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Great Wyrm
 
Joined: Mon May 10, 2010 11:59 am
Posts: 1558
Location: Chicagoland
 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Sat Jan 07, 2017 6:58 pm 
Version 1.4.3.9

o Syrinscape support (Alpha); URI supported in links. eg <a href="syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjMtYmF0dGxlLWNyaWVz/play/">Play me</a> will launch Syrinscape and play the sound when clicked. This can be further enchanced by use of execLink and such to push this to other clients (but if they do not have it installed it will prompt them). Will be adding a "preference" to turn this feature off/on in the future to prevent unwanted prompts/sounds.

o sendURL macro supports Syrinscape and will invoke the URI as if you clicked it, eg [h: sendURL("syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjMtYmF0dGxlLWNyaWVz/play/")]

0 States UI updated, added an "Order" UI element.You can set the states "order" via this control and it will move to that position (no more "press up 123 times", woot!). Also, adding a new state adds it to the list above the currently selected state vs at the bottom. (note, added this a version or two ago, forgot about it though so noting here)

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-Jamz
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Custom MapTool 1.4.x.x Fork: maptool.nerps.net
More information here: MapTool Nerps! Fork | TokenTool Nerps! Fork
Custom TokenTool (version 1.0b33): TokenTool.exe


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Deity
 
Joined: Fri Mar 20, 2009 4:40 am
Posts: 9189
Location: Netherlands
 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Sun Jan 08, 2017 6:57 am 
nice! had a look at syrinthingie and it has some really cewl sounds.

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GETTING STARTED WITH MAPTOOLS - TUTORIALS, DOCS, VIDEOS, TOOLS, ETC

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MT Tools: Bag of Tricks: Tools for Maptool, Dungeon Builder I, Dungeon Builder II and onMouseOverEvent
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Great Wyrm
 
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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Sun Jan 08, 2017 3:38 pm 
They do! Especially The Sci-Fi has some good ones too (actually covers modern, superhero, natural, cyber, etc. basically anything not fantasy but useful for fantasy as well). The down side is there can be TOO many sounds. The search feature helps a LOT but I think eventually he's going to have to redo that interface. At least the left pain/selection/organization portion.

FYI: You can now combine the soundsets, eg, I've ported all the sci-fi soundsets to my fantasy player so got em all in one place.

PS. To use with Maptool, press the + key in Syrinscape to get the URI of individual sound/mood. I've had some fun and now have a custom sound for each PC on their initiative as well as door open/close sounds all baked into my campaign. :)

Pro-Tip: Checkout Voicemeeter for Virtual cabling! I now have my sounds piped from GM PC to PC table with 7.1 surround sound! Voicemeeter is darn easy/cool. Can mix/broadcast several sources across lan or even mix inputs for use in Skype/Teamspeak/etc. Should be able to get your sound exactly where you need it now with this puppy! I give it 5 stars!

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-Jamz
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Custom MapTool 1.4.x.x Fork: maptool.nerps.net
More information here: MapTool Nerps! Fork | TokenTool Nerps! Fork
Custom TokenTool (version 1.0b33): TokenTool.exe


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Great Wyrm
 
Joined: Mon May 10, 2010 11:59 am
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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.10
PostPosted: Sun Jan 15, 2017 7:21 am 
Ok, uploading a new version of my Fork, 1.4.3.10.

Changelog

o New Preference option,
Attachment:
Syrinscape Preference.jpg
Syrinscape Preference.jpg [ 18.54 KiB | Viewed 223 times ]


o New Preference option,
Attachment:
Statsheet Options.jpg
Statsheet Options.jpg [ 52.36 KiB | Viewed 223 times ]
, you can now hide Portrait/Stat sheet independently

o New Preference option,
Attachment:
Statsheet Options.jpg
Statsheet Options.jpg [ 52.36 KiB | Viewed 223 times ]
, reverses Shift key use (normally shift key hides statsheet onMouseOver, this will require shift key to now view)

o Token Opacity!
Attachment:
transparencySamples.jpg
transparencySamples.jpg [ 53.85 KiB | Viewed 223 times ]
, Tokens can now have an opacity setting between .05 & 1 (5% - 100%). Access on
Attachment:
transparency_config.jpg
transparency_config.jpg [ 49.29 KiB | Viewed 223 times ]
and via macro.
Macros: setTokenOpacity(.05-1.0, [ID]), getTokenOpacity([ID])

o Hero Lab images full support.
Attachment:
heroLabImagesSample.jpg
heroLabImagesSample.jpg [ 87.59 KiB | Viewed 223 times ]
New "Images" tab on "Hero Lab" tab shows all "images" stored in the portfolio. Quick button change to use these image assets as Portrait, Image, or Handout. Access to images also provided via macro.
Macro: herolab.getImage(integer), interger 0-n is Index of image array

o Hero Lab Minion full support. Minion XML data now stored on token. (Hero Lab stores minion xml stat blocks on the Master/owners token). Also removed Minion statblocks from Master token to save space.
Macros: herolab.isMinion([ID]), returns true/false if token is a hero lab "minion" token
herolab.getMasterName([ID]), return the name of the "Master" character and is the characters original name as defined in the Portfolio and may not be the same as the token.

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-Jamz
____________________
Custom MapTool 1.4.x.x Fork: maptool.nerps.net
More information here: MapTool Nerps! Fork | TokenTool Nerps! Fork
Custom TokenTool (version 1.0b33): TokenTool.exe


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Joined: Sun Feb 25, 2007 11:53 am
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Location: MD
 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Mon Jan 16, 2017 3:09 am 
How/when do you decide which of your fork features get moved over to MT proper?

Any chance you're going to add function access for the token opacity feature?

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Maptool is the Millennium Falcon of VTT's -- "She may not look like much, but she's got it where it counts."


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Mon Jan 16, 2017 4:16 pm 
So far, I have choosen to submit everything from my fork back to RPTool. I do use my fork as sort of a beta, but considering I use it weekly for my games, I keep it as stable as possible.

What makes it into the RPTool build though is up to the core team. We put a freeze on 1.4.1.x so we can get that pretty stable, so I have been continuing tinkering away on my fork for things I need to run my game.

It is also a great opportunity for people to preview and provide feedback, although several people do just use my fork for their game.

Regarding opacity macro... Already done, see the previous post. :D

_________________
-Jamz
____________________
Custom MapTool 1.4.x.x Fork: maptool.nerps.net
More information here: MapTool Nerps! Fork | TokenTool Nerps! Fork
Custom TokenTool (version 1.0b33): TokenTool.exe


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Tue Jan 17, 2017 12:51 am 
JamzTheMan wrote:
Regarding opacity macro... Already done, see the previous post. :D

Doh. When I hit the Edit Token Dialog pop-out and it pushed the macro info off screen when viewing so I didn't notice it. ;)


Also, out of curiosity... is the "delay" in releasing 1.4.1.x because it's not stable and it awaiting development fixes or because the core team isn't all that engaged? It seems like we go through fits and starts with regard to releases... but, yet, you're able to pump out versions of your fork pretty regularly.

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Maptool is the Millennium Falcon of VTT's -- "She may not look like much, but she's got it where it counts."


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Tue Jan 17, 2017 5:56 am 
Full Bleed wrote:
Also, out of curiosity... is the "delay" in releasing 1.4.1.x because it's not stable and it awaiting development fixes or because the core team isn't all that engaged? It seems like we go through fits and starts with regard to releases... but, yet, you're able to pump out versions of your fork pretty regularly.


It's pretty stable as far as MapTool is concerned. We had some issues regarding the automation of the build and as such the Launcher could loose "track" of the Jar version and require manual intervention. We wanted to do one more build with the final launcher changes and a 1.4.2.0 stable version should be released. But it does require a little more "process" as other core teams should verify code and do the proper release.

FWIW, I can pump out releases pretty easily now as I have a single gradle command that does everything for me + 1 more to publish it to my server. There's no "Pull Request", reviews, commits, publishing process so I get to develop, approve, & support it all by myself along with all the good and bad that comes with it. :)

That and I'm currently inbetween jobs, I have more free time than the normal person right now. 8)

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-Jamz
____________________
Custom MapTool 1.4.x.x Fork: maptool.nerps.net
More information here: MapTool Nerps! Fork | TokenTool Nerps! Fork
Custom TokenTool (version 1.0b33): TokenTool.exe


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Tue Jan 17, 2017 3:22 pm 
And we had problems with the Splash screen not showing up in Mac OS clients that turned out to be Wrapper issues (I presume, since the problem seems to have gone away with a JW upgrade). Just lots of little things to clean up. But we're still taking bug reports and merging code. :)


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Sat Jan 21, 2017 1:50 am 
A new version of my Fork, 1.4.3.11

Changelog

o Fix a bug that caused state "Bars" to not display properly

o Fixed some Null token/fow bugs that crept in

o Custom "Frames" now remember their dock positions! for instance, you can display a Frame via onCampaign load and it will dock to the same place it was when you last shut down map tool. This is a PC setting like all the other frames and not accessible via macro.

o canSeeToken, getSightType, hasSight, setHasSight, setSightType macro functions now accept option TokenID as parameter like most other functions.

_________________
-Jamz
____________________
Custom MapTool 1.4.x.x Fork: maptool.nerps.net
More information here: MapTool Nerps! Fork | TokenTool Nerps! Fork
Custom TokenTool (version 1.0b33): TokenTool.exe


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