MapTool 1.3 Development Build 32

New build announcements plus site news and changes.

Moderators: dorpond, trevor, Azhrei, Craig

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trevor
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Post by trevor »

jfrazierjr wrote:
trevor wrote:
Steel Rat wrote:Thanks for the letters in the screen coordinates!!
That was all phergus !
Ummm what "feature" is that? Me no understand....

Joe
Do a View->Coordinates on a square gridded map
Dreaming of a 1.3 release

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Steel Rat
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Post by Steel Rat »

If you go to View and click Coordinates, you'll see on-screen coordinates (left and top) so players can tell the GM where they're moving. I use it extensively in my play-by-post games.
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Phergus
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Post by Phergus »

Steel Rat wrote:Phergus! You da man! Unless you're a woman... ;)

Thanks!
My pleasure. You give a lot to the gaming community through your websites. Just returning the favor in small way.

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Steel Rat
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Post by Steel Rat »

Phergus wrote:My pleasure. You give a lot to the gaming community through your websites. Just returning the favor in small way.
Thanks, man. It's always good to hear.
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UntoldGlory
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Post by UntoldGlory »

Ignore this post, was going to put a bug, but turned out to be user error. :oops:

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Naryt
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Post by Naryt »

Aria wrote:When I run the .jar file for this version, it says I only have 63 mb of ram, which is just stupid because I have 2 gb. When I use one of the batch files to launch it with 1gb memory, it opens a dos command window that I can't close. Is there something I can edit to make it run without that command window?
Edit the bat file change the command from

javaw -Xmx512M -jar maptool-*.jar run

to

start javaw -Xmx512M -jar maptool-*.jar run
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Amaril
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Post by Amaril »

Amaril wrote:If anyone is interested, I set up a set of light sources for some basic spells, including darkness-like spells.

D20 Spells
----
Blacklight : 20 0#ffffff
Light : 20 40#000000
Dancing Lights (torches) : 20 40#000000
Daylight : 60 120#000000
Continual Flame : 20 40#000000
Darkness : 20 0#666666
Deeper Darkness : 60 0#666666
Faerie Fire : 0 5#000000

I think darkness is written correctly if I understand the syntax. Obviously, black won't appear until color is actually rendered.
Hey, wait a minute... Shouldn't darker effects have lower hex values and brighter areas have higher hex values? I think we have it reversed.

Trevor, could this be why the shadowy areas of one source are imposing on the brighter areas of another?

Disclaimer - I only had 4 hours of sleep last night, so my brain is a little fuzzy today.

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trevor
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Post by trevor »

The actual color has nothing to do with brightness vs shadowy. It's simply the color it uses to draw that shape.

I'll talk about the current dev impl in the dev thread to clear things up
Dreaming of a 1.3 release

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