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!

1735941494

Edited 1735941596
I do mean the Token markers. AT first, those markers appeared in front for my Players, but after the combat was over, they saw the exact same as on the screenshot provided... EDIT: Although I uploaded the Screenshot it does not appear here... Seems another Bug is in place... I saved the image on my PC and uploaded it directly via the "Picture" "button"... keithcurtis said: TheMarkus1204 said: Also the Token Icons appear Behind the tokens again. I'm not seeing this. Can you supply a screen shot? Or do you mean the token interface (bubbles and such)?
We have had the red X appear behind tokens at intermittent (random) times for different players. But not the other token markers (at least we haven't noticed). My players are now conditioned to just refresh their browsers when weird things happen as that usually fixes them. We won't go back from Jumpgate, though, bc we really like the features.
1736328255
Brian C.
Pro
Marketplace Creator
Compendium Curator
(Crossposted from the new announcement thread. Hopefully Jumpgate is actually ready soon, but my game time with my players is too short and valuable to be guinea pigs. I don't trust Roll20 to test stuff before it is released.) I have been burned on the last two lighting system rewrites where my issues were ignored during the beta so did not bother getting frustrated with the beta this time. Let's see how this one went. Copied a weekly game to Jumpgate today (8 January 2025). Things are a bit faster. Turn order markers from CombatTracker sometimes appear above the tokens so I can't select the token. Well, I knew about that. Okay, *deep breath*, let's try out Dynamic Lighting. Wait, what? The token went through the wall. Ah, walls are just suggestions now. Sometimes the token goes through the wall. Sometimes it doesn't. Does changing the wall thickness change anything? Nope. Maybe it doesn't work in the non-Jumpgate game? Nope, that one is fine. Hmm, it seems to have fewer problems with diagonal lines. Oh, wait. Now the entire map is registered as explored, including areas past the wall on the opposite side of the room. Jumpgate: Smoother, Faster, Simpler, Cutting Corners The current non-jumpgate lighting system was faster than its predecessor as well, until all the bugs were fixed and corners weren't cut anymore. A Roll20 system declared ready for production which breaks after 2 minutes of simple user testing? Good to know some things don't change. Don't forget the walls. <a href="https://www.youtube.com/watch?v=6cB9S053CaE" rel="nofollow">https://www.youtube.com/watch?v=6cB9S053CaE</a> Wall: Thus have I, Wall, my part discharged so; And, being done, thus Wall away doth go.
I've been working on putting together a new campaign, and I'm doing it in a jumpgate game. I haven't noticed any problems with walls in my testing, and I've never seen a token go through walls, except when I was moving the token as the GM which is correct behavior. How are you creating the walls? What does the dynamic lighting layer look like? You don't show that version of the map. It's hard to tell what's going on without seeing what the dynamic lighting layer looks like. Also, are you testing this as the GM or as a player? I created a second account and use that as a dummy player for all my testing; that way the system doesn't get confused as to whether I'm the GM or not - I'm just a regular player as far as that account is concerned. As I said, I haven't noticed any issues in jumpgate with walls and movement being restricted. And I've found it much easier to work with walls, windows and doors in jumpgate - it's a lot smoother and faster. Brian C. said: (Crossposted from the new announcement thread. Hopefully Jumpgate is actually ready soon, but my game time with my players is too short and valuable to be guinea pigs. I don't trust Roll20 to test stuff before it is released.) I have been burned on the last two lighting system rewrites where my issues were ignored during the beta so did not bother getting frustrated with the beta this time. Let's see how this one went. Copied a weekly game to Jumpgate today (8 January 2025). Things are a bit faster. Turn order markers from CombatTracker sometimes appear above the tokens so I can't select the token. Well, I knew about that. Okay, *deep breath*, let's try out Dynamic Lighting. Wait, what? The token went through the wall. Ah, walls are just suggestions now. Sometimes the token goes through the wall. Sometimes it doesn't. Does changing the wall thickness change anything? Nope. Maybe it doesn't work in the non-Jumpgate game? Nope, that one is fine. Hmm, it seems to have fewer problems with diagonal lines. Oh, wait. Now the entire map is registered as explored, including areas past the wall on the opposite side of the room. Jumpgate: Smoother, Faster, Simpler, Cutting Corners The current non-jumpgate lighting system was faster than its predecessor as well, until all the bugs were fixed and corners weren't cut anymore. A Roll20 system declared ready for production which breaks after 2 minutes of simple user testing? Good to know some things don't change. Don't forget the walls. <a href="https://www.youtube.com/watch?v=6cB9S053CaE" rel="nofollow">https://www.youtube.com/watch?v=6cB9S053CaE</a> Wall: Thus have I, Wall, my part discharged so; And, being done, thus Wall away doth go.
1736356432

Edited 1736356500
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Saul J. said: What does the dynamic lighting layer look like? You don't show that version of the map. It's hard to tell what's going on without seeing what the dynamic lighting layer looks like.&nbsp; Their first image was of the DL layer. It all looks pretty standard, but I haven't encountered this issue either.
It doesn't show up well on my screen. Sorry. keithcurtis said: Saul J. said: What does the dynamic lighting layer look like? You don't show that version of the map. It's hard to tell what's going on without seeing what the dynamic lighting layer looks like.&nbsp; Their first image was of the DL layer. It all looks pretty standard, but I haven't encountered this issue either.
1736361174
Brian C.
Pro
Marketplace Creator
Compendium Curator
Saul J. said: It doesn't show up well on my screen. Sorry. Try clicking on the image in the original post to blow it up (but not in a quoted post, it seems to give you a new tab filled with a binary dump instead. Here is the same thing on Firefox with a separate player account. Revealing the entire map doesn't require going up against a wall. It seems to happen just by dragging the token around. Impressive jaggies on firefox. The same issue occurs on Chrome without the jaggies. I drew the lines on this map after &nbsp;converting to Jumpgate. Repro steps for this one are pull the token across a wall until it pops through. This happens on Chrome and Firefox with Ctrl + L, Rejoin as Player, and a separate account. This lines on this one were drawn before the game was converted.
It still doesn't show on my screen. There's not enough contrast between the wall line color and the rest for me to see it. That might also have something to do with the fact that I have 60+ year-old eyes. :-) As for revealing the map when you move the token around - that *might* be intended. It's one of the reasons why I set "Update Vision on token drop". It prevents players from moving the token around to reveal parts of the map they shouldn't see yet, from the position they are actually in. I had a player in my long-time game consistently just move the token around to see what was in the room, every time a new map was revealed. Setting this field prevented that. It still seems to work that way on jumpgate. As for your last point, I'm guessing here, but it's possible that if the dynamic lighting walls were drawn before the game was converted, that some of the walls didn't get converted over correctly. If they were drawn in segments, some segments might have gotten lost in the transition, and not properly internalized. That is to say that the transition may not be a perfect process. Have you tried redrawing the lines in the jumpgate game to see if that fixes the issue? Brian C. said: Saul J. said: It doesn't show up well on my screen. Sorry. Try clicking on the image in the original post to blow it up (but not in a quoted post, it seems to give you a new tab filled with a binary dump instead. Here is the same thing on Firefox with a separate player account. Revealing the entire map doesn't require going up against a wall. It seems to happen just by dragging the token around. Impressive jaggies on firefox. The same issue occurs on Chrome without the jaggies. I drew the lines on this map after &nbsp;converting to Jumpgate. Repro steps for this one are pull the token across a wall until it pops through. This happens on Chrome and Firefox with Ctrl + L, Rejoin as Player, and a separate account. This lines on this one were drawn before the game was converted.
1736373209
Brian C.
Pro
Marketplace Creator
Compendium Curator
It is the bright blue lines in the middle of the walls, but I hope I will be able to see them at 60+. Time will tell. I doubt revealing the map behind walls is intended. The previous rewrite (the current non-Jumpgate system also had a bug where if you dragged a token for too long, it just gave up. The lines in the cave example were drawn after the Jumpgate conversion. Setting "Update on Drop" helps with some technical issues, but led to slowing down play as my players constantly were pulling back moves, "I would not have gone so far if I had seen that." If the conversion process to Jumpgate does not work, then I am in for a lot of returns on my products as the walls in my products fail. Saul J. said: It still doesn't show on my screen. There's not enough contrast between the wall line color and the rest for me to see it. That might also have something to do with the fact that I have 60+ year-old eyes. :-) As for revealing the map when you move the token around - that *might* be intended. It's one of the reasons why I set "Update Vision on token drop". It prevents players from moving the token around to reveal parts of the map they shouldn't see yet, from the position they are actually in. I had a player in my long-time game consistently just move the token around to see what was in the room, every time a new map was revealed. Setting this field prevented that. It still seems to work that way on jumpgate. As for your last point, I'm guessing here, but it's possible that if the dynamic lighting walls were drawn before the game was converted, that some of the walls didn't get converted over correctly. If they were drawn in segments, some segments might have gotten lost in the transition, and not properly internalized. That is to say that the transition may not be a perfect process. Have you tried redrawing the lines in the jumpgate game to see if that fixes the issue? Brian C. said: Saul J. said: It doesn't show up well on my screen. Sorry. Try clicking on the image in the original post to blow it up (but not in a quoted post, it seems to give you a new tab filled with a binary dump instead. Here is the same thing on Firefox with a separate player account. Revealing the entire map doesn't require going up against a wall. It seems to happen just by dragging the token around. Impressive jaggies on firefox. The same issue occurs on Chrome without the jaggies. I drew the lines on this map after &nbsp;converting to Jumpgate. Repro steps for this one are pull the token across a wall until it pops through. This happens on Chrome and Firefox with Ctrl + L, Rejoin as Player, and a separate account. This lines on this one were drawn before the game was converted.
Odd question, but is Lines Block Movement toggled on on the page?
1736378539
Brian C.
Pro
Marketplace Creator
Compendium Curator
Yes, and you can see in the GIF that the lines sometimes &nbsp;block the movement. RPGeezer said: Odd question, but is Lines Block Movement toggled on on the page?
If the lines for the walls weren't transferred/transitioned completely or correctly, then yes, moving the token around on the map can reveal what's behin "walls" if the engine doesn't know that there are walls there. I don't think all of the products have been converted to jumpgate yet so I doubt you could claim a "defect" and get money back on them just because the dynamic lighting doesn't get converted correctly. At least, not full refunds. But, that's up to Roll20. I can't see any dynamic lighting lines on the cave map so I can't speak for that, but certainly if "Update Vision on Drop" is not set, parts of the map could get revealed while the token is moved around. There could be a bug somewhere there. Again, I have to say that I have not seen any of this behavior on my jumpgate game and I have about 100 maps that I've prepared and tested so far. Brian C. said: It is the bright blue lines in the middle of the walls, but I hope I will be able to see them at 60+. Time will tell. I doubt revealing the map behind walls is intended. The previous rewrite (the current non-Jumpgate system also had a bug where if you dragged a token for too long, it just gave up. The lines in the cave example were drawn after the Jumpgate conversion. Setting "Update on Drop" helps with some technical issues, but led to slowing down play as my players constantly were pulling back moves, "I would not have gone so far if I had seen that." If the conversion process to Jumpgate does not work, then I am in for a lot of returns on my products as the walls in my products fail. Saul J. said: It still doesn't show on my screen. There's not enough contrast between the wall line color and the rest for me to see it. That might also have something to do with the fact that I have 60+ year-old eyes. :-) As for revealing the map when you move the token around - that *might* be intended. It's one of the reasons why I set "Update Vision on token drop". It prevents players from moving the token around to reveal parts of the map they shouldn't see yet, from the position they are actually in. I had a player in my long-time game consistently just move the token around to see what was in the room, every time a new map was revealed. Setting this field prevented that. It still seems to work that way on jumpgate. As for your last point, I'm guessing here, but it's possible that if the dynamic lighting walls were drawn before the game was converted, that some of the walls didn't get converted over correctly. If they were drawn in segments, some segments might have gotten lost in the transition, and not properly internalized. That is to say that the transition may not be a perfect process. Have you tried redrawing the lines in the jumpgate game to see if that fixes the issue? Brian C. said: Saul J. said: It doesn't show up well on my screen. Sorry. Try clicking on the image in the original post to blow it up (but not in a quoted post, it seems to give you a new tab filled with a binary dump instead. Here is the same thing on Firefox with a separate player account. Revealing the entire map doesn't require going up against a wall. It seems to happen just by dragging the token around. Impressive jaggies on firefox. The same issue occurs on Chrome without the jaggies. I drew the lines on this map after &nbsp;converting to Jumpgate. Repro steps for this one are pull the token across a wall until it pops through. This happens on Chrome and Firefox with Ctrl + L, Rejoin as Player, and a separate account. This lines on this one were drawn before the game was converted.