Re: WoTC DM Survey Asks about Maptools or Fantasy Grounds
Posted: Mon May 11, 2009 8:30 am
Should'nt this post be moved to the General DIscussion or Maptool forums to get maximum attention from MapToolers (and thus from WotC) ?
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And the more WotC talks about VTT's the better it is for the industry as a whole. Just look at the explosion of interest since they started talking about it. More power to them.Dormouse wrote:Seems to me that the Qs are aimed at seeing where the best product opportunities are. If they seem to be in VTT or mapping software, they will be more inclined to put their investment there. So the more people say they use VTTs, the more they are likely to produce (or get behind) their own product.
This statement confuses me, Nortonweb.nortonweb wrote:4E lighting and vision for MapTool anyone
dorpond wrote:This statement confuses me, Nortonweb.nortonweb wrote:4E lighting and vision for MapTool anyone
You do know that Maptool already supports 4th edition, right? It just isn't built in, for legal reasons. You can easily define 4th edition vision/lighting in Campaign Properties. If you need help, let the community know - we can set you up.
More appropriate would be setting it in the vision, much like it is now. Instead of, say, "Lowlight: 2x", have something like "Lowlight: +#808080" where the value is added to the color hex.Rumble wrote:1. Low-light: in 4E, this doesn't expand visual range; it just makes Dim light into Bright light for the character with lowlight vision. To mimic this I guess you'd have to make it possible for a single light source to be perceived in two different ways. Random musing, but something like:
torch: 5.5#d0d0d0 /Lowlight 5.5#00000 (where the second portion indicates what the source looks like to a character with Lowlight vision).
Ah, yeah, that's the right place for it, though I don't want to do hex math.hyperactiveChipmunk wrote:More appropriate would be setting it in the vision, much like it is now. Instead of, say, "Lowlight: 2x", have something like "Lowlight: +#808080" where the value is added to the color hex.Rumble wrote:1. Low-light: in 4E, this doesn't expand visual range; it just makes Dim light into Bright light for the character with lowlight vision. To mimic this I guess you'd have to make it possible for a single light source to be perceived in two different ways. Random musing, but something like:
torch: 5.5#d0d0d0 /Lowlight 5.5#00000 (where the second portion indicates what the source looks like to a character with Lowlight vision).
-hC
I'm confused - wouldn't you just tell the character with Lowlight vision that he doesn't have penalties in the dim light? He can see that the light is Dim there, he just doesn't have any problems, right? Or are characters with Low Light Vision unable to perceive light levels at all?Rumble wrote:1. Low-light: in 4E, this doesn't expand visual range; it just makes Dim light into Bright light for the character with lowlight vision. To mimic this I guess you'd have to make it possible for a single light source to be perceived in two different ways. Random musing, but something like:
torch: 5.5#d0d0d0 /Lowlight 5.5#00000 (where the second portion indicates what the source looks like to a character with Lowlight vision).
Mrugnak wrote:I'm confused - wouldn't you just tell the character with Lowlight vision that he doesn't have penalties in the dim light? He can see that the light is Dim there, he just doesn't have any problems, right? Or are characters with Low Light Vision unable to perceive light levels at all?Rumble wrote:1. Low-light: in 4E, this doesn't expand visual range; it just makes Dim light into Bright light for the character with lowlight vision. To mimic this I guess you'd have to make it possible for a single light source to be perceived in two different ways. Random musing, but something like:
torch: 5.5#d0d0d0 /Lowlight 5.5#00000 (where the second portion indicates what the source looks like to a character with Lowlight vision).
Yeah, that ought to be a non-default option, at the very least, since it is pretty necessary if we are looking to put out a system-agnostic tool. If there's a significant performance hit, a warning pop-up with the "Never show again" option would be sufficient.Rumble wrote:However, setting that aside, there's still the Corner-based vision that has had a couple recent posts. Workarounds exist, but for actual support of that type of vision (similar to how MT can do one-one-one diagonals), corner based sight is needed (again - needed if we want true D&D 4th Edition Line of Sight compatibility).
Yeah, definitely non-default. I would treat it exactly as the ONE_ONE_ONE, ONE_TWO_ONE, and related movement metrics. Yes, they are compatible with D&D, but they're not "d&d movement." I'd have the default vision measuring be from the Center of Square, and as an option, Corner of Square could be enabled.hyperactiveChipmunk wrote:Yeah, that ought to be a non-default option, at the very least, since it is pretty necessary if we are looking to put out a system-agnostic tool. If there's a significant performance hit, a warning pop-up with the "Never show again" option would be sufficient.Rumble wrote:However, setting that aside, there's still the Corner-based vision that has had a couple recent posts. Workarounds exist, but for actual support of that type of vision (similar to how MT can do one-one-one diagonals), corner based sight is needed (again - needed if we want true D&D 4th Edition Line of Sight compatibility).
In 1.4, of course.
-hC