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Project Jumpgate: officially out of beta

Brian - if you could highlight the Help Center report id once submitted, I'll make sure to follow up with our customer service team on the issue. They'll have the ability to take a look specifically at your case once you share the game id. Gauss said: Hi Brian O.,  I suggest filing a bug report via the  Help Center . When you upgrade the game it is supposed to create a Legacy backup. However, I have seen issues with the process to create the Legacy backup which is why I recommend using the copy game feature instead. That leaves the original game intact while copying the game into Jumpgate.  It is only one point of potential failure rather than two points of potential failure.  Brian O. said: How do I go back to my legacy version of the campaign... I tried this out for a few weeks, and despite the advertising, it definitely does not load my maps faster.  Many of my maps are large with a bunch of objects, but roll20 handled them with a minute or so of load time.  Jumpgate is taking upwards of 6-7 minutes to load and another minute or so to zoom in or out.  Ok, so it doesn't work as advertised, no biggie... Except the back up you guys created for my campaign which reads old name (legacy) is empty.  nada... not a single thing in it.  Please explain.
I wanted to do a round-up of some higher-referenced issues in the forum over the last month, and their progress:  DYNAMIC LIGHTING RELATED... 1. Instances of vision bleeding beyond Dynamic Lighting Walls - Today's release addressed the following instances that we were able to identify: Games/maps with a large number of dynamic lines, when panning fast or panning while moving your token with mouse (e.g. wiggling map with your mouse) Instances where tokens are near a Dynamic Lighting barrier and their vision box is slightly larger than collision box causing vision to bleed over in specific spots Instances where tokens are rounding a corner, and tokens were able to see diagonal slices of vision in specific positions Since issues are intermittent, we are keeping our eyes out for potential of future reports of bleeding lighting, and will continue to investigate and address them 2. Solved a bug where Multi-Select could allow tokens to escape/pass through barriers . 3.  Dynamic Lighting doors and windows now are not obscured by partial darkness . OTHER BUGS... 1. Fixed a root cause of ghost token issues , but identified complexities that might not have addressed issue in its entirety, leading to other edgecases. Please continue to report circumstances if you're still seeing duplicate/ghost token issues! 2.  Fixed bugs related to animated tokens where (1) animated tokens stopped looping/animating after tab was defocused or page switch occurred and (2) where non-looping animated tokens sometimes disappeared on page switch QUALITY OF LIFE IMPROVEMENTS: 1. Worked a feature from Ideas and Suggestions forum to center view on player tokens when first loading into a map to make it easier to locate tokens. Please feel free to share feedback here. Thus far, you'll notice: A player has 1 controlled token - view is centered at the player token A player has multiple controlled tokens - view is centered at group of player tokens 2.  Updated GM notes & text input sections in handouts by 3x to make editing and writing easier
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What is the purpose of this symbol on the Foreground layer button on the layers section of the GM toolbar on Roll20 Pro? It looks like a little potion bottle, and it is oddly positioned compared to the other tool button symbol designs. It seems to overhang the button. 
Lavi said: 2.  Fixed bugs related to animated tokens where (1) animated tokens stopped looping/animating after tab was defocused or page switch occurred and (2) where non-looping animated tokens sometimes disappeared on page switch Surely you want the animations to stop when you defocus a page?  Why use resources unnescessarily?
Brian O. said: How do I go back to my legacy version of the campaign... I tried this out for a few weeks, and despite the advertising, it definitely does not load my maps faster.  Many of my maps are large with a bunch of objects, but roll20 handled them with a minute or so of load time.  Jumpgate is taking upwards of 6-7 minutes to load and another minute or so to zoom in or out.  Ok, so it doesn't work as advertised, no biggie... Except the back up you guys created for my campaign which reads old name (legacy) is empty.  nada... not a single thing in it.  Please explain. I have manually uploaded the data from the Jumpgate version of your game into the Legacy backup.  This should work fine though if you added any dynamic lighting barriers while the game was in Jumpgate mode, they won't work correctly (probably they won't show up at all). If you have further issues, please feel free to follow up with the Help Center.   In the meantime, I'd love your permission to take a closer look at your game's data to determine why it might be performing worse -- it can help us get to the bottom of these issues so that Jumpgate performs better in all cases, including games such as yours.  (I will simply copy the data, this won't interrupt any of your gaming!)
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keithcurtis
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Marketplace Creator
API Scripter
Gold said: What is the purpose of this symbol on the Foreground layer button on the layers section of the GM toolbar on Roll20 Pro? It looks like a little potion bottle, and it is oddly positioned compared to the other tool button symbol designs. It seems to overhang the button.  My interpretation was that it indicate "lab" or "experiment". I.e. a beta feature.
Hi we were not able to play tonight as I had a critical issue as master. the chat does not refresh!!!!! everything posted did not show to me even my own messages. the players volunteered to read the dice roll results for me as they are very kind but I did not want to give them this burden so I had to cancel the session..... if I look at the chat log the messages are visible but the log does not refresh so not a viable solution. tried to exit the game and even exit roll 20 to no effect. this a Jumpgate game (migrated many months ago from a legacy one)  browser is Firefox on an M1 Mac
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Although this seems to be a rare occurrence these days, it could be the sign of a  corrupted Chat Archive. A game's Creator is often able to fix issues with their Text Chat by  clearing the Chat Archive  (note: not  clearing your current Chat Log ). A GM might want to copy/back up the Chat Archive before the Creator clears it.
keithcurtis said: Although this seems to be a rare occurrence these days, it could be the sign of a  corrupted Chat Archive. A game's Creator is often able to fix issues with their Text Chat by  clearing the Chat Archive  (note: not  clearing your current Chat Log ). A GM might want to copy/back up the Chat Archive before the Creator clears it. Hi Keith, thank you. found the clear chat in the setting, how do I backup the archive? thanks Andrea
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keithcurtis
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API Scripter
Ah, that bit of boilerplate text I posted is just a touch out of date. Nowadays, the archive is paginated. To see all chat entries at once (so that you can save the page to your hard drive) requires pressing the blue "Show on One Page Button". Unfortunately, this runs into the problem that caused Roll20 to paginate the archive: Many archives are just too long and will time out while loading. If this is the case, then the only way to reliably save the archive is to make a backup copy of the game itself (always a good practice), and be sure to include the chat archive in the backup options. This will keep a reference copy of the chat up to that point.
That is a "feature is in beta" symbol indicator. Gold said: What is the purpose of this symbol on the Foreground layer button on the layers section of the GM toolbar on Roll20 Pro? It looks like a little potion bottle, and it is oddly positioned compared to the other tool button symbol designs. It seems to overhang the button. 
To clarify, the issue was that after you defocused from page and  returned back to it, the animations that used to loop didn't. Jim W. said: Lavi said: 2.  Fixed bugs related to animated tokens where (1) animated tokens stopped looping/animating after tab was defocused or page switch occurred and (2) where non-looping animated tokens sometimes disappeared on page switch Surely you want the animations to stop when you defocus a page?  Why use resources unnescessarily?
Lavi said: QUALITY OF LIFE IMPROVEMENTS: 1. Worked a feature from Ideas and Suggestions forum to center view on player tokens when first loading into a map to make it easier to locate tokens. Please feel free to share feedback here. Thus far, you'll notice: A player has 1 controlled token - view is centered at the player token A player has multiple controlled tokens - view is centered at group of player tokens This feature is good for many rules. but, some TRPG rules needs consistent screen location/zoom.  also, recommended zoom/location is not always fits everyone's monitor/windows setting. and, some screens(such as shop screen with shopkeeper illustration) does not fit well with this feature. so, can we disable/configuration this feature with scene or scenario config?
Appreciating Jumpgate's page management features. No problems here, but I don't use mods or dynamic lighting. It'd be awful nice to have better image management. I have about a thousand images and the only sort feature is upload date. Current me regrets past-me's cavalier attitude towards organization.
Actually that's a good point. I seem to have multiples ot the same images loaded and they are not in any particular order
I feel this so much. A while ago, I spent an entire afternoon sorting links to images into folders (which is what "Copy to folder" actually does). Now I do it as soon as I upload a new image. Plural said: Current me regrets past-me's cavalier attitude towards organization.
Plural said: Appreciating Jumpgate's page management features. No problems here, but I don't use mods or dynamic lighting. It'd be awful nice to have better image management. I have about a thousand images and the only sort feature is upload date. Current me regrets past-me's cavalier attitude towards organization. It's why whenever anyone on Facebook or anything starts asking about which VTT to use, I make sure to say, "For the sake of your sanity, make sure to label your uploads properly and file them as soon as you begin." When I finally realised how utterly shagged my image management "system" was it took me a year to finally find the courage to go through the whole lot and sort it out. It's a day and a half I'm never getting back...
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keithcurtis
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Rick A. said: I feel this so much. A while ago, I spent an entire afternoon sorting links to images into folders (which is what "Copy to folder" actually does). Now I do it as soon as I upload a new image. Plural said: Current me regrets past-me's cavalier attitude towards organization. Ugh. That reminds me that I am woefully behind on this.
So how does this work ? Rick A. said: I feel this so much. A while ago, I spent an entire afternoon sorting links to images into folders (which is what "Copy to folder" actually does). Now I do it as soon as I upload a new image. Plural said: Current me regrets past-me's cavalier attitude towards organization.
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Plural said: It'd be awful nice to have better image management. I have about a thousand images and the only sort feature is upload date. Current me regrets past-me's cavalier attitude towards organization. Here are some Suggestions that users are hoping for a Roll20 Team response about that issue,&nbsp; <a href="https://app.roll20.net/forum/post/11745699/image-library-needs-a-management-tool" rel="nofollow">https://app.roll20.net/forum/post/11745699/image-library-needs-a-management-tool</a> <a href="https://app.roll20.net/forum/post/11263703/access-to-asset-library-outside-of-a-game" rel="nofollow">https://app.roll20.net/forum/post/11263703/access-to-asset-library-outside-of-a-game</a> Please vote +1 on those with the little triangle and add your Comments.&nbsp;
Thank you for sharing this request. We are in the process of adding this setting, and it will be coming out over the next couple of weeks. 실피아 said: Lavi said: QUALITY OF LIFE IMPROVEMENTS: 1. Worked a feature from Ideas and Suggestions forum to center view on player tokens when first loading into a map to make it easier to locate tokens. Please feel free to share feedback here. Thus far, you'll notice: A player has 1 controlled token - view is centered at the player token A player has multiple controlled tokens - view is centered at group of player tokens This feature is good for many rules. but, some TRPG rules needs consistent screen location/zoom.&nbsp; also, recommended zoom/location is not always fits everyone's monitor/windows setting. and, some screens(such as shop screen with shopkeeper illustration) does not fit well with this feature. so, can we disable/configuration this feature with scene or scenario config?
Thanks for getting the dynamic Lighting nib back to the crosshairs, that helps a LOT!! Tom :)
Just wanted to point out that something within Jumpgate has broken the way the polygon reveal mask tool works.&nbsp; If you're revealing an area that has any angles, the revealed area is very jagged.&nbsp; I submitted a bug report but wanted to post it in this thread as well.&nbsp; This was working fine maybe a week ago?
I manage streaming for my group and I've noticed an odd quirk with the switchover.&nbsp; When we transition to a different page, the view reverts to point in the page and a particular zoom (100% if it counts).&nbsp; This differs from our experience with the Legacy system, where the zoom and screen position would remain constant when we switched from page to page.&nbsp; Would there be some sort of setting to retain the zoom value &amp; position on the screen when transitioning between pages?&nbsp; Should we plan around the change instead?
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GM in the Great Barrier said: I manage streaming for my group and I've noticed an odd quirk with the switchover.&nbsp; When we transition to a different page, the view reverts to point in the page and a particular zoom (100% if it counts).&nbsp; This differs from our experience with the Legacy system, where the zoom and screen position would remain constant when we switched from page to page.&nbsp; Would there be some sort of setting to retain the zoom value &amp; position on the screen when transitioning between pages?&nbsp; Should we plan around the change instead? The latest changes to Jumpgate seems to break the Mod API script Ping Buddy. I'll post more about it in the Mod forum. But, it worked about two weeks ago, and doesn't now.
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GM in the Great Barrier said: I manage streaming for my group and I've noticed an odd quirk with the switchover.&nbsp; When we transition to a different page, the view reverts to point in the page and a particular zoom (100% if it counts).&nbsp; This differs from our experience with the Legacy system, where the zoom and screen position would remain constant when we switched from page to page.&nbsp; Would there be some sort of setting to retain the zoom value &amp; position on the screen when transitioning between pages?&nbsp; Should we plan around the change instead? It's what the Roll20 Team developer, Lavi said, scroll up 2 posts or so. They're saying that this feature is in Beta (playtest phase) and they are planning to add more controls for what you're asking about. So I would say wait, and keep an eye on this. Deal-with-it how it is right now for the time being, but wait until the new settings are added before you decide if you need to restructure the way your campaign works upon Page Load.&nbsp; I think that your comments about your Use-Case should be helpful as they develop the new settings for this.&nbsp;
Ryan said: Just wanted to point out that something within Jumpgate has broken the way the polygon reveal mask tool works.&nbsp; If you're revealing an area that has any angles, the revealed area is very jagged.&nbsp; I submitted a bug report but wanted to post it in this thread as well.&nbsp; This was working fine maybe a week ago? The team is working on a fix for this now! Keep an eye on this thread—we’ll update here as soon as that fix is out.
Happy to hear that, Tom! Tom said: Thanks for getting the dynamic Lighting nib back to the crosshairs, that helps a LOT!! Tom :)
Gold's - thank you for jumping in! You're exactly right here. This update in Jumpgate was addressing a #15 Suggestion and Ideas request to Center map on player token when map first loaded &nbsp;that was released within the last couple of weeks. We have a follow-up we are working on now, which is to add a setting to allow users to opt out/turn off this functionality, and should be coming out within the next couple of weeks. GM in the Great Barrier said: I manage streaming for my group and I've noticed an odd quirk with the switchover.&nbsp; When we transition to a different page, the view reverts to point in the page and a particular zoom (100% if it counts).&nbsp; This differs from our experience with the Legacy system, where the zoom and screen position would remain constant when we switched from page to page.&nbsp; Would there be some sort of setting to retain the zoom value &amp; position on the screen when transitioning between pages?&nbsp; Should we plan around the change instead? Saul J. said: GM in the Great Barrier said: I manage streaming for my group and I've noticed an odd quirk with the switchover.&nbsp; When we transition to a different page, the view reverts to point in the page and a particular zoom (100% if it counts).&nbsp; This differs from our experience with the Legacy system, where the zoom and screen position would remain constant when we switched from page to page.&nbsp; Would there be some sort of setting to retain the zoom value &amp; position on the screen when transitioning between pages?&nbsp; Should we plan around the change instead? The latest changes to Jumpgate seems to break the Mod API script Ping Buddy. I'll post more about it in the Mod forum. But, it worked about two weeks ago, and doesn't now. Gold said: GM in the Great Barrier said: I manage streaming for my group and I've noticed an odd quirk with the switchover.&nbsp; When we transition to a different page, the view reverts to point in the page and a particular zoom (100% if it counts).&nbsp; This differs from our experience with the Legacy system, where the zoom and screen position would remain constant when we switched from page to page.&nbsp; Would there be some sort of setting to retain the zoom value &amp; position on the screen when transitioning between pages?&nbsp; Should we plan around the change instead? It's what the Roll20 Team developer, Lavi said, scroll up 2 posts or so. They're saying that this feature is in Beta (playtest phase) and they are planning to add more controls for what you're asking about. So I would say wait, and keep an eye on this. Deal-with-it how it is right now for the time being, but wait until the new settings are added before you decide if you need to restructure the way your campaign works upon Page Load.&nbsp; I think that your comments about your Use-Case should be helpful as they develop the new settings for this.&nbsp;
Lavi said: Gold's - thank you for jumping in! You're exactly right here. This update in Jumpgate was addressing a #15 Suggestion and Ideas request to Center map on player token when map first loaded &nbsp;that was released within the last couple of weeks. We have a follow-up we are working on now, which is to add a setting to allow users to opt out/turn off this functionality, and should be coming out within the next couple of weeks. Regardless of what actions/settings are added to this, Ping Buddy should still work correctly (it doesn't now). It is useful to get back to your token when scrolling the map. I know that the "center" button will now do this, but Ping Buddy can be used in macros. Ping Buddy is also useful for finding OTHER tokens on the map, if you know their names, and the "center" button doesn't do that. So, I hope the additions/changes the team is making will fix Ping Buddy.
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keithcurtis
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Saul J. said: Lavi said: Gold's - thank you for jumping in! You're exactly right here. This update in Jumpgate was addressing a #15 Suggestion and Ideas request to Center map on player token when map first loaded &nbsp;that was released within the last couple of weeks. We have a follow-up we are working on now, which is to add a setting to allow users to opt out/turn off this functionality, and should be coming out within the next couple of weeks. Regardless of what actions/settings are added to this, Ping Buddy should still work correctly (it doesn't now). It is useful to get back to your token when scrolling the map. I know that the "center" button will now do this, but Ping Buddy can be used in macros. Ping Buddy is also useful for finding OTHER tokens on the map, if you know their names, and the "center" button doesn't do that. So, I hope the additions/changes the team is making will fix Ping Buddy. Hi Saul. I asked for more info in your other thread, since I can't duplicate the failure on my end.
Katie Mae🔮 said: Ryan said: Just wanted to point out that something within Jumpgate has broken the way the polygon reveal mask tool works.&nbsp; If you're revealing an area that has any angles, the revealed area is very jagged.&nbsp; I submitted a bug report but wanted to post it in this thread as well.&nbsp; This was working fine maybe a week ago? The team is working on a fix for this now! Keep an eye on this thread—we’ll update here as soon as that fix is out. Thanks for the update.&nbsp; I noticed at least some adjustment has been made here as it's still jaggy, but more 16-bit jaggy instead of 8-bit :)&nbsp; Still some work to do to get it back to where it was but this does help a bit.
Firstly, Jumpgate looks great and I really am excited to start playing using it.&nbsp; However, at the moment I have a problem... Any news on the fact that the @{target command does not work consistently in Jumpgate, at least not with some character sheets such as Peter B.'s "Advanced 2nd edition" sheet?&nbsp; See the thread here:&nbsp; <a href="https://app.roll20.net/forum/permalink/12366831/" rel="nofollow">https://app.roll20.net/forum/permalink/12366831/</a> This means that the whole of the RPGMaster suite of APIs have many functions that do not work consistently in Jumpgate, and there are other APIs that also suffer as a result of this problem.&nbsp; I first reported this before christmas, and I wondered how things are getting on?&nbsp; I know the devs have had trouble recreating it - go to the post thread above and there are instructions as to make it happen immediately - and I truely mean straight after a load.&nbsp; I'm happy for the devs to use the game whose link is in the thread - it is not a game I can use in my campaigns so can be trashed, but do be aware that any change to it might make the problem disappear again!&nbsp; It can be quite elusive...
Just posting support for this. My Legacy AD&amp;D campaign is in dire need of being shipped to a new campaign and stripping back down to basics with an awful lot of "Selective Transmogrification" and since using Jumpgate for my call of Cthulhu game I REALLY want to run my AD&amp;D game under the Jumpgate system, so the sooner RPGMaster (and obviously other Mods) can use Jumpgate the better!&nbsp; Richard @ Damery said: Firstly, Jumpgate looks great and I really am excited to start playing using it.&nbsp; However, at the moment I have a problem... Any news on the fact that the @{target command does not work consistently in Jumpgate, at least not with some character sheets such as Peter B.'s "Advanced 2nd edition" sheet?&nbsp; See the thread here:&nbsp; <a href="https://app.roll20.net/forum/permalink/12366831/" rel="nofollow">https://app.roll20.net/forum/permalink/12366831/</a> This means that the whole of the RPGMaster suite of APIs have many functions that do not work consistently in Jumpgate, and there are other APIs that also suffer as a result of this problem.&nbsp; I first reported this before christmas, and I wondered how things are getting on?&nbsp; I know the devs have had trouble recreating it - go to the post thread above and there are instructions as to make it happen immediately - and I truely mean straight after a load.&nbsp; I'm happy for the devs to use the game whose link is in the thread - it is not a game I can use in my campaigns so can be trashed, but do be aware that any change to it might make the problem disappear again!&nbsp; It can be quite elusive...
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I am experiencing the same issue in my Jumpgate D&amp;D 5e game as&nbsp; Richard @ Damery &nbsp;that was created as a Jumpgate game.&nbsp; No @{target} calls are working properly. Any targeted token IDs just return the same ID no matter what token is chosen. The Token ID changes every time I load into the game, but is identical within each session. It's like an ID is getting hardcoded into targeting when the game loads.&nbsp; This is a serious game breaking bug that basically stops every thing.&nbsp; It's not happening in a PF2e game that was converted to Jumpgate. I also created a brand-new D&amp;D 5e 2014 game and it doesn't happen there.&nbsp; EDIT: So, weird thing: I was transmogrifying all my stuff to the new game where targeting worked and then it didn't all of sudden! I then deleted everything and it worked again. It appears this bug only appeared when I had a specific page that I had created in my game. When I deleted that page, everything started working again.&nbsp; Utterly preposterous, but still something that should be looked at.&nbsp;
Animations are grey again - this is with a Roll 20 Marketplace Purchase, "Animated Lighting Effects"
Briar said: Animations are grey again - this is with a Roll 20 Marketplace Purchase, "Animated Lighting Effects" We were able to confirm this bug and get it logged! (I know I already said this in your post, but wanted to put it here for folks who were checking here too)
I can't wait to try it out... Can maps be larger under Jumpgate, or are roughly 100x100 grids still probably the largest functional size?
So far in my experience, maps larger than 100 grid squares in any direction have even more issues than they did with the legacy VTT. Michael S. said: I can't wait to try it out... Can maps be larger under Jumpgate, or are roughly 100x100 grids still probably the largest functional size?
X-posting some items from the Change Log &nbsp;that have been more recently mentioned in this thread: Added a quality-of-life feature to enable users to "Raise Hand" - /raisehand or /rh common in chat will initiate a toast at bottom of your VTT screen indicating to the group that a hand is raised, and by which player. It disappears after 10 seconds, and can also be dismissed any time. Added the ability to toggle on/off the ability to center player cameras on their controlled token(ons) when loading into a page . It's accessible in VTT Settings &gt; Graphics section. Made an update to smooth out token tints which previously had appeared as hard edges Fixed a Foreground layer bug for drawings where changing foreground settings via the right click context menu didn't save/update Fixed a bug where, when a user added an animated image as the token art for a character, and then dragged that character on to the tabletop, a broken image appeared (if debug setting was on), or nothing appeared (if debug setting was off). Fixed a bug where newly placed doors on Firefox browser were obscured for players until a refresh We've added a new option for controlling how Foreground objects interact with Darkness, called “As Darkness” ( more info )
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Any news about the @{target &nbsp;bug?
(Hey folks!&nbsp; Val is away for a little while, so you'll see a bit more of me and some others in this thread and elsewhere on the forums for a couple months!) Ulti said: Any news about the @{target &nbsp;bug? We're looking into this actively right now -- it's a tricky one to hunt down for a variety of reasons, but we hope to have a true root cause found soon, which should lead to a pretty rapid fix.&nbsp; Fingers crossed!
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Thanks for the update!