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Jumpgate Beta is Open to All Subscribers!

I would just like to say that I 100% agree with SirPryzinn here that it would be INCREDIBLY helpful if you could Ctrl+A or rectangle select doors and windows. Shift-clicking to select them is fraught with problems, because clicking on them also opens a dialog box (even if holding Shift, even if on the Dynamic Lighting layer), which makes it virtually impossible to select multiple doors and windows. keithcurtis said: keithcurtis said: Hi SirPryzinn! Doors and windows are a different sort of object, and are not subject to multiselection either in Jumpgate or Classic, unfortunately. They are built differently, and have other unusual properties, such as being interactable on multiple layers. They have been that way since introduction. Future Keith here: I have been reminded that multiselect has been available on doors and windows for some time. But it is of the shift-click type of multi-selection, rather than dragging a selection rectangle.
1721998158
Joseph B.
Plus
Marketplace Creator
I've had no issues using the beta so far... but the scroll bars are VERY hard to see.  At first I thought they weren't even there!
WHY not implement a toggle to display OR HIDE the Scrollbars? I really don't need them and as such I am glad they are barely visible! But if others do rely on those and need to see them... ... ... Joseph B. said: I've had no issues using the beta so far... but the scroll bars are VERY hard to see.  At first I thought they weren't even there!
Hi Patrick and SirPryzinn - thanks for sharing. We're taking this feedback back to our design team for review. Patrick said: I would just like to say that I 100% agree with SirPryzinn here that it would be INCREDIBLY helpful if you could Ctrl+A or rectangle select doors and windows. Shift-clicking to select them is fraught with problems, because clicking on them also opens a dialog box (even if holding Shift, even if on the Dynamic Lighting layer), which makes it virtually impossible to select multiple doors and windows. keithcurtis said: keithcurtis said: Hi SirPryzinn! Doors and windows are a different sort of object, and are not subject to multiselection either in Jumpgate or Classic, unfortunately. They are built differently, and have other unusual properties, such as being interactable on multiple layers. They have been that way since introduction. Future Keith here: I have been reminded that multiselect has been available on doors and windows for some time. But it is of the shift-click type of multi-selection, rather than dragging a selection rectangle.
1722036687
Leland V.
Pro
Marketplace Creator
List of bugs I've had in games with my players: -Frequent GPU spike errors, I put some of my bigger maps in, but don't even have dynamic lighting on these. Even so I'm getting the error on smaller maps too. Some of the maps I used in the original edition were bigger than these and might lag on initial load, but never crashed like this or this frequently. -Red X marker moving behind tokens -Unable to drag select multiple tokens. Only happened today at the end of a 3 hour session, drag select box just didn't appear so I had to ctrl select each and then move them. -Additional dice message prompt appearing behind character sheet (this could be the ASOIAF character sheet though honestly) -The ability to drag a token and see it's path with left click + right click forces you to 'pick up, then move, then right click starting point' might not be an issue on gridded maps but on non-grids it's frustrating and more difficult that previous edition where you can 'left click to select, add right click and hold both, drag where-ever and get your travel distance measured'
Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0in; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Aptos",sans-serif; mso-ascii-font-family:Aptos; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Aptos; mso-hansi-theme-font:minor-latin; mso-font-kerning:1.0pt; mso-ligatures:standardcontextual;} I would like to see Doors updated to include; A text field to store GM stuff like the DC to unlock a given locked door The Hit Points to break down a door. The option of adding your own graphic.
Since the July 18th update we're having a lot of issues where Tokens on a grid map don't quite line up where they should.  For players during session they'll move their token and it will appear in between spaces on the grid grid rather than snapping properly to the next space.  This isn't just happening to me, all my players are complaining of this visual issue.  I've found that if I drop tokens onto the map during prep when I come back to the map the tokens are out of alignment and I have to fix them again. Very distracting issue during combat right now.
1722198881
vÍnce
Pro
Sheet Author
I agree that snap to grid seems to act differently in Jumpgate. Mentioned here 3 months ago... <a href="https://app.roll20.net/forum/permalink/11852949/" rel="nofollow">https://app.roll20.net/forum/permalink/11852949/</a>
The ability to put things outside of the map is helpful. The ability for the things on the map layer to extend outside of the map layer is less helpful. If I have a map that is bigger than I need, I used to be able to position part of it off screen. If I do this on jumpgate, I can see all of the unused map off map. The ability to place things outside of the map is helpful for tokens and the like, but I think it'd be better if the map layer continued to cut off.&nbsp;
1722222306

Edited 1722222352
Chris D.
Pro
Sheet Author
API Scripter
Compendium Curator
A lot of people are reporting bugs.&nbsp; I thought I would just jump in and say that I had an sheet/API bug reported to me which involves a value created in the API that is not being seen in the sheetworkers that I could replicate on a production campaign, but not in my sandbox. So I made two new test campaigns, identical except for one uses jumpgate beta and one does not. The bug happens on the one that does NOT have jumpgate beta, and does not happen in the one that does. So it looks like jumpgate beta will solve that bug.
Two issues that I'm still experiencing are... 1) Players are STILL encountering the problem with Explorer Mode. They can move round the map perfectly normally, and then have an isolated area with light walls surrounding it suddenly appear as if they have already been through it. It literally creates the "Explored" area visuals, so no tokens or anything it just looks like they've been through the map already. It's been a while since I tested this, but it's happening exactly the same as it was before. 2) I can't seem to create any other light colour than white. I was setting up a photographic dark-room for my 1920s Cthulhu game and suddenly realised that the Red Light wasn't red. I then tested it on another map, (A Christmas fayre map with lots of points for coloured lights) dropped in a bunch of yellows and blues and reds, and none of them showed any colour other than plain white. Is there a new setting I'm unaware of?
@ vÍnce Interesting it was months ago, but we haven't noticed this token issue until very recently.&nbsp; It's annoying during many sessions that tokens look out of alignment as they move around the grid.&nbsp; I almost wonder if it was fixed and then a recent change reverted it.&nbsp; It's very close in timing to the July 18th update as I mentioned that we all started noticing this in my sessions.
1722262191
The Aaron
Roll20 Production Team
API Scripter
Novercalis said: The !Inspiration and&nbsp;!inspiration Help command doesn't work on the jumpgate game but works in my non jump gate. Just tested again, confirmed both games have the same api, newly created games. doing nothing else.&nbsp; Hmm.&nbsp; I just tested again on a Jumpgate game and I'm seeing the right messages and the command works.&nbsp; What other scripts do you have installed?
Leland - thanks for the detailed feedback. The majority of these are on our list of known issues that we're working through. The exceptions are: 1) Token path difference with legacy - we've added this to our list 2) Red X marker moving behind tokens - we fixed a main root cause that caused token markers to appear behind tokens on May 31st. We are unable to replicate this with tokens, as this&nbsp; may be an edge case. Could you share some repro steps you're taking that's causing this behavior? Leland V. said: List of bugs I've had in games with my players: -Frequent GPU spike errors, I put some of my bigger maps in, but don't even have dynamic lighting on these. Even so I'm getting the error on smaller maps too. Some of the maps I used in the original edition were bigger than these and might lag on initial load, but never crashed like this or this frequently. -Red X marker moving behind tokens -Unable to drag select multiple tokens. Only happened today at the end of a 3 hour session, drag select box just didn't appear so I had to ctrl select each and then move them. -Additional dice message prompt appearing behind character sheet (this could be the ASOIAF character sheet though honestly) -The ability to drag a token and see it's path with left click + right click forces you to 'pick up, then move, then right click starting point' might not be an issue on gridded maps but on non-grids it's frustrating and more difficult that previous edition where you can 'left click to select, add right click and hold both, drag where-ever and get your travel distance measured'
Thanks for sharing, Chris! Chris D. said: A lot of people are reporting bugs.&nbsp; I thought I would just jump in and say that I had an sheet/API bug reported to me which involves a value created in the API that is not being seen in the sheetworkers that I could replicate on a production campaign, but not in my sandbox. So I made two new test campaigns, identical except for one uses jumpgate beta and one does not. The bug happens on the one that does NOT have jumpgate beta, and does not happen in the one that does. So it looks like jumpgate beta will solve that bug.
Tommy - The second issue has to do with color saturation, which is lower on Jumpgate and is on our list to fix. For the Explorer Mode issues, I will PM you for game link so we can take a deeper look. Tommy said: Two issues that I'm still experiencing are... 1) Players are STILL encountering the problem with Explorer Mode. They can move round the map perfectly normally, and then have an isolated area with light walls surrounding it suddenly appear as if they have already been through it. It literally creates the "Explored" area visuals, so no tokens or anything it just looks like they've been through the map already. It's been a while since I tested this, but it's happening exactly the same as it was before. 2) I can't seem to create any other light colour than white. I was setting up a photographic dark-room for my 1920s Cthulhu game and suddenly realised that the Red Light wasn't red. I then tested it on another map, (A Christmas fayre map with lots of points for coloured lights) dropped in a bunch of yellows and blues and reds, and none of them showed any colour other than plain white. Is there a new setting I'm unaware of?
Some of my maps in my CoS campaign have extraneous windows and doors outside the map area. Only the maps from 'Tessa Presents...' have these. They don't seem to bother the players but I'm wondering if they are being rendered and causing some of the lag we have been seeing. I just delete them but there are a lot of maps and if they don't affect anything I would like to just ignore them.
Hi Ryan and&nbsp; vÍnce &nbsp;- thanks for highlighting this as it may be a regression from a previous fix. We are aiming to have a fix out this week, and I'll update the forums &amp; our change log as it's released. If you're still experiencing it after the fact, please reach back out! Ryan said: Since the July 18th update we're having a lot of issues where Tokens on a grid map don't quite line up where they should.&nbsp; For players during session they'll move their token and it will appear in between spaces on the grid grid rather than snapping properly to the next space.&nbsp; This isn't just happening to me, all my players are complaining of this visual issue.&nbsp; I've found that if I drop tokens onto the map during prep when I come back to the map the tokens are out of alignment and I have to fix them again. Very distracting issue during combat right now.
I'm having an issue where my maps load in as blank white, and then after a few seconds the assets load in. However when the assets load in they're not aligned with the grid even though they were previously aligned.
1722325433
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Doug E. said: Some of my maps in my CoS campaign have extraneous windows and doors outside the map area. Only the maps from 'Tessa Presents...' have these. They don't seem to bother the players but I'm wondering if they are being rendered and causing some of the lag we have been seeing. I just delete them but there are a lot of maps and if they don't affect anything I would like to just ignore them. I wouldn't be surprised if we see more of these reports as time goes on. If an object got moved off the grid area in Classic Roll20, it's pretty difficult to retrieve. If it's done accidentally, the user might even be unaware that it happened. Now that Jumpgate reveals those areas, those hidden tokens are once again found. For the time being, I'd just file a&nbsp; Help Center Request , remove them yourself and play on. My suspicion is that until Jumpgate is fully functional, modules will continue to be created in the classic environment. Patches for fixes like this will probably wait until the Classic environment is retired.
The 6 x 6 square secondary grid is very subtle on my screen (1920 x 1080, 24" monitor) . Interesting thought about it being a rounding error! 0.35 x 70px = 24.5px 24.5px x 6 = 147px (very close to 2 default grid squares)
We were a bit quiet over the last week working on some high-profile fixes, released today. These address a significant number of bug reports by the community over the last couple of weeks: Fixes issue where tokens were not properly snapping to grid One way lighting lines finally have their direction indicators again! Fixed issue preventing dragging of tokens from the Journal to the VTT when default tokens had statusmarkers When copying a Legacy game to Jumpgate, rotated text objects no longer appear stretched/illegible Fixed issue causing odd behavior when multi-selecting portals : no longer throws errors, leaves behind old selection boxes, and fail to multiselect Applying defaults to tokens is now functioning as intended: updating token settings of default token now applies new values to all linked tokens Modest improvements to page switch performance, improving load speed by ~5% No longer displaying video controls for the game backgrounds out of the VTT Our Change Log is a great reference for a complete list of updates!
Ryan, Vince and McBeardly &nbsp;-&nbsp; We released a fix today that aims to solve the cause of align-to-grid an sna-to-grid issues. Please let us know if you're still experiencing challenges so we can make sure to have covered all edge cases. Lavi said: Hi Ryan and&nbsp; vÍnce &nbsp;- thanks for highlighting this as it may be a regression from a previous fix. We are aiming to have a fix out this week, and I'll update the forums &amp; our change log as it's released. If you're still experiencing it after the fact, please reach back out! Ryan said: Since the July 18th update we're having a lot of issues where Tokens on a grid map don't quite line up where they should.&nbsp; For players during session they'll move their token and it will appear in between spaces on the grid grid rather than snapping properly to the next space.&nbsp; This isn't just happening to me, all my players are complaining of this visual issue.&nbsp; I've found that if I drop tokens onto the map during prep when I come back to the map the tokens are out of alignment and I have to fix them again. Very distracting issue during combat right now.
So far looks to be fixed. I'll keep you up to date if it reoccurs.
Following up again about the grey animations because it has not been fixed - the bright animations are on the current Roll 20 - exact same animations on the exact same page, and the grey looking animations are on Jumpgate. Something about the way the animations are rendering is off, it is adding a grey overcast to the animations and making them unusable. I'm surprised more people aren't having an issue with this.
1722539807

Edited 1722539818
Anyone having an issue with auras now? They don't show up even when I refresh.
Hi Gellert - earlier today we pushed up update to resolve a common cause of images failing to load. We tested the updates with a couple of the pages from the game you shared with me over PM, and it looks to be working. Let us know how it's looking for you, in case you are still experiencing any challenges. Gellert P. said: Lavi said: Gellert - Thanks for writing in with this again, and appreciate your patience. The team is taking a look at this issue in our upcoming sprint with the information/game you've shared with me over PM last week. From what we were able to tell at the initial review, this is not a widespread issue across games and is more intermittent/specific to games - but we can see it in the example game you've provided. I'll keep you updated as our investigation progresses. Gellert P. said: Gellert P. said: Tokens when dragged by the DM are not showing up - plazers can see them When I load a map its blank - plzers can see it Made Sunday session extremely frustrating Hope it is fixed soon thanks for the update :D
Sharing a couple more updates from the team in the last two day! Opened up Jumpgate Beta to all Roll20 users! Resolved a common cause of images (maps and tokens) failing to load We made a couple of update to Voice &amp; Video, including fallback logic to allow users whose device configs are invalid to use our Voice &amp; Video feature Our change log has all the latest!
Couple things I noticed - first, when I copied an existing game with smaller than usual tokens, the nameplates of those tokens scaled down to near unusable size. Second I noticed, the right click menu now drops down instead of popping up, which means multi-sided token options are at the very far side of the menu from the mouse click. This makes it very awkward if you use multi-sided tokens to track things that change frequently - if not moving the option right up to the mouse click, would it be possible to have a shorthand for directly getting to the side select menu of a multi-sided token? Third thing I noticed, if a token has a tooltip, and you open the right-click menu of the token, the tooltip follows the cursor under the right-click menu until the cursor leaves the menu and the token. This is not a major issue, just a small matter of polish.
Thanks for pointing this out DM Deadman - it's a recent bug we'll be working on fixing over the next sprint. I'll post here (and it'll definitely be in the&nbsp; change log ) when it's out. DM Deadman said: Anyone having an issue with auras now? They don't show up even when I refresh.
DM Deadman - a fix for the auras was just pushed out by the team, so hope this is up and running for you! Lavi said: Thanks for pointing this out DM Deadman - it's a recent bug we'll be working on fixing over the next sprint. I'll post here (and it'll definitely be in the&nbsp; change log ) when it's out. DM Deadman said: Anyone having an issue with auras now? They don't show up even when I refresh.
A couple of additional fixes we pushed this afternoon to respond to heightened user reports (also in change log ): Fixed an issue which prevented token auras from appearing Fixed a Fog of War issue to ensure "fill page" fills the page with darkness when using Permanent Darkness and Explorer mode Fixed an issue where users who don't have access to Dynamic Lighting were unexpectedly able to send their tokens to a lighting layer " Send to back " and " bring to front " buttons used by GM's now accurately broadcast updated views to players
1722639450

Edited 1722639764
vÍnce
Pro
Sheet Author
I've reported this previously... <a href="https://app.roll20.net/forum/permalink/11844855/" rel="nofollow">https://app.roll20.net/forum/permalink/11844855/</a> Semi-X-Ray vision through drawn objects 1. flood-filled rectangle placed on the token layer. 2. map has dynamic light enabled 3. both tokens have vision and emit light &nbsp;&nbsp;&nbsp;&nbsp; PC has (low 15`, bright 15`, total light 30'), Monster has (low 20`, bright 20`, total light 40') GM's view; Player's view; I would not expect to see through the drawn object like this.&nbsp; It's also strange how the area that is not opaque seems to match the emit light settings from the player token.
I'm convinced that the recent pushes have broken things in Jumpgate games using the Call of Cthulhu 7th edition sheet. The CoC sheets have mechanisms to autocalculate certain characteristics. I recently posted about two of them not working. The broke recently, but I didn't know when. You can see my posts about it beginning&nbsp; here . This afternoon, I was working on my game, and the autocalculation of those two characteristics were still broken but others worked.&nbsp; Since this update that was pushed through this afternoon, I started working on the game again. And, now, other things that were autocalculated are not being done.&nbsp; I believe that these updates are breaking things with that sheet. The timing is too coincidental not to think there is a connection. Some things worked this afternoon, there was an update, now some of those things are broken. The connection is somewhat obvious. Lavi said: A couple of additional fixes we pushed this afternoon to respond to heightened user reports (also in change log ): Fixed an issue which prevented token auras from appearing Fixed a Fog of War issue to ensure "fill page" fills the page with darkness when using Permanent Darkness and Explorer mode Fixed an issue where users who don't have access to Dynamic Lighting were unexpectedly able to send their tokens to a lighting layer " Send to back " and " bring to front " buttons used by GM's now accurately broadcast updated views to players
Lavi said: A couple of additional fixes we pushed this afternoon to respond to heightened user reports (also in change log ): Fixed an issue which prevented token auras from appearing Fixed a Fog of War issue to ensure "fill page" fills the page with darkness when using Permanent Darkness and Explorer mode Fixed an issue where users who don't have access to Dynamic Lighting were unexpectedly able to send their tokens to a lighting layer " Send to back " and " bring to front " buttons used by GM's now accurately broadcast updated views to players Trying to send to back a mount token for a player token still doesn't work.
It is NOT only Cthulhu! The Shadowrun 6 German Sheet is also affected!!! Values simply are not calculated / the sheet does not add values properly etc.! Please FIX ASAP! It is frustrating if you want to add new Characters to a game / NPCs etc.!!! Saul J. said: I'm convinced that the recent pushes have broken things in Jumpgate games using the Call of Cthulhu 7th edition sheet. The CoC sheets have mechanisms to autocalculate certain characteristics. I recently posted about two of them not working. The broke recently, but I didn't know when. You can see my posts about it beginning&nbsp; here . This afternoon, I was working on my game, and the autocalculation of those two characteristics were still broken but others worked.&nbsp; Since this update that was pushed through this afternoon, I started working on the game again. And, now, other things that were autocalculated are not being done.&nbsp; I believe that these updates are breaking things with that sheet. The timing is too coincidental not to think there is a connection. Some things worked this afternoon, there was an update, now some of those things are broken. The connection is somewhat obvious. Lavi said: A couple of additional fixes we pushed this afternoon to respond to heightened user reports (also in change log ): Fixed an issue which prevented token auras from appearing Fixed a Fog of War issue to ensure "fill page" fills the page with darkness when using Permanent Darkness and Explorer mode Fixed an issue where users who don't have access to Dynamic Lighting were unexpectedly able to send their tokens to a lighting layer " Send to back " and " bring to front " buttons used by GM's now accurately broadcast updated views to players
Hi Saul - We are not certain this is tied to a specific Jumpgate release and are taking a deeper look. I know that Nora was also trying to help you on the parallel thread in the CoC Forum, but several members across our teams are aren't able to replicate this issue on Jumpgate or our Classic Tabletop even when using the exact repro steps you mentioned in your other post . I'm going to reach out to you via PM - if you could share your specific game link and example of the NPC character you're seeing, it would be helpful to give us more info!&nbsp; Saul J. said: I'm convinced that the recent pushes have broken things in Jumpgate games using the Call of Cthulhu 7th edition sheet. The CoC sheets have mechanisms to autocalculate certain characteristics. I recently posted about two of them not working. The broke recently, but I didn't know when. You can see my posts about it beginning&nbsp; here . This afternoon, I was working on my game, and the autocalculation of those two characteristics were still broken but others worked.&nbsp; Since this update that was pushed through this afternoon, I started working on the game again. And, now, other things that were autocalculated are not being done.&nbsp; I believe that these updates are breaking things with that sheet. The timing is too coincidental not to think there is a connection. Some things worked this afternoon, there was an update, now some of those things are broken. The connection is somewhat obvious. Lavi said: A couple of additional fixes we pushed this afternoon to respond to heightened user reports (also in change log ): Fixed an issue which prevented token auras from appearing Fixed a Fog of War issue to ensure "fill page" fills the page with darkness when using Permanent Darkness and Explorer mode Fixed an issue where users who don't have access to Dynamic Lighting were unexpectedly able to send their tokens to a lighting layer " Send to back " and " bring to front " buttons used by GM's now accurately broadcast updated views to players
Considering that things changed after the new release is too much of a coincidence to ignore.&nbsp; I've found a number of oddnesses with the various calculated fields and I'll go over that in the private message - no need to go into that here.&nbsp; Lavi said: Hi Saul - We are not certain this is tied to a specific Jumpgate release and are taking a deeper look. I know that Nora was also trying to help you on the parallel thread in the CoC Forum, but several members across our teams are aren't able to replicate this issue on Jumpgate or our Classic Tabletop even when using the exact repro steps you mentioned in your other post . I'm going to reach out to you via PM - if you could share your specific game link and example of the NPC character you're seeing, it would be helpful to give us more info!&nbsp; Saul J. said: I'm convinced that the recent pushes have broken things in Jumpgate games using the Call of Cthulhu 7th edition sheet. The CoC sheets have mechanisms to autocalculate certain characteristics. I recently posted about two of them not working. The broke recently, but I didn't know when. You can see my posts about it beginning&nbsp; here . This afternoon, I was working on my game, and the autocalculation of those two characteristics were still broken but others worked.&nbsp; Since this update that was pushed through this afternoon, I started working on the game again. And, now, other things that were autocalculated are not being done.&nbsp; I believe that these updates are breaking things with that sheet. The timing is too coincidental not to think there is a connection. Some things worked this afternoon, there was an update, now some of those things are broken. The connection is somewhat obvious. Lavi said: A couple of additional fixes we pushed this afternoon to respond to heightened user reports (also in change log ): Fixed an issue which prevented token auras from appearing Fixed a Fog of War issue to ensure "fill page" fills the page with darkness when using Permanent Darkness and Explorer mode Fixed an issue where users who don't have access to Dynamic Lighting were unexpectedly able to send their tokens to a lighting layer " Send to back " and " bring to front " buttons used by GM's now accurately broadcast updated views to players
Alignment is fixed, but man did we run into other issues with performance tonight.&nbsp; When I'm first loading Roll20 it seems to just freeze up my browser, I can hear my desktop fans ramp up and everything loads inconsistently.&nbsp; I have to reload the page or switch maps a bunch to get things to show up properly. Overall, I wish there was a way to convert my Jumpgate game back to classic.&nbsp; I wish I hadn't gotten rid of the other copy.&nbsp;&nbsp; Lavi said: Ryan, Vince and McBeardly &nbsp;-&nbsp; We released a fix today that aims to solve the cause of align-to-grid an sna-to-grid issues. Please let us know if you're still experiencing challenges so we can make sure to have covered all edge cases. Lavi said: Hi Ryan and&nbsp; vÍnce &nbsp;- thanks for highlighting this as it may be a regression from a previous fix. We are aiming to have a fix out this week, and I'll update the forums &amp; our change log as it's released. If you're still experiencing it after the fact, please reach back out! Ryan said: Since the July 18th update we're having a lot of issues where Tokens on a grid map don't quite line up where they should.&nbsp; For players during session they'll move their token and it will appear in between spaces on the grid grid rather than snapping properly to the next space.&nbsp; This isn't just happening to me, all my players are complaining of this visual issue.&nbsp; I've found that if I drop tokens onto the map during prep when I come back to the map the tokens are out of alignment and I have to fix them again. Very distracting issue during combat right now.
Lavi, It is NOT just the Cthulhu Sheet! The Shadowrun Sheet is also broken! I'll send you a PM with the Game Page so you and the team can have a closer look! We played last on Sunday and that's also when I noticed the Problem as I wanted to create a new NPC in game by filling out the sheet. Lavi said: Hi Saul - We are not certain this is tied to a specific Jumpgate release and are taking a deeper look. I know that Nora was also trying to help you on the parallel thread in the CoC Forum, but several members across our teams are aren't able to replicate this issue on Jumpgate or our Classic Tabletop even when using the exact repro steps you mentioned in your other post . I'm going to reach out to you via PM - if you could share your specific game link and example of the NPC character you're seeing, it would be helpful to give us more info!&nbsp; Saul J. said: I'm convinced that the recent pushes have broken things in Jumpgate games using the Call of Cthulhu 7th edition sheet. The CoC sheets have mechanisms to autocalculate certain characteristics. I recently posted about two of them not working. The broke recently, but I didn't know when. You can see my posts about it beginning&nbsp; here . This afternoon, I was working on my game, and the autocalculation of those two characteristics were still broken but others worked.&nbsp; Since this update that was pushed through this afternoon, I started working on the game again. And, now, other things that were autocalculated are not being done.&nbsp; I believe that these updates are breaking things with that sheet. The timing is too coincidental not to think there is a connection. Some things worked this afternoon, there was an update, now some of those things are broken. The connection is somewhat obvious. Lavi said: A couple of additional fixes we pushed this afternoon to respond to heightened user reports (also in change log ): Fixed an issue which prevented token auras from appearing Fixed a Fog of War issue to ensure "fill page" fills the page with darkness when using Permanent Darkness and Explorer mode Fixed an issue where users who don't have access to Dynamic Lighting were unexpectedly able to send their tokens to a lighting layer " Send to back " and " bring to front " buttons used by GM's now accurately broadcast updated views to players
keithcurtis said: McBeardly said: I notice nameplates now scale with tokens. Is there anyway to increase or decrease the size of nameplates to make them more legible for very small or very big tokens? What do you suggest? Should there be a minimum/maximum size? I would love if this is something that will be worked on. I use small dots from the drawing tool to mark locations with nameplates and they are currently illegible on Jumpgate. A minimum/maximum should just be whatever is reasonable, but also enough to make them legible regardless of the size.&nbsp;
Ideally, I would like to see a toggle in the Token settings that flips between a fixed size and scaling. This toggle would be on all tokens and in the main campaign settings, so that you can set all tokens to default one way or the other. That might also include the option to set the default size on the "Fixed" option. I have no idea how easy/hard that would be to implement, but that would be my "ideal world" scenario. Micheal B. said: keithcurtis said: McBeardly said: I notice nameplates now scale with tokens. Is there anyway to increase or decrease the size of nameplates to make them more legible for very small or very big tokens? What do you suggest? Should there be a minimum/maximum size? I would love if this is something that will be worked on. I use small dots from the drawing tool to mark locations with nameplates and they are currently illegible on Jumpgate. A minimum/maximum should just be whatever is reasonable, but also enough to make them legible regardless of the size.&nbsp;
I can't for the life of me figure out how to set up doors. There doesn't seem to be any toggle to rotate them. East/West facing doors are fine, they block light as they should until opened, but North/South facing doors can't be orientated and as such light passes around them and the characters can move around them without opening them. Am I missing something?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Skydancer! Every door has two handles on the ends of the line segment. Drag the ends to wherever you need the door to connect to a wall. Here's a Nick Olivo video on the feature that shows how to place doors and windows.
keithcurtis said: Hi Skydancer! Every door has two handles on the ends of the line segment. Drag the ends to wherever you need the door to connect to a wall. Here's a Nick Olivo video on the feature that shows how to place doors and windows. I've watched this video about 10 times, at the very beginning there are no ends on his doors either, but then he goes in to set up the map and they show up for him as he places the windows and doors. I'm not getting ends on my doors at all when I place doors
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The handles only show when you are on the Lighting layer. That's so you can more easily align the ends of the doors with your dynamic lighting barriers. On other layers the handles are hidden so as not to clutter the display. (In Nick's video, he tells you to change to the lighting layer at about the 1 minute, 30 second mark.) Skydancer said: I've watched this video about 10 times, at the very beginning there are no ends on his doors either, but then he goes in to set up the map and they show up for him as he places the windows and doors. I'm not getting ends on my doors at all when I place doors
Rick A. said: The handles only show when you are on the Lighting layer. That's so you can more easily align the ends of the doors with your dynamic lighting barriers. On other layers the handles are hidden so as not to clutter the display. (In Nick's video, he tells you to change to the lighting layer at about the 1 minute, 30 second mark.) Skydancer said: I've watched this video about 10 times, at the very beginning there are no ends on his doors either, but then he goes in to set up the map and they show up for him as he places the windows and doors. I'm not getting ends on my doors at all when I place doors Ahh, I thought I was in the lighting layer, but apparently, I wasn't, because you are right, as soon as I switched into the lighting layer, the ends popped up for me. Thank you!
Are you not going to unlock the pinned jumpgate thread? This thread is hard to find for a feedback thread, given it's pushed out of the main page.
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Andrew R.
Pro
Sheet Author
Follow the thread, Tuo. Follow the thread.&nbsp;
Andrew R. said: Follow the thread, Tuo. Follow the thread.&nbsp; Even if you follow the topic, it still is buried in the subforum, inaccessible directly from the top level forum, and that doesn't help someone who only started experimenting with the Jumpgate beta and doesn't know where to place feedback. The thread isn't labeled as a feedback thread, isn't very visible, and the thread title doesn't make it very obvious that it's for the all-users phase of the beta too. What's the point in setting up a large beta if you aren't getting the feedback from the users?