MapTool 1.2 Development Release Build 16
Moderators: dorpond, trevor, Azhrei, Craig
- trevor
- Codeum Arcanum (RPTools Founder)
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MapTool 1.2 Development Release Build 16
Some more bug fixes, some UI restructuring, and some more Hex love:
Build 16
* Fix bug: shift-resize stamps caused skinny stamps and lockup
* Fix bug: vertical and horizontal lines not showing up
* EXPERIMENTAL: Put all client handling code on the Event Dispatch Thread (provides synchronization on model changes)
* Don't use pen thickness on topology or fog tools
* Change map selector list (minimaps in bottom right) to a formal minimap, move map selection to toolbar
* Add current map name to toolbar
* Disable all tabs except Notes on token dialog when not owner
* Fix bug: Don't show stacks through the fog
* Order token dialog tabs to have Notes as first tab
* Default map names to the image name in New Map Dialog
(Contributed by galneweinhaw)
* Hexes: Vision centered (on nearest vertex or cell center)
* Hexes: Token sizes larger than medium corrected
* Hexes: Path highlight patterns for larger than medium tokens added
NOTES:
I've replaced the map selection mechanism with a new one. To select a different map click the blue arrow on the right hand side of the toolbar.
The map name is now being used (shows up in the top right toolbar), by default it will show "Map" for maps without a name. There is not currently a way to set the name on a preexisting map (look for this in 1.3)
Build 16
* Fix bug: shift-resize stamps caused skinny stamps and lockup
* Fix bug: vertical and horizontal lines not showing up
* EXPERIMENTAL: Put all client handling code on the Event Dispatch Thread (provides synchronization on model changes)
* Don't use pen thickness on topology or fog tools
* Change map selector list (minimaps in bottom right) to a formal minimap, move map selection to toolbar
* Add current map name to toolbar
* Disable all tabs except Notes on token dialog when not owner
* Fix bug: Don't show stacks through the fog
* Order token dialog tabs to have Notes as first tab
* Default map names to the image name in New Map Dialog
(Contributed by galneweinhaw)
* Hexes: Vision centered (on nearest vertex or cell center)
* Hexes: Token sizes larger than medium corrected
* Hexes: Path highlight patterns for larger than medium tokens added
NOTES:
I've replaced the map selection mechanism with a new one. To select a different map click the blue arrow on the right hand side of the toolbar.
The map name is now being used (shows up in the top right toolbar), by default it will show "Map" for maps without a name. There is not currently a way to set the name on a preexisting map (look for this in 1.3)
Dreaming of a 1.3 release
- thelevitator
- Dragon
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The new map selection mechanism is SWEET!!!
"Neither hexes nor squares can confine me!"
James Anthony
"It's all in your head....."
http://www.spelz.net
James Anthony
"It's all in your head....."
http://www.spelz.net
Some initial thoughts from having a quick play with b16.
The new map stuff is great, much nicer all round. Also the added properties functionality looks really good, I'll have a proper play with that this evening. Ac ouple of notes right now:
1.The option for token names (and the ctrl-T shortcut) don't seem to do anything at the moment.
2. Could there be an option for naming your quickmap as you make it? At the moment I can't name my nice unbounded quickmaps. Or just have them default to their texture name (cobblestones, starfield etc)
3. Tiny bug: the menu opion Hide map from players runs over its own short-cut text.
Otherwise seems to be running very nicely. Looking good.
The new map stuff is great, much nicer all round. Also the added properties functionality looks really good, I'll have a proper play with that this evening. Ac ouple of notes right now:
1.The option for token names (and the ctrl-T shortcut) don't seem to do anything at the moment.
2. Could there be an option for naming your quickmap as you make it? At the moment I can't name my nice unbounded quickmaps. Or just have them default to their texture name (cobblestones, starfield etc)
3. Tiny bug: the menu opion Hide map from players runs over its own short-cut text.
Otherwise seems to be running very nicely. Looking good.
1. I loaded up a host session and then connected as a player. As a player I never got a Map loading message. It said connected, showed the default grassy map for around 1 minute and then the map just appeared after a instant flash of 'Loading'. This test was host and client on same machine so maybe it acts differently when actually downloading content over the internet.
2. Players can Control I & P and lift FOW without the GM's consent. (bad, very bad)
3. Minimap doesn't show Unbound maps all that well - just the background shows and nothing drawn/stamped.
Feature Request: Would be nice to be able to rename a map once we name it. Many times I don't know what I want to name it until I am half into building it.
Feature request: Have the Map Arrow flash on the client side when a new map is presented by the GM so they know a new map is available.
Great stuff though Trevor! I really like the feel.
2. Players can Control I & P and lift FOW without the GM's consent. (bad, very bad)
3. Minimap doesn't show Unbound maps all that well - just the background shows and nothing drawn/stamped.
Feature Request: Would be nice to be able to rename a map once we name it. Many times I don't know what I want to name it until I am half into building it.
Feature request: Have the Map Arrow flash on the client side when a new map is presented by the GM so they know a new map is available.
Great stuff though Trevor! I really like the feel.
New map selector is very cool though the little arrow is a bit confusing. When I saw it I expected something to scroll to the right or move or something but instead the mini-maps popped up to the left.
Maybe just some kind of a little M icon or a "stack of pages" icon would be better?
Good to see the vision radiating from the center of hexes but the reveals are still being done from down and to the right of center.
Maybe just some kind of a little M icon or a "stack of pages" icon would be better?
Good to see the vision radiating from the center of hexes but the reveals are still being done from down and to the right of center.
- trevor
- Codeum Arcanum (RPTools Founder)
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Ahh, right. Dangit, I knew I shouldn't have put the calc code in two different places Bad developer, Bad ! No twinkie for me ! I'll get that adjusted for the next buildPhergus wrote:Good to see the vision radiating from the center of hexes but the reveals are still being done from down and to the right of center.
Dreaming of a 1.3 release
- trevor
- Codeum Arcanum (RPTools Founder)
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- Joined: Mon Jan 09, 2006 4:16 pm
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Nope, unbounded has been just the texture image ever since the beginningdorpond wrote:I could have sworn that was working in 1.2 for some reason. *shrug*Phergus wrote:That's always been the case.dorpond wrote:3. Minimap doesn't show Unbound maps all that well - just the background shows and nothing drawn/stamped.
Though it took me 8 months to notice. heh
Dreaming of a 1.3 release
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
- Joined: Mon Jan 09, 2006 4:16 pm
- Location: Austin, Tx
- Contact:
Does this happen every time you try to connect, or just sometimes ?dorpond wrote:1. I loaded up a host session and then connected as a player. As a player I never got a Map loading message. It said connected, showed the default grassy map for around 1 minute and then the map just appeared after a instant flash of 'Loading'. This test was host and client on same machine so maybe it acts differently when actually downloading content over the internet.
Dreaming of a 1.3 release
Well I just did the same test with a smaller campaign file and it worked fine as expected. I think many of the issues I end up having are related to my MASSIVE campaigns most of the timetrevor wrote:Does this happen every time you try to connect, or just sometimes ?dorpond wrote:1. I loaded up a host session and then connected as a player. As a player I never got a Map loading message. It said connected, showed the default grassy map for around 1 minute and then the map just appeared after a instant flash of 'Loading'. This test was host and client on same machine so maybe it acts differently when actually downloading content over the internet.
The campaign I was testing earlier was the MountainPass campaign in the user creations section of the boards. I will test that campaign again.
Oh, I have a couple more issues:
1. There is no way now to know what maps are hidden or revealed as a GM. I have several maps per campaign and by a quick glance I cannot tell what is going on. The only way I can tell if they are hidden or not is to click on each map.
2. As a player, I clicked on the map arrow and I got this (some maps were hidden on host side if that matters):
TinyLaF v1.3.04
'Default.theme' not found - using YQ default theme.
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