Thread: Feedback Thread - FGU v4.6.0
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October 11th, 2024, 04:40 #1
Supreme Deity
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Feedback Thread - FGU v4.6.0
This thread is to provide feedback on the latest changes located in the beta Test channel. Please post any feedback/issues to this thread.
Regards,
JPG
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October 11th, 2024, 09:09 #2
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- Jul 2020
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Love the new text tool, definitely looking forward to the end of MouseScrawl (my handwriting is practically illegible when I'm using a pen, never mind a mouse!). Have picked up on several small issues however:
- Using the buttons to increase or decrease the size of the window switches the sidebar back to the Play tab and resets the settings on the Text tab (if you're using on the other tabs, such as Lighting, doing this switches to the Play tab but the settings you've selected remain).
- If you set Outline Width, Shadow Offset or Shadow Blur to a value of 1 - 49, the sliders reset to zero after you click on the map to place the text. If you set them to a value of 50 - 100 then the sliders reset to 1 after you click. Clicking to place the text a second time without adjusting the sliders uses the original (non-zero) values.
- Changing the text size resets the sliders to zero.
- Changing the Shadow Offset by itself does not work - you have to change the Outline Width first (even if you just scrub the slider up and then down again).
- Clicking on the slider labels causes different behaviour depending on which slider it is:
- Clicking on Blur on the Effects tab or any of the slider labels on the Text tab causes the slider value to be set to zero and the slider indicator circle to appear at the clicked point - see attached image.
- Under the Lighting tab, clicking on Speed under Select Light or Add Light sets the value to zero but the slider indicator circle appears in the correct place (far left of the slider). Clicking Speed under Token Light causes the slider to be set to zero and the indicator circle to appear at the clicked point, and clicking on Direction or Length under Ambient Lighting does nothing.
- Using an italic font, such as Vujahday Script causes the rightmost portion of the last character to be cut off. The amount varies letter by letter and seems to depend on what exactly has been typed, but "Test" and "Sheep" cause very noticible issues with the Vujahday Script font.
- Several fonts have letters that appear to extend beyond the text item when used as the left- or rightmost character. For example, when writing "Test" in the Bebas Neue font, there is a small black bar that appears on the right of the text at the height of the crossbar for the T and examining the first T shows that the left side ends abruptly. The left-hand cutoff is more noticable when using Noto Sans to write the word "Sheep" - see attached image
Feedback: It's not obvious that you can click on the number for the slider to amend it - all of the other amendable fields have boxes around them to indicate this.
All of this was tested in a brand new 5E campaign with only the FG maps module loaded and no extensions or themes.
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October 11th, 2024, 14:19 #3
The 2.5 object can have a tile attached to it, or it will always have to be independent entity?
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Playing Pathfinder 2
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October 11th, 2024, 15:57 #4
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October 11th, 2024, 15:58 #5
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October 12th, 2024, 01:38 #6
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on camera and token view, it appears you can no longer 'look up.' Holding middle mouse you can look down/left/right, but you can't push 'upwards'
EDIT: It appears that you can, but it's buggy. It's very difficult to explain, I shall have to make a video to showcase, which I can't right this moment.
EDIT2: With Tokens Locked, holding alt for the GM when moving tokens, no longer puts out a movement path. It just moves the tokens as if alt was not being pressed.Last edited by Vass_Dts; October 12th, 2024 at 01:46.
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October 12th, 2024, 03:56 #7
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October 12th, 2024, 04:33 #8
Dynamic (not sure on other types) Assets don't work in map coming from LIVE. Nor does the code used to place them work anymore. You should already have the info from discord. While I was told you fixed what you could see, that was not all you could see given that campaign.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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October 12th, 2024, 12:29 #9
When I open Map-4 from your Polymorphism Demo campaign, the image is the same for me in Test as it is in Live. The pointer is still present, as are all of the layers. I don't see the stinking cloud in either Live or Test as I don't have that asset. Be sure that you are opening a "clean" copy of the campaign. If you previously opened the campaign with the Test build, the missing layers could be caused by the earlier build. I'd need more information on the code used to place them. I haven't used, nor am I familiar with your extension.
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October 12th, 2024, 15:16 #10
I left you a discord DM with a link to what I already posted and Moon Wizard gave to you. I have no idea what you mean by a "clean" copy of the campaign. We live in a world of context which includes extensions, modules, etc. If you guys make changes that breaks that world (usually every single update) then what are we to do about it if its all in engine code?
The campaign has the data the DM in discord showed. Images don't lie. It works in LIVE. Totally fails in TEST. With errors if you share in client. If there is something going wrong in data transfer from LIVE to TEST then there is no way I will be able to tell that or know about that.
Contact me in Discord to save time. You have all the information I can give you already - or I thought you did - so DM is best to find out why you don't have it.Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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