MapTool 1.3 Final, patch03 (build 86)

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Azhrei
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Re: MapTool 1.3 Final, patch03 (build 86)

Post by Azhrei »

I used pre-b87 for my game tonight and didn't have any major problems. At the same time, I didn't get to test all of the supposedly fixed bugs so it wasn't a great test in that regard.

I also thought of a couple things that would make debugging/helping users better, so I might add those if they turn out to be easy.

Avotas
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Re: MapTool 1.3 Final, patch03 (build 86)

Post by Avotas »

I know all my players will be happy when build 87 is released, it will cut down on the swearing quota by 33%. :lol:

-Avotas

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Re: MapTool 1.3 Final, patch03 (build 86)

Post by Avotas »

Just following up before the game I have setup Sunday. Hows the new build coming along?


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Azhrei
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Re: MapTool 1.3 Final, patch03 (build 86)

Post by Azhrei »

We've had a version in testing for quite awhile. Myself and neofax have tested it by using it for our games, but I've not heard reports from any other testers (that I can recall, anyway).

In any case, nothing has happened with the code in the last couple of weeks as real life has once again intruded. I will be traveling for the next few weeks and likely won't have any time to work on MT. (Or at least, very little time.)

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Re: MapTool 1.3 Final, patch03 (build 86)

Post by Avotas »

How does one get on the list to test pre-release code?

-Avotas

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Re: MapTool 1.3 Final, patch03 (build 86)

Post by neofax »

Avotas wrote:How does one get on the list to test pre-release code?

-Avotas
Go to the Developers subforum and follow the thread on setting up Eclipse for SVN. Once you have this setup properly and have updated to head, you can run a server as development and the players can connect using B86, or they can do the same and everyone runs development.
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Azhrei
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Re: MapTool 1.3 Final, patch03 (build 86)

Post by Azhrei »

neofax wrote:Go to the Developers subforum and follow the thread on setting up Eclipse for SVN. Once you have this setup properly and have updated to head, [...]
Also, when you've done that you can PM jfrazierjr and he'll get you access to the Testers subforum where discussion of testing the new build typically occurs.

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Re: MapTool 1.3 Final, patch03 (build 86)

Post by Avotas »


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jfrazierjr
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Re: MapTool 1.3 Final, patch03 (build 86)

Post by jfrazierjr »

I save all my Campaign Files to DropBox. Not only can I access a campaign file from pretty much any OS that will run Maptool(Win,OSX, linux), but each file is versioned, so if something goes crazy wild, I can always roll back to a previous version of the same file.

Get your Dropbox 2GB via my referral link, and as a bonus, I get an extra 250 MB of space. Even if you don't don't use my link, I still enthusiastically recommend Dropbox..

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aliasmask
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Re: MapTool 1.3 Final, patch03 (build 86)

Post by aliasmask »

Just discovered a scenario with broadcast where it posts to one user twice. If you broadcast to gm,bob and if bob is a gm, he gets the message twice. I've been doing my own name filtering up until this point, so I didn't notice this problem until now. But I have a gm named gm and a second gm named gm2. I just now figured out why he's been getting 2 messages and the other gm has not. My current solution would be to just not name the gm, "gm" because I already filter the codes and replace them with player names. So, I don't send the codes to broadcast normally.

Just an FYI.

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Azhrei
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Re: MapTool 1.3 Final, patch03 (build 86)

Post by Azhrei »

Hm, sounds like a bug. The list of user names should generate a list of client machines and then that list should have duplicates removed. I'm sure that the code in Wiki: broadcast() is at too high a level to know that information, though. I'll see if there's an easy way to correct this.

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