize>120</VisionSize>
<VisionStartAngle>60</VisionStartAngle>
<VisionEndAngle><120>/VisionEndAngle>
</VisionDescription>
</VisionType>
That way I could create a Human in Darkness vision and an Elf in day light vision and easily set them up on tokens repeatedly.
- 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:
I've been thinking about creating a Campaign dialog where you specify defaults for the current campaign. This seems like it would be a good place to "install" named vision types.
Mass assigning of vision. Hmmm. Would probably be best served by adding a menu item to the token tree panel. I'm trying really hard to keep the map popup really tight
Mass assigning of vision. Hmmm. Would probably be best served by adding a menu item to the token tree panel. I'm trying really hard to keep the map popup really tight
Dreaming of a 1.3 release
- dLANbandit
- Dragon
- Posts: 636
- Joined: Wed Dec 13, 2006 10:43 pm