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Great Wyrm
 
Joined: Mon May 10, 2010 11:59 am
Posts: 1594
Location: Chicagoland
 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Wed Jul 12, 2017 1:20 pm 
paulstrait wrote:
So does that mean that if it reveals fog of war to NPCs owned solely by the GM, it doesn't necessarily reveal fog of war to the players?


Correct. I should clarify, this is only if using Individual FoW. So, FoW is stored by token guid. At any given time, FoW is shown based on token ownership + the buttons in the upper right corner.

Tokens with NO ownership are considered "GM" tokens. (Although a token could also be "owned" by the GM client name). To further support this, there is a new macro (and I don't have it in front of me but IIRC..) exposeAllOwned which works like the exposeAllPC macro except includes any token owned by the person running it. (Unlike the former, the later doesn't expose FoW for PC tokens he doesn't own).

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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
Posts: 1594
Location: Chicagoland
 Post subject: Re: [Nerps!] MapTool Release 1.4.3.20
PostPosted: Sat Jul 15, 2017 2:04 pm 
1.4.3.20 Released this week!

o Bug Fixes:
- Macro Function getTokenFacing() fixed, now works again if no ID parameter is passed
- GUID fixed, now always generates a unique NON-numbered ID using UUID (Eliminates those pesky Token ID issues)
- Fixed HeroLab Statblock data not saving as assets in Campaign file (statblock assets were not being properly stored in campaign saves)

o Enhancements
- New client Preference, "File Sync Directory". User selected directory that points to a cloud directory (usually) like Google Drive. Used to relativize paths for external files like Hero Lab portfolios so they work on multiple PC's with different file paths.
- Edit Token -> Location [tooltip] shows relative path stored

o BETA Changes
- New Function [BETA]: getTokenRotation([id]); returns token facing in 0-360 degrees
- New Box2D testing performance for Lights & Physics engine (mostly looking to use for realistic lighting).
This is only a test. Currently it is not interactive but grabs the current map background and grid (still buggy) and VBL (slightly buggy still) and dispalys static objects and random lights.

Box2d Instructions:
Start by going to menu Help -> Show Box2D Tests
Left click to add a random color light
Right click to remove all lights

Feel free to post your test results! For me, I can usually add about 60 lights before my FPS dips below 60 FPS and I can do about 100 lights at 30 FPS. This is code is raw and not optomized AND the lights are all moving. In a MapTool situation, you won't have as many lights. Eventually I'll tie lights and tokens in from the map to get some better tests.
*Note: The FPS counter may not show on screens smaller than 1080p resolution. #beta

_________________
-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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Deity
 
Joined: Fri Mar 20, 2009 4:40 am
Posts: 9269
Location: Netherlands
 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Fri Jul 21, 2017 7:58 am 
did a quick check on the box2d. I get a dip exactly after 50 lights. Then it starts to drop drastically: 60 lights drops it to 30. Interestingly enough it remains 30fps upto 85 lights and then drops to 20fps at 90 and then flattens again.

so when is it inside mt :D ?

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Great Wyrm
 
Joined: Mon May 10, 2010 11:59 am
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Location: Chicagoland
 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.3.+
PostPosted: Fri Jul 21, 2017 6:43 pm 
Thanks for the feedback!

BTW, I forgot, <SPACE> pauses the action. (So, more MT like :) )

As far as getting it into MT, still lots of work. Have to get the ortho camera to pan/zoom, iterate through objects and place them, get everything in MT to translate to the "pixel per meters" system in libgdx, and of course, mouse actions. Although, I did set it up like this it could progress in chunks. And if it shows what you want, you "could" still use it in place/over the normal MT window. I'll look into getting it into the same frame/space as the current map space (with a toggle) (unless people like the floating view, possibly a 3rd option)

The only thing I don't like is It doesn't seem to be a away to adjust the light drop off. In other words, the light may illuminate out 30 meters but it gets pretty dark that last 10-15 meters. I'd like control so only the outside "square" was shadowed/dim. (although it may look more realistic now). Once I get tokens and drop light DnD light sources down, we'll see what a dungeon looks like...

_________________
-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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