Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Jumpgate Beta is Open to All Subscribers!

I don't think the retina display has anything to do with it. Up until the most recent release of jumpgate, when I changed color on the grid (or made other graphic changes such as lighting) the changes took effect immediately. Now, they don't. Other people reported this, I believe, so I don't think it's my display. The bleed happened when I loaded that graphic (I'm aware of the grid issue) but did not happen when I loaded the next two. Like I said, some of these issues are intermittent. Some graphics force a resize of the page, others don't. I don't know why... the images are generally larger than the page so there should be a resize. keithcurtis said: Here is what I get when I upload that graphic directly to the map layer and choose to resize. The page fits correctly, but of course the grids don't match (2048 does not divide by 70 evenly, and the system has to assume a pixels per cell value.) But I don't show that bleed you are seeing. I have tested on Mac and Chromebook, both on relatively recent versions of Chrome. I am also not experiencing a reload when changing a value like grid color. I don't know if your Retina display has anything to do with the experiences you've been having, but can't test for that. Does anyone using Roll20 on a Retina display have the ability to run a test?
It may just be my display, but in Jumpgate games the grid looks more pronounced than in Legacy games. Not really a complaint because I can adjust it using the opacity slider; just an observation.
Rick A. said: It may just be my display, but in Jumpgate games the grid looks more pronounced than in Legacy games. Not really a complaint because I can adjust it using the opacity slider; just an observation. I've noticed that recently and have also been adjusting it downwards..
We've been a bit heads down with a couple of releases over the last week, so I am a couple days behind keeping you all updated on the recent releases. These notes should address 3-4 issues mentioned by several of you over the last week - couple of ones I bolded address some issues brought up by Saul and Doug . Also linking our change log for reference. December 11, 2024 You'll notice "Jumpgate" is now the default selection when Starting a New Game or making a copy of a new game to make it easier to access Jumpgate. You can always select "Classic Roll20 Tabletop."  Fixed an issue where the Dynamic Lighting tool icon was missing in certain browsers/small screen sizes in the "more menu" Nameplates and Health bars no longer appear on tokens on the map layer when right click to move  Jumpgate tag has been added to " My Games" and your "Upcoming Games" views to make it easier to know the platform you're using Fixed a bug where duplicating a page with Hide / Reveal mask, and separately adjusting masks on the two pages, unexpectedly led to the two syncing VTT tutorial is now available in Jumpgate! The content has also been updated to include information on the newly released tools like Hide / Reveal Mask and Dynamic Lighting Tool Fixed an issue where a notification relating to having both 2014 and 2024 D&D 5E sheets in the same game was unexpectedly popping up in games with only one of those sheets  Fixed a bug where First 'q' on token move used to waypoint December 9, 2024 Made an update to Jumpgate left Toolbar to collapse Layer buttons before tool buttons to be consistent with original behavior Experimental and Production/Classic VTT API has object updates including supporting pathv2 objects for Jumpgate. This means that Mod (API) Scripts related to the new way Jumpgate handles line objects will either work naturally, or are ready for script authors/community to update. More info . Experimental and Production/Classic VTT API has fixed a bug that uses lastMove data. Scripts that use lasMove data (like It's A Trap) will now work for Jumpgate Resolved a scenario where "Convert to Jumpgate" was available to promoted to GMs (not just game owners) "Move Party Here" in more menu of the Page Settings has adjusted copy to specify "Move Party Ribbon Here," to clarify that tokens are not automatically copied. Resolved a bug where the interacting with VTT while advertisement was in session may have lead to parts of Hide / Reveal Mask not working properly Resolved a bug where lingering measurements were not disappearing until dismissed Updated the word "token" with the word "asset" in VTT Settings > Graphics > "Disable auto sizing of assets dropped on the Map Layer" to clarify to user it's not limited to player tokens
Yes, the change made to collapse the layer buttons before the others fixed my issue. Thanks. One thing I noticed: I opened up the new Dynamic Lighting tool. It says in the lower right corner: "Tokens with Vision: 2." The only problem is: there are no tokens on that page - just the map and it doesn't have vision! I just loaded the map onto the page and hadn't even added any dynamic lighting items onto it - no walls, no lights, no doors, nothing. It's just the map.   A computer that can't count. There's a novel idea. :-) Lavi said: We've been a bit heads down with a couple of releases over the last week, so I am a couple days behind keeping you all updated on the recent releases. These notes should address 3-4 issues mentioned by several of you over the last week - couple of ones I bolded address some issues brought up by Saul and Doug . Also linking our change log for reference. December 11, 2024 You'll notice "Jumpgate" is now the default selection when Starting a New Game or making a copy of a new game to make it easier to access Jumpgate. You can always select "Classic Roll20 Tabletop."  Fixed an issue where the Dynamic Lighting tool icon was missing in certain browsers/small screen sizes in the "more menu" Nameplates and Health bars no longer appear on tokens on the map layer when right click to move  Jumpgate tag has been added to " My Games" and your "Upcoming Games" views to make it easier to know the platform you're using Fixed a bug where duplicating a page with Hide / Reveal mask, and separately adjusting masks on the two pages, unexpectedly led to the two syncing VTT tutorial is now available in Jumpgate! The content has also been updated to include information on the newly released tools like Hide / Reveal Mask and Dynamic Lighting Tool Fixed an issue where a notification relating to having both 2014 and 2024 D&D 5E sheets in the same game was unexpectedly popping up in games with only one of those sheets  Fixed a bug where First 'q' on token move used to waypoint December 9, 2024 Made an update to Jumpgate left Toolbar to collapse Layer buttons before tool buttons to be consistent with original behavior Experimental and Production/Classic VTT API has object updates including supporting pathv2 objects for Jumpgate. This means that Mod (API) Scripts related to the new way Jumpgate handles line objects will either work naturally, or are ready for script authors/community to update. More info . Experimental and Production/Classic VTT API has fixed a bug that uses lastMove data. Scripts that use lasMove data (like It's A Trap) will now work for Jumpgate Resolved a scenario where "Convert to Jumpgate" was available to promoted to GMs (not just game owners) "Move Party Here" in more menu of the Page Settings has adjusted copy to specify "Move Party Ribbon Here," to clarify that tokens are not automatically copied. Resolved a bug where the interacting with VTT while advertisement was in session may have lead to parts of Hide / Reveal Mask not working properly Resolved a bug where lingering measurements were not disappearing until dismissed Updated the word "token" with the word "asset" in VTT Settings > Graphics > "Disable auto sizing of assets dropped on the Map Layer" to clarify to user it's not limited to player tokens
I have an issue where the Jumpgate labels are not consistently placed. My two games at the top of the page are fine, but then the left ones are set too high as you move down. Continuing down from the image below the games below on the left are at the bottom of the box above (like the Alkenstar game…)
While I was performing some edits on the dynamic lighting layer of a map I selected a DL line to change its thickness, then without deselecting the line I changed to a different map. On the new map, the line editing menu was still in the upper left of the screen and I could not make it close by clicking elsewhere on the map or by selecting a different icon on the screen menu. I had to return to the original map and click in a blank spot on the map to deselect the line and close the line editing menu.
1734030716
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
RPGeezer said: I have an issue where the Jumpgate labels are not consistently placed. My two games at the top of the page are fine, but then the left ones are set too high as you move down. Continuing down from the image below the games below on the left are at the bottom of the box above (like the Alkenstar game…) Hi RPGeezer! What device/OS/Browser/URL is that view from?
Hi Keith. I am on an iPad Pro M4. Happens in both Safari and Chrome (which I THINK is actual Chrome and not the “Safarified” version.) 18.1.something but when checking I see there’s an update to 18.2 waiting. Will be testing on my Mac Mini tomorrow…
1734065496
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
If you are on iOS, it may be called Chrome and look like Chrome, but it's WebKit/Safari under the hood. At least this is my understanding.
1734098229

Edited 1734098495
This is true. Apple blocks all 3rd party browsers, insisting that you use Safari in some way... so Chrome is just really a skin on top of Safari with a few extra things built-in to it that make it look and behave similarly to Chrome on a desktop... but it's still Safari under the hood. The same is true for Firefox, btw. There are laws that have been passed in the EU and Japan to prevent Apple from doing this and to force Apple to allow true 3rd party browsers, but Apple is fighting the law vigorously. It's not clear how this will turn out yet... keithcurtis said: If you are on iOS, it may be called Chrome and look like Chrome, but it's WebKit/Safari under the hood. At least this is my understanding.
I'm seeing the same behavior on my PC: Windows 10, Chrome browser, URL:&nbsp; <a href="https://roll20.net/welcome" rel="nofollow">https://roll20.net/welcome</a> keithcurtis said: If you are on iOS, it may be called Chrome and look like Chrome, but it's WebKit/Safari under the hood. At least this is my understanding.
1734108388
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Rick A. said: Yellow Submarine II looks intriguing...
LOL! That's a game that I'm playing in.&nbsp; The name is a play on the (supposed) meaning behind the song. :) It takes place in Chult of the Forgotten Realms ... sort of. We started out (at 1st level) as the surviving "cargo" of a wrecked slave ship:&nbsp; two humans, a dragonborn, a herengon, a kobold and a tabaxi. We lost the tabaxi and dragonborn due to the players needing to prioritize RL responsibilities; the warlock and the kobold died. T he kobold got resurrected but the warlock couldn't be due to "contractual obligations". We then picked up a wandering githyanki and a half-elf doing a walkabout. keithcurtis said: Yellow Submarine II looks intriguing...
Hi Saul - glad to hear collapse button update fixed it for you!&nbsp; Regarding the "token" counts - I admit there's a bit of a nomenclature challenge here. The "Token" definition on the platform is broad and beyond player/character tokens. So a map image and torches or other assets are "token" as well from our definition, and we recognize that's a bit confusing for our community, so we're looking for ways to clarify that longer term. Two more immediate things: 1) I would love to take a look at the map you're referring to b/c i wouldn't expect the map background token to have vision, so want to better understand what's going on there (feel free to send via DM) 2) We have a really cool enhancement coming out in the next couple of weeks which would, upon hover of the footer, highlight the tokens on the map that are "light sources" or "tokens with vision" which should help relieve this confusion in the short tem. Saul J. said: Yes, the change made to collapse the layer buttons before the others fixed my issue. Thanks. One thing I noticed: I opened up the new Dynamic Lighting tool. It says in the lower right corner: "Tokens with Vision: 2." The only problem is: there are no tokens on that page - just the map and it doesn't have vision! I just loaded the map onto the page and hadn't even added any dynamic lighting items onto it - no walls, no lights, no doors, nothing. It's just the map.&nbsp;&nbsp; A computer that can't count. There's a novel idea. :-) Lavi said: We've been a bit heads down with a couple of releases over the last week, so I am a couple days behind keeping you all updated on the recent releases. These notes should address 3-4 issues mentioned by several of you over the last week - couple of ones I bolded address some issues brought up by Saul and Doug . Also linking our change log for reference. December 11, 2024 You'll notice "Jumpgate" is now the default selection when Starting a New Game or making a copy of a new game to make it easier to access Jumpgate. You can always select "Classic Roll20 Tabletop."&nbsp; Fixed an issue where the Dynamic Lighting tool icon was missing in certain browsers/small screen sizes in the "more menu" Nameplates and Health bars no longer appear on tokens on the map layer when right click to move&nbsp; Jumpgate tag has been added to " My Games" and your "Upcoming Games" views to make it easier to know the platform you're using Fixed a bug where duplicating a page with Hide / Reveal mask, and separately adjusting masks on the two pages, unexpectedly led to the two syncing VTT tutorial is now available in Jumpgate! The content has also been updated to include information on the newly released tools like Hide / Reveal Mask and Dynamic Lighting Tool Fixed an issue where a notification relating to having both 2014 and 2024 D&amp;D 5E sheets in the same game was unexpectedly popping up in games with only one of those sheets&nbsp; Fixed a bug where First 'q' on token move used to waypoint December 9, 2024 Made an update to Jumpgate left Toolbar to collapse Layer buttons before tool buttons to be consistent with original behavior Experimental and Production/Classic VTT API has object updates including supporting pathv2 objects for Jumpgate. This means that Mod (API) Scripts related to the new way Jumpgate handles line objects will either work naturally, or are ready for script authors/community to update. More info . Experimental and Production/Classic VTT API has fixed a bug that uses lastMove data. Scripts that use lasMove data (like It's A Trap) will now work for Jumpgate Resolved a scenario where "Convert to Jumpgate" was available to promoted to GMs (not just game owners) "Move Party Here" in more menu of the Page Settings has adjusted copy to specify "Move Party Ribbon Here," to clarify that tokens are not automatically copied. Resolved a bug where the interacting with VTT while advertisement was in session may have lead to parts of Hide / Reveal Mask not working properly Resolved a bug where lingering measurements were not disappearing until dismissed Updated the word "token" with the word "asset" in VTT Settings &gt; Graphics &gt; "Disable auto sizing of assets dropped on the Map Layer" to clarify to user it's not limited to player tokens
1734113705

Edited 1734113766
Lavi
Roll20 Team
RPGeezer &amp; Rick - Thank you for sharing! We pushed out a fix in the last hour to resolve this! RPGeezer said: I have an issue where the Jumpgate labels are not consistently placed. My two games at the top of the page are fine, but then the left ones are set too high as you move down. Continuing down from the image below the games below on the left are at the bottom of the box above (like the Alkenstar game…)
1734120558
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Lavi said: 2) We have a really cool enhancement coming out in the next couple of weeks which would, upon hover of the footer, highlight the tokens on the map that are "light sources" or "tokens with vision" which should help relieve this confusion in the short term. Woot!
WHY is it that every time after I connect to a Jumpgate Game, the DL Tools are PRE SELECTED even though there is no DL enabled for that specific map?!
Thank you. Confirming it is all good now (and I like the new placement even better!)… Lavi said: RPGeezer &amp; Rick - Thank you for sharing! We pushed out a fix in the last hour to resolve this! RPGeezer said: I have an issue where the Jumpgate labels are not consistently placed. My two games at the top of the page are fine, but then the left ones are set too high as you move down. Continuing down from the image below the games below on the left are at the bottom of the box above (like the Alkenstar game…)
And why is the Polygon Drawing Tool not a crosshair anymore but an ink-pen again?! The Crosshair is MUCH BETTER as it is WAY MORE ACCURATE... Please change that back!!!
I'll second the woot. :-) Lavi, I'm sending you a message privately about the issue. keithcurtis said: Lavi said: 2) We have a really cool enhancement coming out in the next couple of weeks which would, upon hover of the footer, highlight the tokens on the map that are "light sources" or "tokens with vision" which should help relieve this confusion in the short term. Woot!
I had a session in a game earlier this week and my players found a bug with doors. This is a Jumpgate game and they are using Chrome or Firefox. What they found was that they were able to open the doors from across the map. In fact, if they knew where the door was, they didn't even need to see it, they could click on it and it would open.&nbsp; Not the biggest bug in the world, but a bit annoying if you are trying to hide things from them until they are within range.&nbsp;
Steverhud - can you DM me your game link/page example where you were seeing this so we can take a look at what you're seeing here? This is the first report of the kind I have heard so we'll need a bit more detail/example to dig in. Steverhud said: I had a session in a game earlier this week and my players found a bug with doors. This is a Jumpgate game and they are using Chrome or Firefox. What they found was that they were able to open the doors from across the map. In fact, if they knew where the door was, they didn't even need to see it, they could click on it and it would open.&nbsp; Not the biggest bug in the world, but a bit annoying if you are trying to hide things from them until they are within range.&nbsp;
Hi Markus - what do you mean by the tool being preselected? What we're seeing/expected in terms of behavior is: 1)&nbsp; when you start a new Jumpgate game or enter an existing game, the "tour" that lets you know about DL doesn't re-pop up if you've already seen it once before, and 2) DL is toggled to off (unless you're on a page that has DL) This is what we're seeing in our repro at this time. Let us know what specific steps you're taking to experience this behavior, and what specifically you mean by "preselected" so we can take a deeper look. TheMarkus1204 said: WHY is it that every time after I connect to a Jumpgate Game, the DL Tools are PRE SELECTED even though there is no DL enabled for that specific map?!
DM sent. Lavi said: Steverhud - can you DM me your game link/page example where you were seeing this so we can take a look at what you're seeing here? This is the first report of the kind I have heard so we'll need a bit more detail/example to dig in. Steverhud said: I had a session in a game earlier this week and my players found a bug with doors. This is a Jumpgate game and they are using Chrome or Firefox. What they found was that they were able to open the doors from across the map. In fact, if they knew where the door was, they didn't even need to see it, they could click on it and it would open.&nbsp; Not the biggest bug in the world, but a bit annoying if you are trying to hide things from them until they are within range.&nbsp;
Saul - this has been released earlier today, so let us know how it's looking! Saul J. said: I'll second the woot. :-) Lavi, I'm sending you a message privately about the issue. keithcurtis said: Lavi said: 2) We have a really cool enhancement coming out in the next couple of weeks which would, upon hover of the footer, highlight the tokens on the map that are "light sources" or "tokens with vision" which should help relieve this confusion in the short term. Woot!
Latest updates from this morning's release: New feature for Dynamic Lighting Tool! When mousing over the footer of the Dynamic Lighting menu "tokens with vision" and "light sources" will be highlighted on the map so that you can easier troubleshoot and identify setup challenges. Fixed a bug with Dynamic lighting where manually explored areas (e.g. when Explorer Mode is toggled on) were not copying upon duplication of a page Fixed a couple bugs with hex labels - including enabling color/opacity of grid to apply to labels and for labels to scale with grid size Fixed a bug where loading into a game in the first 15 second threw a game error in certain circumstances
Steverhud - I took a look at the game, and sent you a more detailed response. In summary, this behavior is working as expected, and if you want to block players from opening or seeing doors, "lock" and "secret" door options can accomplish that for you. Steverhud said: DM sent. Lavi said: Steverhud - can you DM me your game link/page example where you were seeing this so we can take a look at what you're seeing here? This is the first report of the kind I have heard so we'll need a bit more detail/example to dig in. Steverhud said: I had a session in a game earlier this week and my players found a bug with doors. This is a Jumpgate game and they are using Chrome or Firefox. What they found was that they were able to open the doors from across the map. In fact, if they knew where the door was, they didn't even need to see it, they could click on it and it would open.&nbsp; Not the biggest bug in the world, but a bit annoying if you are trying to hide things from them until they are within range.&nbsp;
It still doesn't explain why the DL tool claims there is 1 token with vision when the only thing on the page is the map, and the map doesn't have vision. Lavi said: Saul - this has been released earlier today, so let us know how it's looking! Saul J. said: I'll second the woot. :-) Lavi, I'm sending you a message privately about the issue. keithcurtis said: Lavi said: 2) We have a really cool enhancement coming out in the next couple of weeks which would, upon hover of the footer, highlight the tokens on the map that are "light sources" or "tokens with vision" which should help relieve this confusion in the short term. Woot!
IF I start a new game, ie with the Dragonbane Module (tested it yesterday), the first thing after starting is all the Info Popups. After clicking them away, I get the Crosshair instead of the normal Select Cursor. And checking the left side confirms that the Dynamic Lighting / Fog of War Tool is selected! (PRESELECTED that is). If I log in to an existing game, it also preselects the FoW Tool. I don't know why this is the case but it is highly annoying! (BOTH seeing those Info Popups with every new campaign AND having the FoW / DL Tool Preselected!) Lavi said: Hi Markus - what do you mean by the tool being preselected? What we're seeing/expected in terms of behavior is: 1)&nbsp; when you start a new Jumpgate game or enter an existing game, the "tour" that lets you know about DL doesn't re-pop up if you've already seen it once before, and 2) DL is toggled to off (unless you're on a page that has DL) This is what we're seeing in our repro at this time. Let us know what specific steps you're taking to experience this behavior, and what specifically you mean by "preselected" so we can take a deeper look. TheMarkus1204 said: WHY is it that every time after I connect to a Jumpgate Game, the DL Tools are PRE SELECTED even though there is no DL enabled for that specific map?!
1734437470

Edited 1734437513
I currently have two jumpgate games. The DL/FW tool is not pre-selected in either one of them when I log in to the game. The normal Select cursor (not the crosshairs) is selected in both when they start up. I&nbsp; also do not get any info pop-ups. All I get is the standard stuff in the chat box: the "Welcome to Jumpgate" box (which I'll admit is &nbsp;annoying now after several months) and the "Chat Tips" box (which is only slightly annoying now after years of seeing it). IMHO, both of those could go away. If those are the "Info pop-ups" that you are referring to, I'll agree they are annoying and should go away after a while - maybe after a couple of weeks. If you're referring to something else, I'm not seeing them. TheMarkus1204 said: IF I start a new game, ie with the Dragonbane Module (tested it yesterday), the first thing after starting is all the Info Popups. After clicking them away, I get the Crosshair instead of the normal Select Cursor. And checking the left side confirms that the Dynamic Lighting / Fog of War Tool is selected! (PRESELECTED that is). If I log in to an existing game, it also preselects the FoW Tool. I don't know why this is the case but it is highly annoying! (BOTH seeing those Info Popups with every new campaign AND having the FoW / DL Tool Preselected!) Lavi said: Hi Markus - what do you mean by the tool being preselected? What we're seeing/expected in terms of behavior is: 1)&nbsp; when you start a new Jumpgate game or enter an existing game, the "tour" that lets you know about DL doesn't re-pop up if you've already seen it once before, and 2) DL is toggled to off (unless you're on a page that has DL) This is what we're seeing in our repro at this time. Let us know what specific steps you're taking to experience this behavior, and what specifically you mean by "preselected" so we can take a deeper look. TheMarkus1204 said: WHY is it that every time after I connect to a Jumpgate Game, the DL Tools are PRE SELECTED even though there is no DL enabled for that specific map?!
Markus - what Saul mentioned is the current expected behavior and what all of us on the team experience. We hypothesize this could be ra specific set of circumstances triggering this behavior. For us to dig more into what you're seeing specifically, please feel free to share the following details with me over DM - do you have any extensions you're using, are you using a VPN/or what country of origin, what browser(s) do you use. Saul J. said: I currently have two jumpgate games. The DL/FW tool is not pre-selected in either one of them when I log in to the game. The normal Select cursor (not the crosshairs) is selected in both when they start up. I&nbsp; also do not get any info pop-ups. All I get is the standard stuff in the chat box: the "Welcome to Jumpgate" box (which I'll admit is &nbsp;annoying now after several months) and the "Chat Tips" box (which is only slightly annoying now after years of seeing it). IMHO, both of those could go away. If those are the "Info pop-ups" that you are referring to, I'll agree they are annoying and should go away after a while - maybe after a couple of weeks. If you're referring to something else, I'm not seeing them. TheMarkus1204 said: IF I start a new game, ie with the Dragonbane Module (tested it yesterday), the first thing after starting is all the Info Popups. After clicking them away, I get the Crosshair instead of the normal Select Cursor. And checking the left side confirms that the Dynamic Lighting / Fog of War Tool is selected! (PRESELECTED that is). If I log in to an existing game, it also preselects the FoW Tool. I don't know why this is the case but it is highly annoying! (BOTH seeing those Info Popups with every new campaign AND having the FoW / DL Tool Preselected!) Lavi said: Hi Markus - what do you mean by the tool being preselected? What we're seeing/expected in terms of behavior is: 1)&nbsp; when you start a new Jumpgate game or enter an existing game, the "tour" that lets you know about DL doesn't re-pop up if you've already seen it once before, and 2) DL is toggled to off (unless you're on a page that has DL) This is what we're seeing in our repro at this time. Let us know what specific steps you're taking to experience this behavior, and what specifically you mean by "preselected" so we can take a deeper look. TheMarkus1204 said: WHY is it that every time after I connect to a Jumpgate Game, the DL Tools are PRE SELECTED even though there is no DL enabled for that specific map?!
I converted my game to Jumpgate two sessions ago. Other than the few API related issues that have already been reported, the experience has been pretty good. The only complaints I've heard from my players is that 1.) They are having a hard time seeing doors and windows, especially on non-orthogonal walls and 2.) Their "Ping-me" macros aren't working.
Thanks for sharing Rick! And, the team's working to get scripts relying on ping, your #2 out hopefully today! I'll be posting back here when that's out. Rick A. said: I converted my game to Jumpgate two sessions ago. Other than the few API related issues that have already been reported, the experience has been pretty good. The only complaints I've heard from my players is that 1.) They are having a hard time seeing doors and windows, especially on non-orthogonal walls and 2.) Their "Ping-me" macros aren't working.
1734563384
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Script-generated PIngs should be working on Jumpgate now!
Had some free time today to look at this more closely... And, yes, it turns out there was &nbsp;a token with vision on the map... hidden away, and reduced in size so small that I couldn't see it until I played with the magnification/zoom. Once I zoomed the map all the way down so that it fit entirely on the screen, and used the DL tool, I noticed in one corner of the map, a tiny little "light" that wasn't really noticeable except in dark mode, in a dark room, and because I was looking very, very carefully for it. Once I saw the area of the map the thing was in, I zoomed all the way up to the maximum, and found the little tiny token that had been shrunk down to a fraction of a square on the grid. What it was, I don't know but I managed to delete it, and that made the "Tokens with Vision" count go to zero. Now, if Roll20 could only come up with a way of enlarging the token in some way automatically, or zeroing in on it automatically, I wouldn't have spent 2 hours looking for the darn thing! So, I guess the computer can count, after all. :-) Oh, and I never would have found it if not for the DL tool... Saul J. said: It still doesn't explain why the DL tool claims there is 1 token with vision when the only thing on the page is the map, and the map doesn't have vision. Lavi said: Saul - this has been released earlier today, so let us know how it's looking! Saul J. said: I'll second the woot. :-) Lavi, I'm sending you a message privately about the issue. keithcurtis said: Lavi said: 2) We have a really cool enhancement coming out in the next couple of weeks which would, upon hover of the footer, highlight the tokens on the map that are "light sources" or "tokens with vision" which should help relieve this confusion in the short term. Woot!
1734565453
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
The Reporter script can ping pull you to any token on the map, so long as the token represents a character. I believe Inspector can also find objects, but I don't know if it can pull you to them.
1734592979

Edited 1734593329
Not sure if this was something covered already.&nbsp; It seems that if a token is given Darkvision, it supercedes any color tinting on light sources.&nbsp; I've created a purple light, and all the players without darkvision can see the tint of the light fine. Characters with Darvision however, just see a normal room. Is there some different setting that needs to be used? It seems like since there's light, the color of that light should be respected. Example below. There is a 20/20 torch shedding purple light near the fireplace (No lighting lines around the fireplace).&nbsp; Talia has darkvision of 30 feet. At the edge of the 30 feet, we see the vision shift from normal colors, to the tinted light. But Darkvision should see the light as tinted, and only where the light doesn't reach as normal (Or greyscale, if that's ever an option)
1734597298
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Coldin! I use tinted light and vision only sparingly, since it interacts with other features in unexpected ways, particularly where two tints overlap. It's actually a more complicated interaction that one might imagine. In this particular case, Nightvision wants to take any dim light and make it bright. This has the effect of removing the tint from a light source. Here are how the various Night Vision effects perceive tints: Regular vision: All perceived tinted light is seen as tinted: Night Vision, No effect:&nbsp; &nbsp; All perceived tinted light is seen as bright light within total range with no tint, and tinted thereafter. Darkness is seen as bright light. Softer than Nocturnal : Night Vision, Nocturnal:&nbsp; &nbsp; All perceived tinted light is seen as bright light within total range with no tint, and tinted thereafter. Darkness is seen as dim light. This is a more tactical setting and designed to follow the rules of D&amp;D and Pathfinder. Night Vision, &nbsp; Dimming:&nbsp; All perceived tinted light is seen as bright light within dimming range with no tint, and tinted thereafter (including overall range of Night Vision past the dimming effect).&nbsp; Darkness is seen as dim light. Dimming is more subtle, but doesn't demark dim and bright as clearly. More experiential and less tactical. You can read more about the intent of each setting here , under "Night Vision Effects".
In D&amp;D 5E, Darkvision is explicitly called out as grayscale, no colors, so maybe it was originally coded that way on Roll20 as a feature? Regardless, ideally that should be a setting to be more flexible for different game systems. :-)&nbsp;
1734620590
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I believe that the Roll20 intent for dealing with 5e's grayscale darkvision is to tint the vision with a gray tint. For reasons stated above, I avoid tinted light and vision for the most part. I don't think it adds enough value to overcome its drawbacks.&nbsp;
Sounds like that's intended behavior then with darkvision. I would prefer if tinted light takes precedence over darkvision though. When you have players with a mix of those with darkvision and those without, some of the players lose out on the effect.
I've actually used this effect as a plot device; there are some things that characters without night vision can see that those with night vision can't.
A couple&nbsp;more updates before year end: Fixed a bug that prevented Mod scripts using ping to work (e.g. Pingme, Teleport, etc) Fixed a bug that made "preview as token" stuck when co-GM toggled off Dynamic Lighting Fixed a bug where setting Night Vision tint to transparent saved the tint as black Fixed a bug where running @{selected|token_id} @{target|token_id} incorrectly delivered the same token ID for both targeted tokens
1734778178

Edited 1734779858
Brian C.
Pro
Marketplace Creator
Compendium Curator
The thing is, bright colored light is still the light's color. If the light was dim purple, a 5e darkvision should change it to bright purple, not white.
1735348069
Stephen C.
Pro
Sheet Author
Not related to Jumpgate's tabletop performance, but when the tags were added to the games on the Home page, some of them got a little messed up. This displays the same way on Chrome and Firefox. Seems like the tags weren't tested with time scheduled.
Thanks Stephen - we are aware of this one and have it on our list. This weird display happens in certain cases where a game's &lt;24 hours away and game graphic is narrower than a certain size. Stephen C. said: Not related to Jumpgate's tabletop performance, but when the tags were added to the games on the Home page, some of them got a little messed up. This displays the same way on Chrome and Firefox. Seems like the tags weren't tested with time scheduled.