MapTool 1.3 Development Build 11
Moderators: dorpond, trevor, Azhrei, Craig
- trevor
- Codeum Arcanum (RPTools Founder)
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MapTool 1.3 Development Build 11
The "It's my program and I'll build if I want to" build.
I want to start on individualized views, but before doing that I wanted to have a "polish" release with all current updates so you have something to use (well, me to use for Thursday's game) in case I really botch things good.
Build 11 (8/14/07)
* Increase maximum pen width to 300
* Fix inexactness with drawing tools snap to grid
* Fix drawing tools' interaction with zooming during drawing
* Make stamp notes stay up until you click somewhere else or change tools
* Start to implement Matrissa's color panel improvements
* Change the look of the hover notes
I want to start on individualized views, but before doing that I wanted to have a "polish" release with all current updates so you have something to use (well, me to use for Thursday's game) in case I really botch things good.
Build 11 (8/14/07)
* Increase maximum pen width to 300
* Fix inexactness with drawing tools snap to grid
* Fix drawing tools' interaction with zooming during drawing
* Make stamp notes stay up until you click somewhere else or change tools
* Start to implement Matrissa's color panel improvements
* Change the look of the hover notes
Dreaming of a 1.3 release
- Full Bleed
- Demigod
- Posts: 4736
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- Location: FL
Re: MapTool 1.3 Development Build 11
trevor wrote:The "It's my program and I'll build if I want to" build.
Thanks for the continuing updates. Just one small issue.
The hex based path display seems to have been broken in the last few builds.
As you can see, the hex that the token is in and the hex that the path is in do not line up. In this demonstration I have dragged the token 3 hexes to the right and the path selected hex is down and to the right of where it should be.
The hex based path display seems to have been broken in the last few builds.
As you can see, the hex that the token is in and the hex that the path is in do not line up. In this demonstration I have dragged the token 3 hexes to the right and the path selected hex is down and to the right of where it should be.
- thelevitator
- Dragon
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Just a quick observation here. My stamp notes aren't staying up after I move off the stamp. They disappear a second or so after I move off the stamp. I'm on the pointer tool when I'm trying this.
"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
- dLANbandit
- Dragon
- Posts: 636
- Joined: Wed Dec 13, 2006 10:43 pm
Are there plans to do pivot point on tokens in 1.3? I noticed others were talking about larger tokens not working right. So I was wondering if the status was bumped up enough to get it fixed in this version.
Last edited by dLANbandit on Wed Aug 15, 2007 10:36 am, edited 1 time in total.
Very cool paper hover note Snikle!
Comment on the new note though:
1. I like the note but the text font looks different than the old. I like the old better. Is the new bold or something Trevor?
2. I liked how the old note was semi transparent. That allowed the player who was reading the note to be able to see the action going on behind it. Yeah, not 100% clearly but enough so that the player could see that fire blast or the BBEG moving up to someone. The new note covers everything. (I put a lot of info in my notes so they are rather large to begin with).
To be honest with you, I would love to have an option in Prefs to be able to choose which style I want. I would expect this being popular because the Sci-fi campaigns could have a different note paper like the one Snikle used for his new campaign description:
http://www.fouruglymonsters.com/communi ... php?t=1325
How about we have it completely customizable where we can:
1. Tell it what background image to use (point to a jpg file).
2. Tell it what border to use (bundled ones to start)
3. Adjust the transparency of the hover note (Transparent Yes/No option)
4. Text font/size.
This way if someone is playing a western shootout, they can have a sandy paper texture with tumbleweed as the border and for the Space games, they can have a computer or PDA look.
Just ideas..
Comment on the new note though:
1. I like the note but the text font looks different than the old. I like the old better. Is the new bold or something Trevor?
2. I liked how the old note was semi transparent. That allowed the player who was reading the note to be able to see the action going on behind it. Yeah, not 100% clearly but enough so that the player could see that fire blast or the BBEG moving up to someone. The new note covers everything. (I put a lot of info in my notes so they are rather large to begin with).
To be honest with you, I would love to have an option in Prefs to be able to choose which style I want. I would expect this being popular because the Sci-fi campaigns could have a different note paper like the one Snikle used for his new campaign description:
http://www.fouruglymonsters.com/communi ... php?t=1325
How about we have it completely customizable where we can:
1. Tell it what background image to use (point to a jpg file).
2. Tell it what border to use (bundled ones to start)
3. Adjust the transparency of the hover note (Transparent Yes/No option)
4. Text font/size.
This way if someone is playing a western shootout, they can have a sandy paper texture with tumbleweed as the border and for the Space games, they can have a computer or PDA look.
Just ideas..
Thanks! I like that idea as well, the ability to change the notes background, could be an interesting way to start moving towards a skin-able interface package far down the road. But would also facilitate atmosphere in different games. If you do this trevor, it should be able to loaded into the campaign file so when we release modules, we could customize this for full effect.dorpond wrote:Very cool paper hover note Snikle!
1. Tell it what background image to use (point to a jpg file).
• snikle •
snikle.wordpress.com
snikle.wordpress.com
- trevor
- Codeum Arcanum (RPTools Founder)
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- Joined: Mon Jan 09, 2006 4:16 pm
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I assume you mean 1.3teban wrote:In regards to 1.2b11, I haven't seen many post about bugs or problems, so is it safe to say this build is strong enough for gaming?
It's still got some bugs, but generally speaking it's quite usable. We used it for a game last night for several hours. worked pretty good.
I wouldn't set up any long term campaign on it since things are going to change pretty rapidly over the next month or so.
Dreaming of a 1.3 release