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Jumpgate Beta is Open to All Subscribers!

Jumpgate is not calculating distances correctly, or at least not using the same units as set. For example, here is the settings for a map: Here is what the measuring tool thinks the measurements are: Note that although the setting is 1 cell = 33 miles, the measuring tool is using 1 cell = 33 ft.
Are we ever getting a fix for broken maps using hex grids? Such as the Barovia map in Curse of Strahd, I was told in another forum it would be fixed, but so far I've seen nothing. Very disappointing to pay money for several years for a lackluster service.
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Edited 1723583055
Lavi
Roll20 Team
Hi Tuo - appreciate you bringing up this topic. The new pinned Announcement Thread informs users that the best way to submit feedback is through our official Help Desk form , which we’ve made available to you in-game to save you time. The “Report a Bug” option can be found in the Hamburger menu (three horizontal lines) in the left toolbar, or at the top of the chat panel in the right sidebar. Submitting this way allows the right team members to review, analyze and respond to user feedback as it comes in high volume. We are keeping this Forum Thread open so that ongoing conversations in the community can continue to happen for those who are engaged here. Tuo said: Andrew R. said: Follow the thread, Tuo. Follow the thread.  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?
Saul - thanks for reporting this one. We have it in our queue already, but no ETA at this time as we are working through tackling some game-pausing bugs. In our review of this, the calculations should be happening correctly, it's just the unit measure is mis-represented. Saul J. said: Jumpgate is not calculating distances correctly, or at least not using the same units as set. For example, here is the settings for a map: Here is what the measuring tool thinks the measurements are: Note that although the setting is 1 cell = 33 miles, the measuring tool is using 1 cell = 33 ft.
Hi Tranok - the team is actively working on hex grid improvements, and you we'll be posting here and updating the change log as they are released over the next weeks. Tranok said: Are we ever getting a fix for broken maps using hex grids? Such as the Barovia map in Curse of Strahd, I was told in another forum it would be fixed, but so far I've seen nothing. Very disappointing to pay money for several years for a lackluster service.
Lavi, what about the not updating Character Sheets in JumpGate? Any Updates for this? The only workaround I can think of at the moment is creating and editing character sheets in NON-Jumpgate games and transfer them via Transmogrifier...
We've pushed out a couple of additional updates earlier today. For a full list of releases, feel free to check out our Change Log . Improved  text legibility  for Token bars and Token name plates generally, and upon zoom Token markers now scale  with cell width Solved a major cause of  images appearing invisible  when dragging images "from the web" onto the VTT Fixed issue preventing nameplates of copied tokens from properly resizing Fixed issue where switching to another page while previous page was still loading caused both maps to load Modest improvements to  page load and page switch performance
Had a Jumpgate session Tuesday night. Much improvement since last time we tried it! Only issues is I (GM) still had token markers disappearing on occasion, and one user had Zoom instability due to high CPU usage. He switched Roll20 from Edge to Chrome and then it was fine…
The Aaron said: Novercalis said: The !Inspiration and !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.  Hmm.  I just tested again on a Jumpgate game and I'm seeing the right messages and the command works.  What other scripts do you have installed? Update - Tested again with my current Jumpgate game, the command  !inspiration config and  !inspiration  still isnt working.  however the api is working when I go manual on the sheet and click on the inspiration box, it will trigger.  I then proceeded to disable 3 api's at a time and tested the command again, still nothing. I ended up disabling ALL of my mods but the tracker and still NOTHING. now here's the kicker. I created ANOTHER jumpgate, only added the tracker and it works. So the only difference here is, my current campaign is a DUPLICATE of a non-jumpgate campaign. So maybe something from that corrupted something in the background. Because even the "Its a Trap" doesnt work as reported a month ago. But on a CLEAN jumpgate, it does as well. 
TheMarkus1204  - are you referencing the auto-calculations not working in some circumstances on the sheet that you and  Saul J.   have brought up? If so, it's up next for our Sheet Services team, and we'll let you all know when it's resolved. TheMarkus1204 said: Lavi, what about the not updating Character Sheets in JumpGate? Any Updates for this? The only workaround I can think of at the moment is creating and editing character sheets in NON-Jumpgate games and transfer them via Transmogrifier...
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i copied my campaign d&d 5e 2014 sheets to the beta jumpgate and the spells aren't working, recieving this message  No ability was found for %{-436752931_7511360|repeating_attack_attack}
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Lavi, Yes, this is exactly what I am talking about as it is essential to create character sheets on the fly if needed even when mid game. Character sheets not updating / not calculating is fatal! I've proven already that this is linked to Jumpgate as this Bug does NOT appear in Non Jumpgate games. In normal (non jumpgate) games, character sheets update accordingly and correctly calculate all the values... Lavi said: TheMarkus1204  - are you referencing the auto-calculations not working in some circumstances on the sheet that you and  Saul J.   have brought up? If so, it's up next for our Sheet Services team, and we'll let you all know when it's resolved. TheMarkus1204 said: Lavi, what about the not updating Character Sheets in JumpGate? Any Updates for this? The only workaround I can think of at the moment is creating and editing character sheets in NON-Jumpgate games and transfer them via Transmogrifier...
Thanks Markus. We appreciate the importance of the issue, and as I mentioned in my previous post, our partner team is working through it next. To add a bit more context - while the issue is surfacing in Jumpgate, it's an inconsistency in our underlying sheet service code that's the root cause, which is handled by a separate team on our side. We are working closely to get this resolved as quickly as we can. TheMarkus1204 said: Lavi, Yes, this is exactly what I am talking about as it is essential to create character sheets on the fly if needed even when mid game. Character sheets not updating / not calculating is fatal! I've proven already that this is linked to Jumpgate as this Bug does NOT appear in Non Jumpgate games. In normal (non jumpgate) games, character sheets update accordingly and correctly calculate all the values... Lavi said: TheMarkus1204  - are you referencing the auto-calculations not working in some circumstances on the sheet that you and  Saul J.   have brought up? If so, it's up next for our Sheet Services team, and we'll let you all know when it's resolved. TheMarkus1204 said: Lavi, what about the not updating Character Sheets in JumpGate? Any Updates for this? The only workaround I can think of at the moment is creating and editing character sheets in NON-Jumpgate games and transfer them via Transmogrifier...
Hi Geoff - I will reach out to you over PM to get more information on your scenario as the basic repro on our side and spell counts/casting look to be working as expected. Geoff H. said: i copied my campaign d&d 5e 2014 sheets to the beta jumpgate and the spells aren't working, recieving this message  No ability was found for %{-436752931_7511360|repeating_attack_attack}
1723909705
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
The nameplates are beautiful now! Easy to read, and far less intrusive than ever before. And the bar placement behavior has been restored.
I'm still getting lag while having maybe 12 tokens with sheets set too them on a map, I assume that shouldnt be the case...
Any movement on fixing animation issues?
Question: IF you ENABLE Fog of War for a given map, how come you have to fill the map MANUALLY?! In NON-JUMPGATE Games the whole map was automatically covered completely! And why is it STILL "Add" and "Subtract" instead of "HIDE" and "REVEAL"? (would be way more intutitive!)
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Fred
Pro
I there ! Opting for jumpgate beta on campaign creation breaks the sheetwroker of my character sheet (used to calculate and update attributes when some other attributes values are changed). I created a game using the Brigandyne V1 community sheet, and opting in for beta at game creation. I noticed the sheetworker doesn't work properly. Only one operation out ouf two are processed by the sheetworker (weird...) When I create a game with the very same sheet, but without activating jumpgate beta on creation, the sheet is properly handled. I filled a bug report, but I elected to post here too, because other sheets could be impacted. I modified the sheet to CSE standard, but it won't kill the bug. See below a screenshot (the attributes that are not calculated are circled in red) :
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Fred said: I filled a bug report, but I elected to post here too, because other sheets could be impacted. Hi Fred! I just wanted to verify that you filed your bug report through a  Help Center Request , since I see you also posted a new thread for this issue. I ask because the Help Center Request is the way that you ensure the devs see this.
Devs are aware of it. Citing Lavis comment from above: Thanks Markus. We appreciate the importance of the issue, and as I mentioned in my previous post, our partner team is working through it next. To add a bit more context - while the issue is surfacing in Jumpgate, it's an inconsistency in our underlying sheet service code that's the root cause, which is handled by a separate team on our side. We are working closely to get this resolved as quickly as we can. It happens to all Jumpgate Games. The workaround for this is to create a NON Jumpgate (legacy) game, create and edit the sheets there and copy them over via Character vault. I would NOT recommend the use of Roll20 Characters for this...
My Players really liked the new token nameplate font as well.  The performance issues (particularly for a Chromebook and an older machine) weren't so good though.
Hi Keithcurtis, Yes I did and I had a reply asking me for more explanations that I did my best to provide. Regards keithcurtis said: Fred said: I filled a bug report, but I elected to post here too, because other sheets could be impacted. Hi Fred! I just wanted to verify that you filed your bug report through a  Help Center Request , since I see you also posted a new thread for this issue. I ask because the Help Center Request is the way that you ensure the devs see this.
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vÍnce
Pro
Sheet Author
"Editing a macro no longer escapes the html encoding" This seems to have either not transferred to the open beta or possibly reverted back? <a href="https://app.roll20.net/forum/permalink/11894938/" rel="nofollow">https://app.roll20.net/forum/permalink/11894938/</a> Hello from the Tabletop team! Sharing some updates from today's release (you can always reference this in our change log ) Improved error reporting on Tabletop to show error alerts [in response to a couple forum posts mentioning freezing up error] Removed legacy Voice &amp; Video Chat from Jumpgate games Fixed a couple Jumpgate related bugs including: Editing a macro no longer escapes the html encoding The Freehand tool properly displays disabled state when on the&nbsp; Dynamic Lighting layer Resizing the right hand bar on Tabletop now updates the play space accordingly Fixed issue preventing Apply Token Defaults from applying token defaults Tokens no longer snap on resize or rotate for Gridless maps Updated Tutorial Translations with more optimized language example;&nbsp; re-opening a collection macro that included html entities converts the html.
A few updates from this morning's release, also available in our Change Log . Fixed a bug where games copied to Jumpgate were missing standard Fog of War Made an update, no longer requiring a page refresh for a player to see a token they control on top of the map Fixed a bug which prevented using 'Q' for waypoints when making measurements while holding down shift
Novercalis said: The Aaron said: 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? Update - Tested again with my current Jumpgate game, the command&nbsp; !inspiration config and&nbsp; !inspiration&nbsp; still isnt working.&nbsp; however the api is working when I go manual on the sheet and click on the inspiration box, it will trigger.&nbsp; I then proceeded to disable 3 api's at a time and tested the command again, still nothing. I ended up disabling ALL of my mods but the tracker and still NOTHING. now here's the kicker. I created ANOTHER jumpgate, only added the tracker and it works. So the only difference here is, my current campaign is a DUPLICATE of a non-jumpgate campaign. So maybe something from that corrupted something in the background. Because even the "Its a Trap" doesnt work as reported a month ago. But on a CLEAN jumpgate, it does as well.&nbsp; Just want to bring this up again, to prevent future issues with other players converting their games.&nbsp;
Hi Vince - we're not able to replicate the issue. Could you share the exact steps you're taking to see this? vÍnce said: "Editing a macro no longer escapes the html encoding" This seems to have either not transferred to the open beta or possibly reverted back? <a href="https://app.roll20.net/forum/permalink/11894938/" rel="nofollow">https://app.roll20.net/forum/permalink/11894938/</a> Hello from the Tabletop team! Sharing some updates from today's release (you can always reference this in our change log ) Improved error reporting on Tabletop to show error alerts [in response to a couple forum posts mentioning freezing up error] Removed legacy Voice &amp; Video Chat from Jumpgate games Fixed a couple Jumpgate related bugs including: Editing a macro no longer escapes the html encoding The Freehand tool properly displays disabled state when on the&nbsp; Dynamic Lighting layer Resizing the right hand bar on Tabletop now updates the play space accordingly Fixed issue preventing Apply Token Defaults from applying token defaults Tokens no longer snap on resize or rotate for Gridless maps Updated Tutorial Translations with more optimized language example;&nbsp; re-opening a collection macro that included html entities converts the html.
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Edited 1724469069
vÍnce
Pro
Sheet Author
Hi Lavi.&nbsp; I made a new collection macro and pasted in the nested query example from the wiki that included html entity substitutions. As soon as I reopen the macro to edit, the substitutions have been converted. Although this has been the "normal" behavior for the vtt, I thought that a previous update to Jumpgate; "Editing a macro no longer escapes the html encoding" had addressed this... Apologies if the update was in regards to something else. Thanks
Not sure if its known or just me I created a "DM Only" / "Master" one shot campaign game. Then I created a clean slate Jump Gate game and transmog everything over to it. Now in that jump gate game, all my lighting fixtures I am unable to edit if I wanted to. That is fine since I set everything up in the Master. HOWEVER the second issue is, one particular room has 10 pillars, on each side of the pillar is 4 torches of different color. This creates a kaleidoscope effect. It looks AMAZING in my Master game, however those lights are SEVERELY DULL in the Jump Gate. Original, Non-Jump Gate Master Campaign &nbsp;&nbsp; VS Jump Gate Official Table Game VS Dummy Account - Player View
If these are animations, then it's the same issue I reported - there is a grey overcast on animations with transparencies that makes all lighting effects very dull. The good news is that the cause is known and it will be fixed after other high priority bugs are fixed, last I heard. Novercalis said: Not sure if its known or just me I created a "DM Only" / "Master" one shot campaign game. Then I created a clean slate Jump Gate game and transmog everything over to it. Now in that jump gate game, all my lighting fixtures I am unable to edit if I wanted to. That is fine since I set everything up in the Master. HOWEVER the second issue is, one particular room has 10 pillars, on each side of the pillar is 4 torches of different color. This creates a kaleidoscope effect. It looks AMAZING in my Master game, however those lights are SEVERELY DULL in the Jump Gate. Original, Non-Jump Gate Master Campaign &nbsp;&nbsp; VS Jump Gate Official Table Game VS Dummy Account - Player View
We have a couple more things coming&nbsp; later this week, but we pushed out a the below release yesterday, and wanted to inform this group: Fixed issue causing a VTT crash in certain circumstances when moving tokens after enlarging token size
Anybody else noticing that when creating new lines on the light layer they don't get any _path set on them?&nbsp; I can reproduce this on a new Jumpgate game, but essentially getting results like this from the Path: path::{\"fill\":\"transparent\",\"stroke\":\"#ffff00\",\"rotation\":0,\"stroke_width\":5,\"width\":0,\"height\":0,\"top\":0,\"left\":0,\"scaleX\":1,\"scaleY\":1,\"controlledby\":\"-M2QaupjVQR8y6_E4EUj\",\"layer\":\"walls\",\"_path\":\"\",\"_id\":\"-O5OpaDmAIvsqjoepa_7\",\"_type\":\"path\",\"_pageid\":\"-MCn1Z1eOGcaeWmboing\",\"barrierType\":\"wall\",\"oneWayReversed\":false}"
Tabletop team is really excited about this one - the Effects (FX) tool is now on Jumpgate! The Effects (FX) tool, previously exclusive to paid GMs, is now available to everyone as part of Roll20’s improved tabletop experience, Project Jumpgate.&nbsp; This update includes a revamped pre-built Effects Library featuring enhanced visuals, new Effects, and a better interface featuring quality-of-life improvements like more precise click-and-drag gesturing and measurement. Pro subscribers can access advanced customization options, allowing for unique particle effects tailored to any scenario. Some additional resources:&nbsp; Announcement , and Blog .
Briar - thanks! Just popping in here to confirm that what you said in terms of known cause and fix priority is exactly right! Briar said: If these are animations, then it's the same issue I reported - there is a grey overcast on animations with transparencies that makes all lighting effects very dull. The good news is that the cause is known and it will be fixed after other high priority bugs are fixed, last I heard. Novercalis said: Not sure if its known or just me I created a "DM Only" / "Master" one shot campaign game. Then I created a clean slate Jump Gate game and transmog everything over to it. Now in that jump gate game, all my lighting fixtures I am unable to edit if I wanted to. That is fine since I set everything up in the Master. HOWEVER the second issue is, one particular room has 10 pillars, on each side of the pillar is 4 torches of different color. This creates a kaleidoscope effect. It looks AMAZING in my Master game, however those lights are SEVERELY DULL in the Jump Gate. Original, Non-Jump Gate Master Campaign &nbsp;&nbsp; VS Jump Gate Official Table Game VS Dummy Account - Player View
We pushed a couple of fixes yesterday for the Effects (FX) tool that's now available in Jumpgate. Resharing our Change Log which always has the latest.&nbsp; Fixed a couple of Effects (FX) issues where GM aimed Effects (FX) were not broadcasting to players after the first effect, and&nbsp; aimed downward effects didn't move along the line
Just a quick question - is Project Jumpgate likely to have any major wave of bug fixes to coincide with the release of of the 2024 Players Handbook? I noticed that there are some bugs that have existed since the beginning of the Jumpgate launch that are still unresolved such as window and door icons obscured by dynamic lighting lines. I guess I want to know whether I can start my new campaign, of which I have a full party waiting in the wings, on a stable platform or whether it’s still too soon. Many thanks!&nbsp;
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
To tell the truth, I haven't done an in-depth testing on Jumpgate in a while, but I don't think it's that buggy. I don't think things like partial obscurement of doors/windows would annoy me that much. Most things that would drive me away would have to be game-stoppers. I know some people have already jumped in and proclaimed they will never go back. I think Jumpgate feels more polished than the 2024 sheet. But we'll see what actually gets released.
Hi Mike - We are continuing to push out fixes on a regular cadence, which are available for reference in our Change Log .&nbsp; There are more known bugs that make game play challenging in narrow circumstances which we are working through as fast as possible, with some top focus ones listed here . The specific issues for obscured doors/windows is on our list of upcoming fixes, but doesn't yet have an explicit ETA.&nbsp; To further support Keith's point, ongoing surveying of our community shows that an overwhelming majority of Jumpgate users are more satisfied with their game experience and we expect this number to grow as we close out the remaining fixes! We hope you give it a try and let us know what you think. Mike East said: Just a quick question - is Project Jumpgate likely to have any major wave of bug fixes to coincide with the release of of the 2024 Players Handbook? I noticed that there are some bugs that have existed since the beginning of the Jumpgate launch that are still unresolved such as window and door icons obscured by dynamic lighting lines. I guess I want to know whether I can start my new campaign, of which I have a full party waiting in the wings, on a stable platform or whether it’s still too soon. Many thanks!&nbsp;
Explorable Darkness still randomly revealing hidden areas! It's been over a month since I last mentioned it, and I've not heard anything about the problem with areas hidden by Explorable Darkness (and on the other side of a wall) suddenly becoming visible when a players token gets too close to a wall. This is still happening. It's not just an issue with old maps, as it's also happening on one I added very recently. It means I'm unable to use "Explorer Mode" as it only happens when that is activated. Is this something other people are encountering at all or is the likelihood that my campaign is somehow banjaxed?
Tommy said: Explorable Darkness still randomly revealing hidden areas! It's been over a month since I last mentioned it, and I've not heard anything about the problem with areas hidden by Explorable Darkness (and on the other side of a wall) suddenly becoming visible when a players token gets too close to a wall. This is still happening. It's not just an issue with old maps, as it's also happening on one I added very recently. It means I'm unable to use "Explorer Mode" as it only happens when that is activated. Is this something other people are encountering at all or is the likelihood that my campaign is somehow banjaxed? It's things like that this that prompted my post above.&nbsp; It would be good to know when these sorts of things are due to be resolved.&nbsp; I appreciate that no ETA can be given but are we talking days, weeks or months?&nbsp;
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I cannot enter a campaign again! I was in a game and switched the map. It was pure White. After Reloading... campaign loads endlessly! Clearing Cache / Cookies did NOT help!
1725651939
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
You can try a different browser, and if that doesn't work, a&nbsp; Help Center Request &nbsp;is the best ruote.
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keithcurtis said: You can try a different browser, and if that doesn't work, a&nbsp; Help Center Request &nbsp;is the best ruote. I tried that and it is not the first time this happened. Here is a short video of another Bug I encountered with jumpgate: <a href="https://youtube.com/shorts/AE5MUemphHs?feature=share" rel="nofollow">https://youtube.com/shorts/AE5MUemphHs?feature=share</a> IF you have Epilepsy, do NOT watch it!!!
I notice that when I copy my current game into jumpgate, despite making certain the "copy forum messages" checkbox is ticked, it doesn't copy the forum messages. Is this still unsupported and soon to be fixed--given the checkbox for it?
Before I try this on my own (because this particular MOD involves quite a bit of work on my part), has anyone tried using the Wildshape MOD with a Jumpgate game?
keithcurtis said: The nameplates are beautiful now! Easy to read, and far less intrusive than ever before. And the bar placement behavior has been restored. Hah! I just noticed this now.
One thing which is a bit of a niggly problem is with Tokenmod. Often Tokenmod does not work after loading into a Jumpgate game. There is no error message in the sandbox but reloading the sandbox fixes the problem. Anyone else seeing this?
For the last two or three weeks I've been noticing the same behavior in my non-jumpgate game as well. I've just been manually restarting the sandbox as soon as I open the game.&nbsp; Doug E. said: One thing which is a bit of a niggly problem is with Tokenmod. Often Tokenmod does not work after loading into a Jumpgate game. There is no error message in the sandbox but reloading the sandbox fixes the problem. Anyone else seeing this?
1725766171
Andrew R.
Pro
Sheet Author
Restarting the Mods Sandbox immediately after launching a game has been my SOP for ages. ;)
When I click a character's token and then roll initiative from their character sheet (which uses the new 2024 sheet), the initiative roll isn't being added to the turn order. Is this a known issue?