MT 1.3b35 development progress

Progress reports and musings from the developers on the current gaming tools.

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trevor
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MT 1.3b35 development progress

Post by trevor »

Time for an update.

Jay has been cranking out some great updates to the templates and states, you can even use your own images. Maybe him or dorpond (who has been making some really neat state icons) can post a screenie.

We've finally applied the shadowrun macro path, and a patch to let you set token properties in macros.

I've been working on making lights show color. Currently the shadowy light now shows up (neat!) but I'm not happy with the current result, it doesn't handle shadowy light going into bright light, so you get shadow showing up in bright areas :( But it's progress.

I haven't heard from Ryss yet, so don't know his current progress.

I'm targetting a build some time this weekend.
Dreaming of a 1.3 release

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Amaril
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Re: MT 1.3b35 development progress

Post by Amaril »

trevor wrote:I've been working on making lights show color. Currently the shadowy light now shows up (neat!) but I'm not happy with the current result, it doesn't handle shadowy light going into bright light, so you get shadow showing up in bright areas :( But it's progress.
Trevor, this is awesome news for me personally. Glad to see this coming.

Do me (and yourself) one favor: Save a copy of the code that you currently have because it works perfectly for "darkness" effects and is something I know many of us would like to see. If it's working for darkness now, you might as well put it aside and save it, or leave it in and just call it that.

Imagine being able to place a "dark" light source on a drow token and having it create a shadow over lit areas!

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Jector
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Post by Jector »

Good stuff. Guess I'll have to get cracking on those state overlays.
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Post by Big_Mac »

Jector wrote:Good stuff. Guess I'll have to get cracking on those state overlays.

How about like sleep? ;)
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UntoldGlory
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Re: MT 1.3b35 development progress

Post by UntoldGlory »

trevor wrote: and a patch to let you set token properties in macros.
I hear the sound of a chorus of angels sing HALLELUJAH!

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Jector
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Post by Jector »

Big_Mac wrote:
Jector wrote:Good stuff. Guess I'll have to get cracking on those state overlays.

How about like sleep? ;)
Already done.

http://forums.rptools.net/viewtopic.php?p=50287#50287
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Full Bleed
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Post by Full Bleed »

Looks like some really sweet functionality is coming into the next build.
a patch to let you set token properties in macros.
So we'll be able to make "Damage" and "Heal" macros that can add and subtract from current hitpoints?

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trevor
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Post by trevor »

yup :)
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UntoldGlory
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Post by UntoldGlory »

Yeah, and my "healing surge" macro will be able to change the "SurgesRemaining" value! And MiscAttBonus and MiscDamageBonus won't require players to edit properties! And I can make "Short Rest" and "Extended Rest" macros! Okay, well the short rest really requires if then statements or for loops or something, but still.

This feature and auto token macros are the two features I am hands down most excited about in 1.3 off the top of my head.

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Post by Hawke »

Lud's Initiative Tracker make it in, you think?

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Post by Phergus »

No sign of the Init Tracker but there have been a number of fixes and such checked in.

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trevor
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Post by trevor »

Just checked in the ability to indicate circle or square light, it's really ugly right now, but make it work first, then make it pretty:

Torch: square 20 40#000000

Next I'll put shapes on the sight, then add conic. Then I think the sight/light system will be "done" for 1.3.
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Post by wrathchild »

Full Bleed wrote:So we'll be able to make "Damage" and "Heal" macros that can add and subtract from current hitpoints?
Trevor wrote:yup :)
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Post by wrathchild »

"Square light"???!??!?!?!?

What non-euclidian universe do you live in ? ;)
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Full Bleed
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Post by Full Bleed »

Now that Jay has these custom states in... is there any chance we can have "Not Visible to Players" be connected to some kind of custom state so that GM's can more easily see what tokens/objects are hidden without having to flip back'n'forth between player and gm view?

I'd really like to be able to see what tokens I've made visible at a glance. I have the default set to start things "Not Visible" so that I don't accidentally show something before it should... but then I inevitably end up leaving something hidden that I wanted to have showing. The latter is better than the former, but still not ideal. ;)

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