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3.7.3 Release

Discussion in 'Announcements' started by Wesley Gorby, May 5, 2018.

  1. Wesley Gorby

    Wesley Gorby Production/Community Manager
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  2. owlbear

    owlbear Administrator
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    With 3.7.3 launched into the wild, it's time to start work on the next round of improvements and, yes, bug fixes.

    We will be using this thread to post progress on bugs and features in the upcoming betas and announce beta releases. This will be in addition to the discord posts in the beta_d20pro channel, although I'll likely redirect folks to the forum when I can as it provides a better UI for building out rich content.

    CURRENT BUGS BEING WORKED ON
    • [ in progress ] Map markers and custom light images are not being exported properly when a map is exported and re-imported.
    • [ in progress ] Effects with a scripted effect are not executed on subsequent rounds for multi-round features.
    • [ next up ] Lights themselves are zippy now, however, the round-trip to sync lights with all connected players is a problem. So the networking for how lights are shared needs to be updated.

    NEW FEATURES BEING WORKED ON
    • Grid Segmentation. This feature has implications for lots of different aspects of the map. Templates,
      Token movement, and the like are all tied up with this one.

      To explain segmentation more in depth, a segmentation value of 1 is the standard 1 grid unit = 1 move or target unit; a segmentation value of 2 would enable half-grid movement and targeting; a segmentation value of 10 would mean 10 steps inside of any given grid unit. The effect is that a template can be placed in any of the offset locations along the subdivided grid. With enough segmentation, template placement and token movement will be effectively free/gridless despite having a grid attached.

      Another way to think of segmentation is grid resolution where a map element can be placed at any resolution unit within a grid -- ex. if you wanted a 1 inch resolution for a 5 foot per grid unit map, you'd set the segmentation to 60!

      Current progress on the various elements can be seen below:

      • [ 90% ] Templates. Templates can now be placed on the grid based on segmentation values. The default segmentation is currently set to half-grid unit in the upcoming beta release.
      • [ 80% ] Segmentation configuration (options panel). Logic is in place, UI needs to be built and adoption in the placement code needs to be integrated with selected preferences. GM configures this option globally for connected players.
      • [ 10% ] Player/Item Token. This will be the lion share of the work that needs doing to enable variable grid styles using grid segmentation as a basis. Player and Token movement will take a bit to adapt to the new floating point segmentation model.
      • [ 0% ] Fog of War Snapping. Ideally, we would enable segmentation snapping the same way we current enable grid and knot snapping for building Fog of War objects. No work has been done on this other than code generated has this concept in mind so it can be built out in the near future.
    • Enhanced Scripting Access. To enable further scripting access to the core engine, we've added a few more Java Class access elements to the javascript engine. This list will get flushed out further as work on this aspect continue.

      The current list (as of the upcoming beta release) will be:
      • caster - Caster provides access to the caster's CreatureTemplate object. This is the data object which contains details about a creature such as abilities, hit points, traits, etc.
      • casterInPlay - coming soon CasterInPlay provides access to the caster's CreautreInPlay object. This is the map object that represents a creature on the map itself. Details of this object includes location, size, footprint, etc.
      • classBinder - ClassBinder provides access to all loaded classes, races and variants. This object will be replaced by the class library in the near future.
      • classLevel - not implemented yet
      • console - Console allows some remote tool manipulation and map positioning effects. Mainly console is used to access tools such as fog of war, template, and movement.
      • effect - Effect provides access to the current effect in progress. This allows for directly changing elements of an effect such as template size, target list, duration, and even damage types.
      • feature - Feature provides access to the current feature in progress. This includes access to the current effect as well as all other possible effects the feature might contain. The name, cost, save conditions and other feature aspects can be accessed from this point.
      • gameLog - GameLog provides access to read/write to the game log.(edited)
      • light - coming soon Light provides access to create lights on the map or attached/tethered to creatures. Owner and Tethering are both available to be set when a light is created.
      • map - Map provides access to the current map in which the feature/script is being executed. This is a blanket access to map name, size, bounds, etc.
      • maps - Maps provides access to the currently loaded map list. This can be used for transferring content between maps, looking up map properties, templates, creatures and the like.
      • role - Role provides access to the current role of the caster -- player or gm owned
      • target - Target provides access to the current target. Generally this is not used as targetsInPlay or targets provide more versatility. Target provides creature template level access to the target.
      • targets - Targets provides access to a list of creature templates for all targeted creatures.
      • targetsInPlay - TargetsInPlay provides access to a list of creatures in play objects for all targeted creatures.
      • gameNative - GameNative provides access to the core Game Model for the active session. Usage here is powerful and can result in errors fast, so if you opt to venture into this arena, be prepared to watch your log file! Reasons to use it include migration of tokens between maps, changing properties of tokens, lights, and creatures enmasse or behind the scenes.

        The "In Play" objects handle the map location, size, and footprint of the creature on the map. Creature Template can be accessed for each "In Play" object as well.
    • Myriad Extensions improvements. Web Extensions provide a great testing ground for web-based UI development with D20PRO. We're working on a short list of enhanced UI elements to provide better resources for running your games. The short list of web UI based enhancements in the works can be seen below:

      • Custom character sheets. By providing web access to the java classes responsible for creatures, custom javascript based character sheets can be used which allow for read and write access to the creatures on the map.
      • Rollable tables. We've been working on a web tool to build out json based tables which allow for rolling and broadcasting results to the game log. This could be anything from a loot table to the results of the confusion spell.
      • 3D Shared Dice Box. Building on the public project TealDice, we've been working on a 3D dice roller which reports it's results to the game log. Dice Boxes can be instanced for a given character which provides game log context for the character making the rolls. The current UI is tabbed so a GM could have dice boxes for more than one creature/character active at a time.

        Planned improvements include providing storage for custom dice formula so a specific creature can have it's various rolls ready to go from a simple click menu. Integrating the roller such that you can push rolls from attacks, damage, and spells to the dice box for resolution (the last one is tougher than it should be!)
    • But wait there's more! I wish I were kidding. There's a few odds and ends improvements we're working on.

      • A right click call out which will "ping" the map where a player or GM clicks.
      • Updates to the Heal and Harm (damage) GM popups which will let you set types and dice along the same lines as an attack in the Attack tab of a creature view.
      • Migrating UI elements to JavaFX as time permits.
      • Building a Launcher/Updater which can help the Mac folks launch without warnings and annoying messages about apps not coming from the app store.
     
  3. owlbear

    owlbear Administrator
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    D20PRO 3.7.3.3 Beta release
    Okay, the news stuff is out of the way so we can get down to game engine talk! We've recently posted the 3.7.3.3 (today 7/26/2018) for immediate download:

    DOWNLOAD THE BETA NOW!

    For Mac OSX users, this release includes our first attempt at building a packaged installer for OSX. If all goes as it has in our tests, those OSX folks out there should be able to run the installer then launch D20PRO (from Applications!!) like any other app.

    For everyone in general, the 3.7.3.3 release includes a lot of bug fixes, feature improvements and stability updates. We're definitely in the home stretch on the feature system. 3.7.3.3 also includes the first part of the free movement task which involves the Template placement. So yes, definitely a good build to pull and try out!

    For full details on the updates and changes, please read the README.1st found in the download directory.


    We're going to GenCon!

    Hello All, we'll be at GenCon again this year with a slightly upgrade location (not our doing!). We'll be located in the Exhibit Hall at booth #2048, in addition, we'll be running a demo table outside the Starbucks in the JW Marriott on the 2nd floor.

    We are not running any events this year so as to provide more time for folks to ask questions and engage with the software on their own terms. Also, building and running the Crawl while trying to meet my development goals is very stressful. I'm certainly many of you understand the stress of making your own games while trying to accomplish all the life things you need to accomplish, so this is likely no surprise.

    In any event, we'll have one of our touch tables set up in the usual location at the JW with your friendly neighborhood Owlbear stationed at or near by to give demos, explain how stuff works, or just beat up on some unsuspecting monsters. So if you're in attendance, please feel free to stop by and say hello!

    Oh, and Lone Wolf is hosting another Digital Gaming related session on saturday at 3pm. I'll be one of the speakers again this year along with Syrinscape's Ben Lommes and Lone Wolf's own Rob Bowes. Pick up a ticket for the event if you're going to be around. These are usually pretty fun and a great way to get a sense of where folks who are working on gaming tools think the industry is going.

    Another thing we'd like to offer is some dedicated game time. If folks are going to be at GenCon with a group and would like to use the table for a session or two, please let us know via email at d20pro_support@mesamundi.com. If you wetransfer your campaign over before the 30th, I can have it loaded up and ready to go on the table.

    Keep in mind the tables will be running the new beta build.

    Marketplace News
    So our content folks have been busy bees! (Thanks @KiltLad and @KrilionGD)

    We've got a few new art vendors and the D&D Core: Monster Manual is out and ready for consumption. With the MM release, there are a handful of updates to the PHB (Player's Handbook) which will be pushing out to folks who've purchased that already.

    To see more about the new artists and the other products currently available, check out the details on the D20PRO News feed here.

    We have a few new releases pending which are in the works, either in approval/QA state or final development state.

    Pathfinder Core - This is the core PF 1.0 release with traits, classes and spells. The initial release of this content will not include spell automation however -- it's a massive library and there's only so many fingers for the typing in the Co. That being said, the Core will include all the descriptions, content, and features from the main rules book laid out in such a way as to allow building creatures, PC's and NPC's using the new Traits system.

    Pathfinder Bestiary I - As you would expect, this contains all the critters from the PF Bestiary I publication with original art, spec'd out creatures and functional attacks. So, ready to play or slay depending on your point of view!

    Tales from the Yawning Portal - The acclaimed adventure book from Wizards of the Coast is in progresses. We've split the book up into the individual adventures so as to allow the content to get to your hands faster!

    We'll be offering Forge of Fury, Tomb of Horrors, Sunless Citadel, Hidden Shrine, White Plume Mountain, Dead in Thay, and Against the Giants as they are ready.

    White Plume Mountain, Forge of Fury and Tomb of Horrors will likely be the first available releases pending WotC product approval. The others should follow fairly fast afterward!

    New Settings/Rules

    I'm happy to announce that we have two new settings coming out this summer as well. They are both derivative of 5e, so the build time has definitely been accelerated by this affiliation.

    Ultramodern5 - (Rules add-on) U5 provides rules for using 5e in non-fantasy settings. These include pre-modern settings, contemporary settings, and those that are far flung fantastic and futuristic. U5 presents modern and science fiction rules in a game usually reserved for fantasy. There is no established setting in U5.

    Esper Genesis - (Setting and rules) Esper Genesis is a science-fiction RPG powered by the 5th Edition rules engine and inspired by the legendary works of sci-fi greats. Take on the role of a galactic hero within a universe of advanced technologies and hidden mysteries.

    Pathfinder 2.0 Playtest rules - (Rules add-on) We'll be releasing our internal PF2.0 playtest rules as soon as Paizo gives us the thumbs up. To acquire this campaign template and rules file you may need to provide playtest credentials. We'll keep you informed of the how and when of this post GenCon!

    Source control woes
    Unfortunately a lot of time was lost this past month to dealing with a source control cap which we passed while working on this release. Dealing with this issue and making sure we had full access to our code and updates has been time consuming and annoying.

    The upside, is that Thraxxis jumped in to start migration of the D20PRO code-base over to Gradle (from ANT). For those devs out there, you'll appreciate how much of a pain that can be and also how useful the resulting product can be.

    As part of this push, we're finally getting the Rules API and HeroLab Native Importer projects pushed out to public repos on GitHub. As soon as we're done with the migration, I'll post the project links to the Forums and to Kickstarter for general use.

    Well, that's about sums up the things I have to update you on. I hope to see a few of you at GenCon again this year!
     
  4. owlbear

    owlbear Administrator
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    D20PRO 3.7.3.4 Beta available for download

    >> click here to download <<

    upload_2018-7-29_10-3-44.png

    Usage of the Beta Creature Class Library (current, this is not final).

    upload_2018-7-29_10-50-31.png

    ( NOTE: The below is a summary of how to fix spellcasting for classes IF you're having a problem with it in the Beta. The auto-import for classes should work just fine for nearly all of the current community members. If you opt to not follow the below directions, I still highly suggest you cancel the legacy import on initial load for the class library as it will result in duplicate entries otherwise! )

    When you first launch an existing or new campaign with this beta the classes.txt is auto-imported into the Rules Library. This is actually done incorrectly at this point. In order to correct this, you will need to remove the imports from the library manually.

    You'll also see a window (which is the actual importer that will replace the auto-import I'm using for testing/development). You can just cancel out of that one right away, then open up the Rules by going to the D20PRO Menu and Selected Rules Library. The Class Library is the last tab.

    1. If the Import Legacy Content window is up with a "Creature Class Templates" tab, go ahead and close that window by pressing the "Cancel" button.
    2. With that out of the way, let's open up the Rules Library; Click the D20PRO icon (upper-left corner) and then Select Rules Library from the drop down menu.
    3. Click the right most menu button along the top of the Library. This will open the Class Library.
    4. If the library has a progress bar running, you'll need to wait for it to finish processing the existing classes. For folks who have the 5th Edition PHB and/or Monster Manual, this can take a couple of minutes depending on your computer's speed.
    5. Once the progress bar is cleared up, you'll want to click on any entry from the Library one time. All you're trying to do is set focus in the window on the list.
    6. Now press CTRL+A on Windows or Linux. On Mac OSX press CMD+A. This will select all the entries in the list.
    7. Click the Delete button along the bottom of the Rules Library to purge the library of the not-so-great classes import. NOTE: You might have to do this twice to get the list empty.
    8. Okay, so there's nothing in the list right? Good!
    9. Click Refresh from the bottom menu and wait patiently while it reads in the classes from the text source. Once complete you're all set and will remain so on subsequent boots.
    Yes, I'll fix this up so it's automated and works correctly before we go to release. However, I wanted to get this out for folks to experience sooner than later.

    Now about the editor. The below image should summarize nicely:

    upload_2018-7-29_11-11-44.png

    The Source tab basically takes the text input from the classes file as input and parses it into a class in game. The other tabs are going to eventually replace the source tab, but are not implemented yet. They are just for show on what and where we're thinking to go with the tools for this system.

    Feel free to drop us a line with feedback and suggestions for the look and feel of the system as we are always up for some advice!
     

    Attached Files:

    #4 owlbear, Jul 29, 2018
    Last edited: Jul 29, 2018
  5. Wesley Gorby

    Wesley Gorby Production/Community Manager
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  6. Wesley Gorby

    Wesley Gorby Production/Community Manager
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  7. Wesley Gorby

    Wesley Gorby Production/Community Manager
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  8. Wesley Gorby

    Wesley Gorby Production/Community Manager
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  9. Wesley Gorby

    Wesley Gorby Production/Community Manager
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  10. Wesley Gorby

    Wesley Gorby Production/Community Manager
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