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Jumpgate Beta is Open to All Subscribers!

Great to hear, Joe! Joe said: Thanks, Lavi! For the record, my game is now in Jumpgate, using the 2014 sheet as primary and then added the 2024 sheet, and the API (in non-experimental mode, if I recall correctly) seems to be working pretty well again with the 2014 NPCs and even with some of the tokens for the 2024 PCs. :-)
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vÍnce
Pro
Sheet Author
Lavi said: We also took this opportunity to extend this capability - now the option to copy Mods (API) scripts is available when copying ANY game . That's big news!
We hope so! vÍnce said: Lavi said: We also took this opportunity to extend this capability - now the option to copy Mods (API) scripts is available when copying ANY game . That's big news!
Threading in some of releases over the last couple of days. We hope there are some big wins for our community in here: Big Wins across platform: We made a broader update to have the option to copy Mods (API) scripts when copying ANY game Increased total upload storage for subscribers  - Plus subs now have 4GB (previously) and Pro subs now have 10GB (previously 8) Jumpgate specific: "Convert to Jumpgate"  feature inside the Classic VTT now also  copies Mods (API) scripts when creating a Classic VTT copy Fixed an issue where previewing as player, and clicking "exit preview" made token images off the map disappear Fixed an issue where moving VTT from big monitor to small screen jammed the sheet in a corner, requiring a refresh Newly added effects from Effects (FX) Tool now work from chat Notifications like "You need to log in now" now appear in front of Macro Bar, so they are viable and actionable "Convert to Jumpgate" pop up correctly showing text for game name, even if special characters like & are in use Solved a mismatch between Page Settings and actual page size for nonstandard cell sizes Also available in change log .
1727134510
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Lavi said: We also took this opportunity to extend this capability - now the option to copy Mods (API) scripts is available when copying ANY game . This is spectacularly welcome news to all Pro users! That will save hours in copying a game.
vÍnce said: Lavi said: We also took this opportunity to extend this capability - now the option to copy Mods (API) scripts is available when copying ANY game . That's big news! You've never seen a DM do a Snoopy dance like I'm doing now! 
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vÍnce
Pro
Sheet Author
Doug E. said: You've never seen a DM do a Snoopy dance like I'm doing now! 
keithcurtis said: Lavi said: We also took this opportunity to extend this capability - now the option to copy Mods (API) scripts is available when copying ANY game . This is spectacularly welcome news to all Pro users! That will save hours in copying a game. Yes! Yaaaaaaay! :D
1727186332
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Apparently, even the State object copies. This is the persistent part of the mod system, that typically holds all settings and configurations.
keithcurtis said: Apparently, even the State object copies. This is the persistent part of the mod system, that typically holds all settings and configurations. Really? That's good to know. I was only just reading through the latest posts and was wondeirng how copying the API is going to work with stuff like that. I rely on the RPGMaster suite for my AD&D 2E game, and I don't want to even think about how much of the settings, configs and specifc bespoke links across data-mule character sheets will manage. Aloing with associated macros. I might give it a try later this evening and see how well it works... if THAT lot all carries over in one piece, it will be a major achievement.
Lavi said: Threading in some of releases over the last couple of days. We hope there are some big wins for our community in here: Big Wins across platform: We made a broader update to have the option to copy Mods (API) scripts when copying ANY game Increased total upload storage for subscribers  - Plus subs now have 4GB (previously) and Pro subs now have 10GB (previously 8) Jumpgate specific: "Convert to Jumpgate"  feature inside the Classic VTT now also  copies Mods (API) scripts when creating a Classic VTT copy Fixed an issue where previewing as player, and clicking "exit preview" made token images off the map disappear Fixed an issue where moving VTT from big monitor to small screen jammed the sheet in a corner, requiring a refresh Newly added effects from Effects (FX) Tool now work from chat Notifications like "You need to log in now" now appear in front of Macro Bar, so they are viable and actionable "Convert to Jumpgate" pop up correctly showing text for game name, even if special characters like & are in use Solved a mismatch between Page Settings and actual page size for nonstandard cell sizes Also available in change log .  Does the " Fixed an issue where previewing as player, and clicking "exit preview" made token images off the map disappear" resolve the refreshing issue my players were having?
Holy sweet mother of [insert your of heroic or sacred entity] !!! Thank you SO much for this! I just created a Jumpgate copy of my current game using the Copy Game function under the Settings menu on the game's hjoe page. All my MODS copied across and they all seem to be working work except for one (Flymore), and that's probably a Classic-to-Jumpgate issue. Lavi said: We also took this opportunity to extend this capability - now the option to copy Mods (API) scripts is available when copying ANY game .
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What is the most safe way to try the conversion? Copy the game and select a convert option in the copy process ? Copy the game and then  open the copy and select the convert option? Copy the game and then open the original and select the convert option? Open the original and then select the convert option (and it will offer me a backup copy option)? Other? Thanks! Allen
Would LOVE to see the ability to move player 'names only'  to ANYWHERE on the screen again.   You can move picture/icons around, but when you collapse to just name only, you loose the ability to move them.
Deadman - it doesn't. Issues you're experiencing with players view being desynced with yours (e.g. both when updating tokens are moved/dead/deleted and when dragged from journal) have a couple of different root causes we'll be taking a look at solving. We don't have an explicit ETA at this moment as they are new issues you helped us discover late Friday. I'll keep forums updated when they are solved, but I'll be in more direct communication with you over the next ~week to let you know roughly where they are falling. DM Deadman said: Lavi said: Threading in some of releases over the last couple of days. We hope there are some big wins for our community in here: Big Wins across platform: We made a broader update to have the option to copy Mods (API) scripts when copying ANY game Increased total upload storage for subscribers  - Plus subs now have 4GB (previously) and Pro subs now have 10GB (previously 8) Jumpgate specific: "Convert to Jumpgate"  feature inside the Classic VTT now also  copies Mods (API) scripts when creating a Classic VTT copy Fixed an issue where previewing as player, and clicking "exit preview" made token images off the map disappear Fixed an issue where moving VTT from big monitor to small screen jammed the sheet in a corner, requiring a refresh Newly added effects from Effects (FX) Tool now work from chat Notifications like "You need to log in now" now appear in front of Macro Bar, so they are viable and actionable "Convert to Jumpgate" pop up correctly showing text for game name, even if special characters like & are in use Solved a mismatch between Page Settings and actual page size for nonstandard cell sizes Also available in change log .  Does the " Fixed an issue where previewing as player, and clicking "exit preview" made token images off the map disappear" resolve the refreshing issue my players were having?
Hi Allen - we hope that all of these options are equally as safe, and will continue to ensure we are quick in responding to feedback in the cases that any issues do raise. At this point, the only issue that has been highlighted was that Mod (API) Scripts were not copying over to the legacy when "convert to jumpgate" was used. This issue has been resolved as of yesterday. To be extra extra safe, I would recommend the following: 1. Take your original "Game A," 2. In Game Settings, press "Copy Game" which will create "Game A Copy" - with the recent update, your Mod (API) Scripts, if you have any, will copy over too! --> Your Game A will then always be the original, untouched game you can come back to any time and will have the version of your game up to that point 3. Take your "Game A Copy" and press "Convert to Jumgpate" within the VTT, that's the easiest option.  4. Your "Game A Copy" will become the Jumpgate version of the game, and you'll have another "(Legacy Backup) Game A Copy" automatically created as a second backup of your legacy game. This "(Legacy Backup) Game A Copy" should be redundant, and the exact same as your "Game A." Once you get comfortable, you can delete one or both of the legacy backup games. Allen C. said: What is the most safe way to try the conversion? Copy the game and select a convert option in the copy process ? Copy the game and then  open the copy and select the convert option? Copy the game and then open the original and select the convert option? Open the original and then select the convert option (and it will offer me a backup copy option)? Other? Thanks! Allen
Hi, Lavi, Thank you for your clear reply. Best, Allen
Hello - sharing some updates on Jumpgate from the last week: (New) You can now use the "V" shortcut on your keyboard to view the tokens you control on top in the moment! If you would like to view your tokens consistently on top, you can also enable " Always display controlled tokens on top" in Graphics sections of your Settings . Players should expect to see only their name plates and token bars if darkness appears on the page, and can use the V shortcut or the settings update to view their token art on top. Fixed an issue where "send to back" didn't appear to work for GMs with overlapping tokens when one was controlled by "all players" and the other was controlled by "none" Fixed an issue where pings appeared behind tokens and darkness Fixed an issue where tokens from compendium didn't load if sheet was closed before leading in instances of slow connection Fixed an issue causing Custom Particle Effects to not activate on map GMs can now move the party ribbon by clicking on the page you want to move the party to, and "move party here" via the more icon Change log, available here .
To be fair, it is cool that we now can convert active games to Jumpgate directly inside the game. HOWEVER it should be placed in a separate Section in the Settings Menu! You have to be REALLY careful NOT to accidentaly click on the button to Convert the active game! Might there be a way to display it in its own section?!
Quick Question: Is there a timeframe for when people will be forced into Jumpgate? I imagine at some point, Roill20 will want to stop supporting the old system.
Hi Saul We don't have a set timeline yet for when Jumpgate will be the  sole  option for play on Roll20, however, we're aiming to make it the default choice before the end of the year. This decision is based on user polling and feedback, as well as reports of bugs and other player/GM experiences. We'll keep everyone updated as we continue to monitor the transition.
Thank you for the information.  Lavi said: Hi Saul We don't have a set timeline yet for when Jumpgate will be the  sole  option for play on Roll20, however, we're aiming to make it the default choice before the end of the year. This decision is based on user polling and feedback, as well as reports of bugs and other player/GM experiences. We'll keep everyone updated as we continue to monitor the transition.
Lavi said: (New) You can now use the "V" shortcut on your keyboard to view the tokens you control on top in the moment! If you would like to view your tokens consistently on top, you can also enable " Always display controlled tokens on top" in Graphics sections of your Settings . Players should expect to see only their name plates and token bars if darkness appears on the page, and can use the V shortcut or the settings update to view their token art on top. I wonder if that might fix the issue with the MOD SmartAoE, where the control token is not on top? I've had to stop using the MOD due to it being too unwieldy in Jumpgate. What if there are two tokens stacked, one controlled by the player and one controlled by all players? I assume the one controlled by the player would be on top for that player?
Sometimes when I deleted or moved or edited a token, I noticed a copied version of it remained behind on the page. The copy is not targetable or usable, and when I refreshed the page it was gone. This happened two or three times. I'll test it out more to see if I can figure out exactly how it happens, but one time it happened when I edited a token and then I moved it, it left a copy behind that was unedited. When I refreshed, it disappeared. I'm still having issues with animations stopping. Usually the fire glow animations, and the moving mist/fog animations. Other than that, it has been mostly smooth for me! I haven't messed with dynamic lighting and walls/doors yet, though.
I'd like to try Jumpgate but I'm worried about some of the items on the  Priority Fixes lis t on the help page. Is that page being updated?  Of particular interest to me is the “Bottom Overlapping” token bar problem since I have a huge bank of tokens that all  use that setting.
Lavi said: Fixed issue where shapes drawn on the lighting layer from certain orientations resulted in a misaligned shadow This bugs still happens when I copy my game room to jumpgate version.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
camelotcrusade said: I'd like to try Jumpgate but I'm worried about some of the items on the  Priority Fixes lis t on the help page. Is that page being updated?  Of particular interest to me is the “Bottom Overlapping” token bar problem since I have a huge bank of tokens that all  use that setting. That page needs updating. That hasn't been a problem for some time now. I'd suggest just creating a Jumpgate game and fiddling around in it. You could also copy (not convert) your game, and set "Jumpgate" as the engine for your copy.
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Problems I am still experiencing: When I either drag a new token onto a page and then move it, or edit a token and then move, it leaves behind another copy of the token until I refresh I am still getting music stuttering issues when playing music &amp; also have multiple animations on the page (more than 5 generally) if: the computer or connection is not good, or if Roll20's servers are slow. Sat night I played a game where half of my players were experiencing music stuttering and stopping and starting because of a couple fog animations and some glowing lights animations for braziers etc. The music stuttering stopped when I removed some animations. Although it's improved from the old structure, I still think there is something to be done about how much resources the animations are using, and could use more optimization I am also still seeing some&nbsp; animations stopping and not starting again until I refresh If I drag out a player character token onto the board, it drags out the level 1 version (like 9 hit points, etc), unless I load the character sheet first, and then drag the character token out. Here's a couple screen recordings of the duplicate token issue and the character sheet/token issue:&nbsp;<a href="https://drive.google.com/drive/folders/1MVvUB8ZBFyr70sEJlxZDaRMK4mDU0hrS?usp=sharing" rel="nofollow">https://drive.google.com/drive/folders/1MVvUB8ZBFyr70sEJlxZDaRMK4mDU0hrS?usp=sharing</a> On the bright side, the grey overlay animation issue looks to be resolved! The above were the most frustrating parts of running the game, and if were fixed I think would make Jumpgate very solid for me.
Tried Jumpgate this weekend, took feedback from players, searched forum, issues documented already except the following (or perhaps I did not find it).&nbsp;&nbsp; Issue #1 Issue statement :&nbsp; Scroll bars on the right and bottom are hard to find, difficult to use depending on background color Expected behavior: When mouse over scroll bars have greater contrast and are easier to find. Here is a picture of the bars in the window without mouseover.&nbsp; They are not obvious and don't interrupt the view (appreciated). Here is a screen shot I tried taking with the bar on the right having been mouse over.&nbsp; Note there is not much difference.&nbsp; Depending on background color it can be nearly impossible to know if you have the bar selected or not.&nbsp;&nbsp; Issue #2: Issue Statement: Our game involves cards, treated as images and not tokens (there are no bubbles).&nbsp; When players attempt to play cards from their hand to the tabletop into the pile, the latest played card is not the card on top.&nbsp; It appears that the "layer" order of objects played to the table top is not dependent upon play order, but something else.&nbsp; Did not do exhaustive testing, but appears to be related to the order in which the cards were drawn from the deck.&nbsp; As the GM I attempted to move the card object to the front, but the display order only changed for the GM and not the players. Expected behavior: &nbsp; Cards or objects moved from hands to the tabletop are ordered with the latest played object on top.&nbsp;&nbsp; I did not grab photos, and not sure how to show it if I could.&nbsp; The description seems adequate.&nbsp; If the devs need to see it contact me and I can demonstrate live.&nbsp;&nbsp; Other than these small user complaint, all other issues were previously identified and the players received it well.&nbsp; Looking forward to attempting to copy a game and test out the new copy API feature in the coming weeks.&nbsp; I noticed performance improvements on my end.&nbsp; General receipt is positive.
Briar said: Problems I am still experiencing: When I either drag a new token onto a page and then move it, or edit a token and then move, it leaves behind another copy of the token until I refresh I am still getting music stuttering issues when playing music &amp; also have multiple animations on the page (more than 5 generally) if: the computer or connection is not good, or if Roll20's servers are slow. Sat night I played a game where half of my players were experiencing music stuttering and stopping and starting because of a couple fog animations and some glowing lights animations for braziers etc. The music stuttering stopped when I removed some animations. Although it's improved from the old structure, I still think there is something to be done about how much resources the animations are using, and could use more optimization I am also still seeing some&nbsp; animations stopping and not starting again until I refresh If I drag out a player character token onto the board, it drags out the level 1 version (like 9 hit points, etc), unless I load the character sheet first, and then drag the character token out. Here's a couple screen recordings of the duplicate token issue and the character sheet/token issue:&nbsp; <a href="https://drive.google.com/drive/folders/1MVvUB8ZBFyr70sEJlxZDaRMK4mDU0hrS?usp=sharing" rel="nofollow">https://drive.google.com/drive/folders/1MVvUB8ZBFyr70sEJlxZDaRMK4mDU0hrS?usp=sharing</a> On the bright side, the grey overlay animation issue looks to be resolved! The above were the most frustrating parts of running the game, and if were fixed I think would make Jumpgate very solid for me. The bit about the Token dragging the level 1 version isn't a jumpgate thing I think.. I've had it happen on non jumpgate games as well and it's annoying.
I did have slightly weird token behaviour last night.&nbsp; Some of the token markers weren't displaying over the tokens properly (particular the red X) they were appearing behind, and also part way through the aura's from the token aura api disappeared..&nbsp; they are back fine today.
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Found another bug.&nbsp; In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area.&nbsp; There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall.&nbsp; I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect.&nbsp;&nbsp; Here is what the token can actually see.&nbsp; Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode.
I noticed that setting Explorer Mode with dynamic lightning on larger maps causes a pretty significant performance hit. Where can I report bugs again?
You can submit a ticket here. Using Explorer Mode with DL on large maps has been a problem for a long time, although I thought that Jumpgate was going to improve on that. I just never use it.&nbsp; Alex C. said: I noticed that setting Explorer Mode with dynamic lightning on larger maps causes a pretty significant performance hit. Where can I report bugs again?
Mike E said: Found another bug.&nbsp; In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area.&nbsp; There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall.&nbsp; I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect.&nbsp;&nbsp; Here is what the token can actually see.&nbsp; Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode. Are you using Ctrl-L to see what the token sees?&nbsp; If that is the case then you are going to be able to see the snow animation outside the bounds of the map, just like you can see the Yeti token on the GM layer.&nbsp; I highly recommend using a &nbsp; Dummy Account &nbsp;to get a true player's view instead. Or are you saying that your players are able to see the snow animation in the out of bounds area?&nbsp; I haven't played with Jumpgate enough to know if this is intended behavior or not, but if that's the case I don't think it is intended behavior. Have you tried using Fog of War/Permanent darkness to cover the out of bounds area?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Mike! This is indeed the behavior I am seeing (using a dummy account), and should be reported as a bug:&nbsp; Help Center Request . Neither DL lines or the edge of the page block animations from showing.
From all the stuff I posted before, the music skipping and stuttering with animations on the page is probably the worst
This has been a problem since before Jumpgate and has not improved at all since Jumpgate launched. To play my weekly game of Rime of the Frostmaiden, I am using 2014 sheets for monsters, DnD Beyond with Beyond20 for 2024 character sheets and Kenku FM as a sound bot in Discord for my Audio to circumvent the stuttering that animations cause to Roll20 audio. &nbsp;I await the day that I can seamlessly just use native Roll20 for everything but it seems a long way off right now.&nbsp; Briar said: From all the stuff I posted before, the music skipping and stuttering with animations on the page is probably the worst
keithcurtis said: Hi Mike! This is indeed the behavior I am seeing (using a dummy account), and should be reported as a bug:&nbsp; Help Center Request . Neither DL lines or the edge of the page block animations from showing. Thanks Keith.&nbsp; I've logged this as a bug on the link that you provided.&nbsp;
Thanks Keith and Camelotcrusade for highlighting, and the page is now updated! As Keith mentioned, the bottom overlapping has been solved for a while now! keithcurtis said: camelotcrusade said: I'd like to try Jumpgate but I'm worried about some of the items on the&nbsp; Priority Fixes lis t on the help page. Is that page being updated?&nbsp; Of particular interest to me is the&nbsp;“Bottom Overlapping” token bar problem since I have a huge bank of tokens that all &nbsp;use that setting. That page needs updating. That hasn't been a problem for some time now. I'd suggest just creating a Jumpgate game and fiddling around in it. You could also copy (not convert) your game, and set "Jumpgate" as the engine for your copy.
Hi Cereus - we're unable to reproduce the issue after the fix we pushed, but perhaps there is an edge case we didn't solve. Would you mind sharing a screenshot of what you see in your original game and then the copied version to help us investigate further? Cereus 🇧🇷 said: Lavi said: Fixed issue where shapes drawn on the lighting layer from certain orientations resulted in a misaligned shadow This bugs still happens when I copy my game room to jumpgate version.
Hi Briar - very happy we solved what appeared to be the grey overlays! It was due to slightly different shaders (color contrasts) in Jumpgate that have been updated to match Legacy! Wanted to follow up with you on the couple of the other issues you mentioned: 1) Duplicate of token appearing - we definitely recognize it's an issue from your video, but we're not having luck reproducing it. Is there a pattern you may have noticed when this tends to happen? Would you be able to share console logs when this happens - it might help us see if there's an error that's occurring and help narrow down the variables. 2) Animations stopping - are you using animations from the marketplace? If so, could you point me to the exact animation/pack name where you are experiencing this? Are there additional circumstances you noticed that could be common when this happens? 3) Music stuttering - thank you for sharing the info around impact of 5+ animations - we'll be taking a look to see if we can replicate the issue with this additional information Thanks again for taking the time to detail these! Briar said: Problems I am still experiencing: When I either drag a new token onto a page and then move it, or edit a token and then move, it leaves behind another copy of the token until I refresh I am still getting music stuttering issues when playing music &amp; also have multiple animations on the page (more than 5 generally) if: the computer or connection is not good, or if Roll20's servers are slow. Sat night I played a game where half of my players were experiencing music stuttering and stopping and starting because of a couple fog animations and some glowing lights animations for braziers etc. The music stuttering stopped when I removed some animations. Although it's improved from the old structure, I still think there is something to be done about how much resources the animations are using, and could use more optimization I am also still seeing some&nbsp; animations stopping and not starting again until I refresh If I drag out a player character token onto the board, it drags out the level 1 version (like 9 hit points, etc), unless I load the character sheet first, and then drag the character token out. Here's a couple screen recordings of the duplicate token issue and the character sheet/token issue:&nbsp; <a href="https://drive.google.com/drive/folders/1MVvUB8ZBFyr70sEJlxZDaRMK4mDU0hrS?usp=sharing" rel="nofollow">https://drive.google.com/drive/folders/1MVvUB8ZBFyr70sEJlxZDaRMK4mDU0hrS?usp=sharing</a> On the bright side, the grey overlay animation issue looks to be resolved! The above were the most frustrating parts of running the game, and if were fixed I think would make Jumpgate very solid for me.
Hi Michael - there will be an enhancement coming out in the next couple of days to make scroll bars easier to see. We have had user feedback on both sides of the spectrum, some appreciating the subtleness of the current design and some wanting them to be more prominent. As a result, we'll be pushing out changes iteratively to help find the right balance for the community.&nbsp; For the second issue relating to card order, could you share the module/addon or specific game you might be using? If it's a specific game you created, you can send me the game link over private message! Could you also share a screenshot of your deck settings? If you go to your Collection tab in your VTT, scroll to Deck section, click on any name and deck settings will pop up. Michael D. said: Tried Jumpgate this weekend, took feedback from players, searched forum, issues documented already except the following (or perhaps I did not find it).&nbsp;&nbsp; Issue #1 Issue statement :&nbsp; Scroll bars on the right and bottom are hard to find, difficult to use depending on background color Expected behavior: When mouse over scroll bars have greater contrast and are easier to find. Here is a picture of the bars in the window without mouseover.&nbsp; They are not obvious and don't interrupt the view (appreciated). Here is a screen shot I tried taking with the bar on the right having been mouse over.&nbsp; Note there is not much difference.&nbsp; Depending on background color it can be nearly impossible to know if you have the bar selected or not.&nbsp;&nbsp; Issue #2: Issue Statement: Our game involves cards, treated as images and not tokens (there are no bubbles).&nbsp; When players attempt to play cards from their hand to the tabletop into the pile, the latest played card is not the card on top.&nbsp; It appears that the "layer" order of objects played to the table top is not dependent upon play order, but something else.&nbsp; Did not do exhaustive testing, but appears to be related to the order in which the cards were drawn from the deck.&nbsp; As the GM I attempted to move the card object to the front, but the display order only changed for the GM and not the players. Expected behavior: &nbsp; Cards or objects moved from hands to the tabletop are ordered with the latest played object on top.&nbsp;&nbsp; I did not grab photos, and not sure how to show it if I could.&nbsp; The description seems adequate.&nbsp; If the devs need to see it contact me and I can demonstrate live.&nbsp;&nbsp; Other than these small user complaint, all other issues were previously identified and the players received it well.&nbsp; Looking forward to attempting to copy a game and test out the new copy API feature in the coming weeks.&nbsp; I noticed performance improvements on my end.&nbsp; General receipt is positive.
Briar and Jonathan - we had a release earlier today that is angled at fixing issues related to dragging out a character on to the map before loading character sheet first. Can you let me know if you're still experiencing these types of issues after today? Jonathan K. said: Briar said: Problems I am still experiencing: When I either drag a new token onto a page and then move it, or edit a token and then move, it leaves behind another copy of the token until I refresh I am still getting music stuttering issues when playing music &amp; also have multiple animations on the page (more than 5 generally) if: the computer or connection is not good, or if Roll20's servers are slow. Sat night I played a game where half of my players were experiencing music stuttering and stopping and starting because of a couple fog animations and some glowing lights animations for braziers etc. The music stuttering stopped when I removed some animations. Although it's improved from the old structure, I still think there is something to be done about how much resources the animations are using, and could use more optimization I am also still seeing some&nbsp; animations stopping and not starting again until I refresh If I drag out a player character token onto the board, it drags out the level 1 version (like 9 hit points, etc), unless I load the character sheet first, and then drag the character token out. Here's a couple screen recordings of the duplicate token issue and the character sheet/token issue:&nbsp; <a href="https://drive.google.com/drive/folders/1MVvUB8ZBFyr70sEJlxZDaRMK4mDU0hrS?usp=sharing" rel="nofollow">https://drive.google.com/drive/folders/1MVvUB8ZBFyr70sEJlxZDaRMK4mDU0hrS?usp=sharing</a> On the bright side, the grey overlay animation issue looks to be resolved! The above were the most frustrating parts of running the game, and if were fixed I think would make Jumpgate very solid for me. The bit about the Token dragging the level 1 version isn't a jumpgate thing I think.. I've had it happen on non jumpgate games as well and it's annoying.
Hi Alex and Rick - we have this on our list of High Priority Fixes , but do not yet have a fix ETA as this requires sizable rework.&nbsp; Rick A. said: You can submit a ticket here. Using Explorer Mode with DL on large maps has been a problem for a long time, although I thought that Jumpgate was going to improve on that. I just never use it.&nbsp; Alex C. said: I noticed that setting Explorer Mode with dynamic lightning on larger maps causes a pretty significant performance hit. Where can I report bugs again?
Catching this thread up on the numerous releases from the last week: Today's (Oct 15th)&nbsp; Fixed issue where... using arrow keys to move token against a barrier knocked tokens off the grid default tokens dropped on map had incorrect values if the character sheet was not opened prior to the drop token bars and nameplates outside a map were visible when previewing as player Jumpgate games could become stuck with the old Compendium (even when the new, Beta Compendium was selected) Cntrl+Z after "resizing to fit" an image on the map layer removed the map image, and instead sends you back to the previous view Measure Tool specifically for Pathfinder/3.5 had incorrect diagonal measurements Image quality didn't upscale when resizing an image with right click -&gt; Advanced -&gt; Set Dimensions until zoom was adjusted Grouped tokens on a duplicated page could not be selected, moved or interacted with Pasting a grouped token on a new page, without the grouped object, caused a failed state Effects (FX) became unintentionally persistent on right click Q+Measure Tool caused a lag or crash on Chrome (a regression) Advanced Dice Roller dropdown didn't display dice and dropdown cut off dice names Today's (Oct 15th)&nbsp; Other improvements Made a performance improvement that should address the common cause for slowness upon initial page load . This should address a significant portion of reports mentioning that "maps don't load" initially or upon Jumpgate copy. Made a performance improvement that will expedite loading of images for journal and library items October 7th: Added the 'Alt' hotkey back while measuring, so the measure tool can measure without snapping to grid. Updated the scroll speed when dragging the party ribbon to pages in Folder Menu (Jumpgate only). Addressed an issue where map backgrounds from a previous page would appear on page load. Added a user warning when adding content from a module or addon that uses the D&amp;D 2014 sheet, to a game that is using the 2024 sheet. When converting a legacy game to a Jumpgate game, the "Legacy" chat tech is converted to the new "Integrated Voice &amp; Video" to ensure users automatically have working Voice and Video. Full list is always accessible in our Change Log .
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Lavi
Roll20 Team
Mike - thank you for raising this use case. I've taken this one back to our team to ideate on some solutions. Since there might use cases where users do want to see parts of tokens hanging off the map (like player tokens), we may not want to outright block that possibility. Jarren said: Mike E said: Found another bug.&nbsp; In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area.&nbsp; There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall.&nbsp; I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect.&nbsp;&nbsp; Here is what the token can actually see.&nbsp; Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode. Are you using Ctrl-L to see what the token sees?&nbsp; If that is the case then you are going to be able to see the snow animation outside the bounds of the map, just like you can see the Yeti token on the GM layer.&nbsp; I highly recommend using a &nbsp; Dummy Account &nbsp;to get a true player's view instead. Or are you saying that your players are able to see the snow animation in the out of bounds area?&nbsp; I haven't played with Jumpgate enough to know if this is intended behavior or not, but if that's the case I don't think it is intended behavior. Have you tried using Fog of War/Permanent darkness to cover the out of bounds area?
Hi Lavi Thanks for the reply.&nbsp; I think the main issue here is that dynamic lighting wall around the edge of the map is not blocking token visibility to the part that is off the map.&nbsp; I respect your view that some users may want this (although I really struggle to imagine a tangible reason why) but in that scenario, all that user would need to do is not put a dynamic lighting wall around the perimeter of the map.&nbsp;&nbsp; So to reiterate, the Dynamic Lighting wall layer in my example is not working as as the token can see the animation beyond it.&nbsp;&nbsp; Mike Lavi said: Mike - thank you for raising this use case. I've taken this one back to our team to ideate on some solutions. Since there might use cases where users do want to see parts of tokens hanging off the map (like player tokens), we may not want to outright block that possibility. Jarren said: Mike E said: Found another bug.&nbsp; In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area.&nbsp; There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall.&nbsp; I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect.&nbsp;&nbsp; Here is what the token can actually see.&nbsp; Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode. Are you using Ctrl-L to see what the token sees?&nbsp; If that is the case then you are going to be able to see the snow animation outside the bounds of the map, just like you can see the Yeti token on the GM layer.&nbsp; I highly recommend using a &nbsp; Dummy Account &nbsp;to get a true player's view instead. Or are you saying that your players are able to see the snow animation in the out of bounds area?&nbsp; I haven't played with Jumpgate enough to know if this is intended behavior or not, but if that's the case I don't think it is intended behavior. Have you tried using Fog of War/Permanent darkness to cover the out of bounds area?
After an internal discussion, we decided that the default logic should clip portions of token beyond map bounds. In this case the root cause isn't seeming to be related to Dynamic Lines b/c there's separate pieces of logic dictating view order of layers/objects. I don't have an ETA for you at this time b/c the team is currently focused on solving some performance challenges for lower-end devices and an overhaul of FOW UI that are impacting a broad set of users. This item is our queue when we get past the high priority focus items. Mike E said: Hi Lavi Thanks for the reply.&nbsp; I think the main issue here is that dynamic lighting wall around the edge of the map is not blocking token visibility to the part that is off the map.&nbsp; I respect your view that some users may want this (although I really struggle to imagine a tangible reason why) but in that scenario, all that user would need to do is not put a dynamic lighting wall around the perimeter of the map.&nbsp;&nbsp; So to reiterate, the Dynamic Lighting wall layer in my example is not working as as the token can see the animation beyond it.&nbsp;&nbsp; Mike Lavi said: Mike - thank you for raising this use case. I've taken this one back to our team to ideate on some solutions. Since there might use cases where users do want to see parts of tokens hanging off the map (like player tokens), we may not want to outright block that possibility. Jarren said: Mike E said: Found another bug.&nbsp; In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area.&nbsp; There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall.&nbsp; I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect.&nbsp;&nbsp; Here is what the token can actually see.&nbsp; Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode. Are you using Ctrl-L to see what the token sees?&nbsp; If that is the case then you are going to be able to see the snow animation outside the bounds of the map, just like you can see the Yeti token on the GM layer.&nbsp; I highly recommend using a &nbsp; Dummy Account &nbsp;to get a true player's view instead. Or are you saying that your players are able to see the snow animation in the out of bounds area?&nbsp; I haven't played with Jumpgate enough to know if this is intended behavior or not, but if that's the case I don't think it is intended behavior. Have you tried using Fog of War/Permanent darkness to cover the out of bounds area? Thanks Mike -&nbsp; Mike E said: Hi Lavi Thanks for the reply.&nbsp; I think the main issue here is that dynamic lighting wall around the edge of the map is not blocking token visibility to the part that is off the map.&nbsp; I respect your view that some users may want this (although I really struggle to imagine a tangible reason why) but in that scenario, all that user would need to do is not put a dynamic lighting wall around the perimeter of the map.&nbsp;&nbsp; So to reiterate, the Dynamic Lighting wall layer in my example is not working as as the token can see the animation beyond it.&nbsp;&nbsp; Mike Lavi said: Mike - thank you for raising this use case. I've taken this one back to our team to ideate on some solutions. Since there might use cases where users do want to see parts of tokens hanging off the map (like player tokens), we may not want to outright block that possibility. Jarren said: Mike E said: Found another bug.&nbsp; In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area.&nbsp; There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall.&nbsp; I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect.&nbsp;&nbsp; Here is what the token can actually see.&nbsp; Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode. Are you using Ctrl-L to see what the token sees?&nbsp; If that is the case then you are going to be able to see the snow animation outside the bounds of the map, just like you can see the Yeti token on the GM layer.&nbsp; I highly recommend using a &nbsp; Dummy Account &nbsp;to get a true player's view instead. Or are you saying that your players are able to see the snow animation in the out of bounds area?&nbsp; I haven't played with Jumpgate enough to know if this is intended behavior or not, but if that's the case I don't think it is intended behavior. Have you tried using Fog of War/Permanent darkness to cover the out of bounds area? Mike E said: Hi Lavi Thanks for the reply.&nbsp; I think the main issue here is that dynamic lighting wall around the edge of the map is not blocking token visibility to the part that is off the map.&nbsp; I respect your view that some users may want this (although I really struggle to imagine a tangible reason why) but in that scenario, all that user would need to do is not put a dynamic lighting wall around the perimeter of the map.&nbsp;&nbsp; So to reiterate, the Dynamic Lighting wall layer in my example is not working as as the token can see the animation beyond it.&nbsp;&nbsp; Mike Lavi said: Mike - thank you for raising this use case. I've taken this one back to our team to ideate on some solutions. Since there might use cases where users do want to see parts of tokens hanging off the map (like player tokens), we may not want to outright block that possibility. Jarren said: Mike E said: Found another bug.&nbsp; In the picture below, I have a snow animation that is playing on the map layer. To get the snow blowing in the right direction I had angled it so that it exists over the map and partially in the 'out of bounds' area.&nbsp; There is a solid Dynamic Lighting wall around the edge of the map but the player can still see the animation playing in the 'out of bounds' area through the solid wall.&nbsp; I made a big black square in Paint and tried to stick it over the top of the animation but it had no effect.&nbsp;&nbsp; Here is what the token can actually see.&nbsp; Ignore the fact that it can see the Yeti. I'm running as DM which means that all tokens on the GM layer are visible even in token visibility mode. Are you using Ctrl-L to see what the token sees?&nbsp; If that is the case then you are going to be able to see the snow animation outside the bounds of the map, just like you can see the Yeti token on the GM layer.&nbsp; I highly recommend using a &nbsp; Dummy Account &nbsp;to get a true player's view instead. Or are you saying that your players are able to see the snow animation in the out of bounds area?&nbsp; I haven't played with Jumpgate enough to know if this is intended behavior or not, but if that's the case I don't think it is intended behavior. Have you tried using Fog of War/Permanent darkness to cover the out of bounds area?
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The Modifier Field appears behind the Character Sheets again! When we started playing it was before the sheet as expected! But during play this switched!!! It is REALLY ANNOYING!!! Also the Tokenmarker appear BEHIND the Token yet Again! I thought this was fixed?!