MapTool 1.3b19 Progress
Moderators: dorpond, trevor, Azhrei
It actually won't be that involved. There won't be that many characters with N-Ray vision or with detects. I was just putting forth a number that would reflect a maximum.
Also, that substance layer is going to be a minor thing found within the map. I doubt someone is going to build their super villain base completely out of lead for example.
Note, the "Special VBL Substance" is going to be something rare, not common, 9/10 times. So the vast majority of the map will be normal VBL which the Super will be able to just look right through.
Also, that substance layer is going to be a minor thing found within the map. I doubt someone is going to build their super villain base completely out of lead for example.
Note, the "Special VBL Substance" is going to be something rare, not common, 9/10 times. So the vast majority of the map will be normal VBL which the Super will be able to just look right through.
"Nightvision...Darkvision...what's the difference?" One of the players in our campaign, just back from duty in Iraq, feels they're one in the same. Caused quite a time consuming argument during one gaming session. (Hence, the quote.)Hawke wrote: maybe you could have a nightvision operative, too... ::thinks::
Looking forward to testing B19
"But that's not the way Dark vision works in the real world."
- trevor
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Update
Well, I think I've got most of the major bugs fixed (although Expose Last path is still broken).
Play testing with it though, I'm not super happy with the performance.
It's roughly play test-able though, in it's most basic form.
I could do a build for you guys, or keep profiling it some more to make it faster. Opinions ?
Well, I think I've got most of the major bugs fixed (although Expose Last path is still broken).
Play testing with it though, I'm not super happy with the performance.
It's roughly play test-able though, in it's most basic form.
I could do a build for you guys, or keep profiling it some more to make it faster. Opinions ?
Dreaming of a 1.3 release
- trevor
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It's slow when you have a ton of vbl. Slower than I like it. Which in this case means after moving a token, on my machine, it takes about 2-3 seconds to update the visible area. Me no likey.Hawke wrote: When you say poor performance do you mean nearly untestable or nearly unplayable?
But it's totally testable. Dorpond found one more odd bug that I'll work out then I'll make a build.
Dreaming of a 1.3 release
Here is a quick Preview of light/vision in action. Nothing fancy - just showing you how you can see the firepits as they come into vision (los).
It is funny because MT actually makes sense now. We were so used to using Vision for Light that it actually feels really cool behind the wheel now.
http://rptools.net/dorpond/demos/LightP ... eview.html
It is funny because MT actually makes sense now. We were so used to using Vision for Light that it actually feels really cool behind the wheel now.
http://rptools.net/dorpond/demos/LightP ... eview.html
- trevor
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Couple keys to pull from the video:
* It's too slow. However, this map has a VBL outline around all the cavern walls using the poly line tool, which creates 2x more points than it needs, so it's a bit of a heavy weight to start with
* The campfires were visible and the surrounding lit area even though your own light doesn't reach that far.
* It's too slow. However, this map has a VBL outline around all the cavern walls using the poly line tool, which creates 2x more points than it needs, so it's a bit of a heavy weight to start with
* The campfires were visible and the surrounding lit area even though your own light doesn't reach that far.
Dreaming of a 1.3 release
- dLANbandit
- Dragon
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