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Dragon
 
Joined: Wed May 21, 2008 11:15 pm
Posts: 460
 Post subject: [1.3b59] FOW setting update (Downdate?)
PostPosted: Mon Oct 12, 2009 6:30 pm 
A while back, 1.2 something or other (or was it 1.1?), there was a build that when you hit Expose, it blackened everything you could not see, including areas you had already explored... I know there was a thread on it and it was one of those "personal style choices" that people either loved or hated, but I am one that would really like this option (back...). If it was a setting you could toggle under application preferences or something, that would be ideal. I know I wasn't alone in liking this feature, but then again it wasn't everyone's favorite build :) so I'd like to re-request that functionality be (re-) added, as an option.


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 Post subject: Re: [1.3b59] FOW setting update (Downdate?)
PostPosted: Mon Oct 12, 2009 11:26 pm 
It's on the context menu for the token. There are only three items there so try each one. ;)

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Dragon
 
Joined: Wed May 21, 2008 11:15 pm
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 Post subject: Re: [1.3b59] FOW setting update (Downdate?)
PostPosted: Tue Oct 13, 2009 2:19 pm 
Azhrei wrote:
It's on the context menu for the token. There are only three items there so try each one. ;)

If you are referring to "Expose->Player Visible area only", that behaves exactly the same as "Expose Visible area". Have you tried it :wink:
Yeah, it would be nice if that behaved as described, but then, you'd also need to be able to use that setting in autoshow fog.
Here's with autoshow fog off and using Ctrl-shift-o. As you can see, it's not hiding the previously exposed area.
Image


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Dragon
 
Joined: Wed May 21, 2008 11:15 pm
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 Post subject: Re: [1.3b59] FOW setting update (Downdate?)
PostPosted: Sun Oct 25, 2009 11:49 pm 
after reading this,
viewtopic.php?f=3&t=3036

I'm thinking this isn't really a feature request (although the part about making autoshow fog use it is..) so maybe this belongs in Bug Reports?


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Kobold
 
Joined: Sun Apr 19, 2009 7:41 am
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 Post subject: Re: [1.3b59] FOW setting update (Downdate?)
PostPosted: Sun Nov 08, 2009 9:39 am 
I killed an hour or so familiarizing myself with how the FOW and Light and Vision functions interact, and I have to say that, despite some fantastically robust functionality (light source definitions, among many others), I have two suggestions:

(1) In the next major revision of MapTool, centralize control of FOW, Light, and Vision on the GUI as much as possible. If possible: one spot for defaults on all three, another for active changes to all three. Consider offering "master" options that represent how these three interact: just seeing something on the menu that says something like "Light overrides FOW" or "FOW overrides Light" makes it much easier for newbies to ramp up the learning curve.

(2) Non-D&D light paradigms. It is great that you can create concentric circles of light zones, as per D&D style vision rules, but MapTool really is a paradigm shift in playing. I understand, from a game-mechanics point-of-view, why light intensity edges are hard edges, but I'd like to see radial gradient (color gradient and opacity gradient) -- so that zones can have fuzzy/fading edges. As an added bonus, showing tokens in "dim" light zones merely as black silhouettes seems very useful, too. You can do that now with some manual legerdemain, but it could be an automated feature/option.

Anyway, still an outstanding set of tools. You've been able to give more gametable functionality to our hobby than WoTC with all its $$$ and (for a while) intense corporate pressure to crank out a gametable ap. They promised the moon and delivered nothing. You promised nothing and delivered a great product. Rock on! :D


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