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Demigod
 
Joined: Sun Feb 25, 2007 11:53 am
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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Wed Oct 04, 2017 12:35 pm 
Hal wrote:
But I think what is important is that there is someone who is willing to do the hard work on this.

I'm pretty sure he's just teasing us... ;)

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Great Wyrm
 
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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Wed Oct 04, 2017 3:03 pm 
Luckily we're not looking at the need for a high framerate. The amount of moving objects and lights at a give time is generally less than an actual game. Also, I do have the "Rays" set high and they could be lowered to achieve higher framerates for lighting, and it'll probably be a setting in MT (either global or per light). I could also drop the rays down while moving tokens then bump it back up, etc. So far, I'm pretty sure it'll handle MT (it's better than the current implementation). And yes, I'm using box2dlights although I suspect I may have to modify it if I can't get the lights where I need them.

Of course, it's still POC and there still the possibility to write our own ray casting routine or use jmonkeyengine or some other engine that matures between now and TBD. :mrgreen:

I've had to put this on hold while I had to redo the whole distribution packaging side of things and integrate Travis/Appveyor into the build process, which including ripping out the launcher code and ya...<sigh> project creep...

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Custom MapTool 1.4.x.x Fork: maptool.nerps.net
Custom TokenTool 2.0 Fork: tokentool.nerps.net
More information here: MapTool Nerps! Fork


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Great Wyrm
 
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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Wed Oct 04, 2017 3:09 pm 
FYI: If you want to see the code: https://github.com/JamzTheMan/maptool/b ... ncher.java

But ya, it's a canvas basically added to a JFrame...right now.

I sort of want to see how far I can develop it side by side, so people could use the new "window" if they want but fall back to the normal MT frame if there is an issue. And I understand the whole "GM" + work = no free time!

I may be picking your brain though... the whole pixels -> meters thing is driving me bonkers and haven't touched pan/zoom yet as I have to get that down.

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-Jamz
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Custom MapTool 1.4.x.x Fork: maptool.nerps.net
Custom TokenTool 2.0 Fork: tokentool.nerps.net
More information here: MapTool Nerps! Fork


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Cave Troll
 
Joined: Thu Jul 31, 2014 12:24 am
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 Post subject: Opacity and Performance
PostPosted: Tue Nov 14, 2017 3:26 pm 
Hi all, I've noticed an issue with MapTool's performance and the token opacity setting. I find that making a small token partially transparent isn't really an issue, but when I make a large picture (e.g. 4000*4000 pixels) partially transparent MapTool seems to slow down a lot. Splitting the large token up into several smaller ones doesn't seem to change the prformance, and neither does the amount of opacity as long as there is any at all. Specifically, I'm using MapTool version 1.4.3.20. I'm curious if this is just me, a bug that should be fixed, or just an unavoidable consequence. Has anyone else noticed this issue?


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Wed Nov 15, 2017 11:23 am 
I haven't honestly tried a token of that size :shock:

But I would have to say it is going to be CPU intensive. Currently it's produced on the fly just like states/bars/etc. I probably should cache it until we get to JavaFX which would handle this much better.

Are you trying to do some sort of fog effect or something? You will probably be better off adjusting the opacity via Gimp/Photoshop instead for large static objects. This was primarily meant for 'on the fly adjustments' for actual tokens like PC/NPC or small objects like chandeliers/bridges/roofs or such (although roofs/bridges could be pretty large objects).

I'll throw it on the TODO list to test and see if it can be improved, but it's going to be a while until I can get to it.

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Custom MapTool 1.4.x.x Fork: maptool.nerps.net
Custom TokenTool 2.0 Fork: tokentool.nerps.net
More information here: MapTool Nerps! Fork


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Thu Nov 16, 2017 7:04 pm 
JamzTheMan wrote:
I haven't honestly tried a token of that size :shock:

But I would have to say it is going to be CPU intensive. Currently it's produced on the fly just like states/bars/etc. I probably should cache it until we get to JavaFX which would handle this much better.

Are you trying to do some sort of fog effect or something? You will probably be better off adjusting the opacity via Gimp/Photoshop instead for large static objects. This was primarily meant for 'on the fly adjustments' for actual tokens like PC/NPC or small objects like chandeliers/bridges/roofs or such (although roofs/bridges could be pretty large objects).

I'll throw it on the TODO list to test and see if it can be improved, but it's going to be a while until I can get to it.


Yeah, I like to use a lot of Gabriel Pickard's Maps. They're pretty high resolution and I thought that opacity might be good way to do the roofs for some of the city maps. There are other ways I can do it in the mean time, I just wanted to bring up the issue in case it needs fixing.


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Thu Nov 16, 2017 7:40 pm 
For roofs, are you setting it to 0 or some other setting? I can see setting it to 0 so you can 'see through it'. I ask because if there is a performance hit on that, I can probably fix that somewhat easy (by skipping the rendering entirely). I would think it would do that internally but it may not be the case...

Anything else I will require a trade off of memory for cpu. If I cache it, you could see a larger memory footprint... And/or network traffic, eg, if the server does the work and cache's it then it would need to send it...

I suppose the best way to do it may be to overwrite the current asset in the asset cache. But if you change the opacity often.... I will need to ponder on this... It may be worth it to do this with FX on a separate thread to take advantage of the graphics card...

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-Jamz
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Custom MapTool 1.4.x.x Fork: maptool.nerps.net
Custom TokenTool 2.0 Fork: tokentool.nerps.net
More information here: MapTool Nerps! Fork


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Fri Nov 17, 2017 7:47 pm 
JamzTheMan wrote:
For roofs, are you setting it to 0 or some other setting? I can see setting it to 0 so you can 'see through it'. I ask because if there is a performance hit on that, I can probably fix that somewhat easy (by skipping the rendering entirely). I would think it would do that internally but it may not be the case...

Anything else I will require a trade off of memory for cpu. If I cache it, you could see a larger memory footprint... And/or network traffic, eg, if the server does the work and cache's it then it would need to send it...

I suppose the best way to do it may be to overwrite the current asset in the asset cache. But if you change the opacity often.... I will need to ponder on this... It may be worth it to do this with FX on a separate thread to take advantage of the graphics card...


I don't seem to have the option to set the opacity to exactly 0. The lowest I can go is 0.05 or 5%, even if is use the setTokenOpacity(0) command.


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Sun Nov 19, 2017 11:51 am 
Oh ya, makes sense. I probably thought, if you wanted 0, just hide it...

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Custom MapTool 1.4.x.x Fork: maptool.nerps.net
Custom TokenTool 2.0 Fork: tokentool.nerps.net
More information here: MapTool Nerps! Fork


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Mon Nov 20, 2017 2:29 pm 
JamzTheMan wrote:
Oh ya, makes sense. I probably thought, if you wanted 0, just hide it...


It seems like there are a few good ways to hide things from players, but is there actually any way to "hide" something from the GM's view? It would seem pretty silly if only the players can see indoors while the GM is still staring at the roof. :roll:


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.7
PostPosted: Mon Nov 20, 2017 4:01 pm 
Yes and no. What I do sometime for maps that are annotated, with symbols, ie traps/secret doors, I will put the player map down first then place the GM map down and hide it or place on GM later.

So, player map on background, roof on object, GM map on hidden layer.

Eventually we needed to let's users add their own layers and hide/show layers...

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-Jamz
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Custom MapTool 1.4.x.x Fork: maptool.nerps.net
Custom TokenTool 2.0 Fork: tokentool.nerps.net
More information here: MapTool Nerps! Fork


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 Post subject: Re: [Nerps!] MapTool Fork based on 1.4.1.x
PostPosted: Sun Dec 03, 2017 2:56 am 
Guess what? Yes, a new version of MapTool, Infused with Nerps! -> http://maptool.nerps.net/

I just posted version 1.4.4.0. after many months of plugging away at it while some awesome beta testers volunteered. Most of it you wont see as there was a lot of code cleanup, refactoring, and general maintenance so I can now create native installs using continuous integration, ie Travis CI (online machines running linux/mac/windows virtaul machines).

There's several bug fixes (old and new!) and some enhancements. View the complete change log here -> https://github.com/JamzTheMan/MapTool/releases


The big take away is,
o No more jWrapper but it still bundles a JRE
o No more Launcher (adjust your JVM settings in Preferences inside MapTool)
o Auto check for updates and download on startup! Never miss a bug fix or version upgrade again! :)

_________________
-Jamz
____________________
Custom MapTool 1.4.x.x Fork: maptool.nerps.net
Custom TokenTool 2.0 Fork: tokentool.nerps.net
More information here: MapTool Nerps! Fork


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