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[Beta] 3.6.4 Open Beta & Change Log

Discussion in 'Announcements' started by Wesley Gorby, May 23, 2016.

  1. Wesley Gorby

    Wesley Gorby Production/Community Manager
    Staff Member

    Joined:
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    ==v3.6.4 (BETA)==
    * Updated Game Tools menu Look and Feel (LAF)
    * Reorganized the tab menu
    * Renamed "Easy" to "Easy FOW" and "Mold" was changed back to "Manipulate"
    * Changed default Fog of War mode from "Easy FOW" to "Advanced". note: "Easy FOW" is compatible with "Advanced"
    * Updated Dice rollling algorithm to use a "MersenneTwisterRNG" and "Gaussian" system for number generation. The
    is a significantly improved "natural" number generator
    * Added "D30"'s and "Advantage/Disadvantage" dice to the Core Dice pane. As the rules system is created, access to
    the "Advantage/Disadvantage" dice will be options based
    * Updated default Game Log colors for dice rolls to make them more readable
    * Updated grammar of dice rolls in the Game Log
    * Created icons for "D30" and "Advantage/Disadvantage" dice. "D30's" have various colors, "Advantage/Disadvantage"
    dice do not
    * Added initial classes and handlers for card decks ** currently there is no user access to this feature **
    * Updated default system maps to include shadow casting examples
    * Added stub for the "5th Edition (SRD) Campaign" type. Currently, this campaign selection only provides an
    updated preferences file. The next release should include system specific updates
    * Renamed "5e SRD" plug-in to "FiveE SRD"
    * Attached the "FiveE SRD" plug-in to "http://5thsrd.org"
    * [WIP] Adding dice results display to the Core Dice Pane.
    * Updated mode switch order on "H" key press in "Fog of War" context
    * Updated the default behavior of the "F6" key press and "Fog of War" access button to default to "Visibility Mode"
    * Fixed 1px hole in right side of UI panels
    * Updated hidden die roll mechanic to affect Custom Rolls and Core Dice rolls

    * *** BUG FIXES *** v3.6.4 (BETA)
    * Corrected a bug which effected lights intersecting with a fog of war region at exactly 45-degree
    angles (through the middle of the light). The current work-a-round treats lights which fall into this
    condition as if they were contained in the region -- for Walls, this means the light is disabled.

    A simple map based fix is to edit the offending region and move the segment one pixel away from the area
    where a players light should be able to be cast, such as a thin hallway.

    * *** KNOWN ISSUES *** v3.6.4 (BETA)
    * Dice Results area of Core Dice does not display any content
    * Issues involving using the creature context menu "Lights->Clear" feature. While the "lights" are cleared for the
    current map context, if the creature is moved to another map, they will appear with even more lights attached.
    Work around for the time being is to use the "Game Tools->Lights" tab to remove lights from creatures

    The Beta can be found on the Main Website -> get D20PRO -> Beta Download buttons

    Please submit bugs to the Bug Reports Section of the forums.
     

    Attached Files:

  2. Wesley Gorby

    Wesley Gorby Production/Community Manager
    Staff Member

    Joined:
    Aug 1, 2011
    Messages:
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    140
    Re: [Beta] 3.6.3 Change Log

    Here is the change log for 3.6.3 (now replaced by 3.6.4 above)

    ==v3.6.3 (BETA)==
    * Expanded Language Support (Part 2)
    Fixed language support to properly sort between older non UTF-8 formats and updated UTF-8 formats.
    Added ability to set a User Font and Game Log Font separately. Both the can be accessed from
    Options -> General then click "Set User Font" or "Set Game Log Font"

    * Game Tools Panel Changes
    Renamed "Manipulate" to "Mold"
    Added "Lights" to the "Advanced Fog of War Mode"
    Added "Door (H)" and "Door (V)" to the Paint Shapes
    Updated Show/Hide icon to color match the colors used on the map.
    Updated the Show/Hide icon graphic to use an eye for "Show" and an eye with a strike through for "Hide"

    * Shadow Casting Object Types
    Added a large volume of updated to the Game Tools -> Fog of War panel to allow for creation of
    various "Types" of regions - "Masks", "Edges", "Walls", and "Doors".

    "Masks" - A region that allows cast light to be displayed when the region is marked "Show".
    "Walls" - A region that disables lights when marked "Hide" yes still does not reveal when marked "Show".
    "Edges" - A region that blocks light from entering or exiting it's bounds. When locked, "Edges" ignore
    mouse click or mouse drag visibility toggle requests.
    "Doors" - A special region type which blocks additional regions below it during visibility toggle requests.

    In addition to adding the new types, the list of Regions has been updated to include additional functionality.
    The functions and columns available on the "Region List" are as follows:

    "Show/Hide" - Toggle "Show" or "Hide" state for the specific Region
    "Name" - The name of the specific Region. Double-click to edit the name
    "Group" - The group of the specific Region. Double-click to edit the group
    "Type" - A drop down selector which allows for a specific region to have it's "Type" altered
    "I/P" - Toggle "Interactive" or "Passive" for a given Region. Interactive Regions require "Lights"
    to reveal contents. "Passive" Regions are all or nothing when toggling "Show/Hide".
    "Lock/Unlock" - Toggle edit/translation locking. While a Region is locked, its shape and location cannot be
    changed (Edit Mode and Drag)
    "Center-To" - A button which centers the map to the specified Region. Helpful for Identifying Regions


    The layout of the "Mold" mode buttons has been altered such that "Toggles" are seperated by a "|" character.
    Service buttons have been added to allow for multi-select changes to be made to Regions. Specifically, the
    four "Type" buttons - "Wall" "Mask" "Edge" "Door" - and the "Interactive" "Passive" toggle. Clicking on one
    of the "Type" buttons will allow for rapid change of selected Regions to the clicked "Type". Clicking on
    "Interactive" or "Passive" will change all of the selected regions to that state.

    The layout of the "Draw" mode buttons has also changed. Additional buttons have been added to account for
    the need to draw using the new "Types". Selecting a "Type" will toggle the selected "Type" as your draw mode.
    Additionally, you'll find an "Interactive/Passive" toggle as well as a "Closed/Open" toggle. The
    "Interactive/Passive" toggle operates similar to the "Type"selection; Regions drawn will have the select "I/P"
    property when created.

    The "Closed/Open" toggle is slightly different and should be considered "experimental" and is predominately
    for use with the "Edge" Region "Type". With "Open" selected. The restriction of >3 knots is removed from Region
    creation. "Open" behaviors for Regions are as follows:

    "Wall" - "Light" will be able to shine through an unclosed face, yet content under the light will not be revealed
    "Mask" - no appreciable behavior change
    "Edge" - "Light" will be able to shine through an unclosed face, the shape of the edge will create shadowed areas
    which block the map accordingly. Additionally, "Edges" can be used in "Open" mode to create straight
    lines. Currently there is a "Known Issue" in this mode which prevents click-selection of these "Edges" on
    the map. To edit a "Edge-line" it must be selected from the Region List directly.
    "Door" - "Light" will be able to shine through an unclosed face AND reveal map content below it. Creatures who are
    occluded by the "Door" shape are revealed (when set to "Dynamic Visibility"). Like "Walls" when a light
    moves within the bounds of the "Door" the light is disabled.

    The core use case for "Open" Regions is when using "Edges" to add segments to a map such as the wall section between
    windows.

    * Keyboard Shortcuts (all platforms)
    As the start of a normalization between the various keyboard shortcuts, we updated the "Delete" and "Backspace" key
    behavior in "Draw Mode". While drawing knots, pressing either "Delete" or "Backspace" will delete the last knot in
    the chain. Once an Region is applied ("Open" or "Closed") the selected Region can be deleted using either the
    "Delete" or "Backspace" key.

    In "Mold Mode", selected Regions can be removed using either the "Backspace" or "Delete" key as well.

    * Lights Panel and Objects
    Added a new panel to support "Lights". This panel is available only while in "Advanced Fog of War" mode.
    To access lights, Open Game Tools -> Fog of War -> Easy (tab) and ensure that "Advanced Fog of War" is
    enabled. While enabled, you should see a "Lights" tab. Selecting this tab and clicking on "Create" will add
    a light to the current map.

    While in Fog of War -> Light mode (click on the tab "Light" if not currently in the context) you can drag
    lights around a map by using the "white" drag handle. A "Hidden" light is shown with a "black" drag handle.

    "Lights" can be tethered to creatures or items. To tether a light, you can either do so during creation or
    by entering the "Edit Light" panel. To "Edit" a "Light", double click on the target light in the "Light"
    tab. You should then be presented with a "Edit Light" screen.

    Lights are composed of the following properties:

    "Name" - A text name to help identify the light
    "Radius" - The radius of the light in Grid Units (typically 1 = 5"); Radius can be a decimal number, for
    example a radius of .5 will result in a light that only fills 1 grid unit; A light radius of
    6.9 would end just shy of the 7th Grid Unit from origin.
    "Enabled" - Toggles the "Show"/"Hide" state of the current light
    "Public" - Toggles if the light is "Shown" to other Players. "Public" can be used to model vision such
    as "Dark vision" where only the "Owner" can see the light
    "Fill" - Sets a fill color and opacity for the current light. Keeping your opacity low (below 20%) will
    result in a cleaner visual experience
    "Ring" - Sets a color for an outline around the current light. Again, keeping your opacity low helps
    create a better visual experience.
    "Owner" - The Creature or Item which owns the light. Pairing "Owner" with "Public" can have some very
    interesting effects. Attaching an owned light to another token can be used to model effects
    like "Scrying"
    "Tether" - Denotes the Creature or Item that a light is attached too. A light that is not "Tethered" to
    a Creature or Item can only be moved by the Judge and only while in the Fog of War -> Light
    context. If an unowned light is "Tethered", the owner will become the "Tether" target.

    The "Light Panel" under Game Tools -> Fog of War -> Lights also has quick access icons. The list of
    "Lights" is broken down as follows:

    "Show/Hide" - Toggle the selected "Light" visible or hidden
    "Name" - Shows the name of the "Light"
    "Tether" - Show the "Tether" of the specific light [Windows/Linux only]
    "Owner" - Show the "Owner" of the specific light [Windows/Linux only]
    "Public" - Toggle to set the "Public" state of the speciifc light
    "Center-To" - Click to center the map to the selected light and show a focus animation

    * Mini-View Portrait Update
    The Mini-view portrait is now scalable by dragging the gray bar below it up or down. Additionally, the
    portrait can be hidden bu clicking on the "arrow-up/arrow-down" toggle on the gray bar. This new system
    also allows for a "wide" view of the mini which has the portrait on the left and the creature details
    on the right.

    * Mini-View Talk Bar added
    Added a talk bar to the mini-view which allows for rapid, in-character access to "Say", "Do", "*emote",
    "whisper", "YELL" functions. The bar is only visible for Creatures owned. Switching between Creatures
    via tabs switches the talking Creature at the same time.

    Pressing "enter" to submit the dialog also then results in auto selecting the existing typed text allowing
    for the text to be cleared on the next type or repeated by pressing "enter" again.

    * UI Skin update
    In addition to the new "Show/Hide" icons, we've also started the process of re-skinning the application.
     

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